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The rapid development of technology has introduced new formats of human-computer interaction, which have in turn produced many new forms of media and a whole new field of interactive multimedia. One of the major mediums that has grown in…
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can speed up learning by…
On public benchmarks, current action recognition techniques have achieved great success. However, when used in real-world applications, e.g. sport analysis, which requires the capability of parsing an activity into phases and…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
Integrating computation into physics teaching is a curricular move that, at present, has been predominately studied for its cognitive impacts. However, if this modality of instruction shifts how students engage with physics, we argue there…
Image animation is a key task in computer vision which aims to generate dynamic visual content from static image. Recent image animation methods employ neural based rendering technique to generate realistic animations. Despite these…
Automatic surgical gesture recognition is fundamentally important to enable intelligent cognitive assistance in robotic surgery. With recent advancement in robot-assisted minimally invasive surgery, rich information including surgical…
Current video models fail as world model as they lack fine-graiend control. General-purpose household robots require real-time fine motor control to handle delicate tasks and urgent situations. In this work, we introduce fine-grained…
In computer vision, video-based approaches have been widely explored for the early classification and the prediction of actions or activities. However, it remains unclear whether this modality (as compared to 3D kinematics) can still be…
Quantum mechanics courses focus mostly on its computational aspects. This alone does not provide the same depth of understanding as most physicists have of classical mechanics. The understanding of classical mechanics is significantly…
Manipulatives used in the right way help improve mathematical concepts leading to better learning outcomes. In this paper, we present a phygital (physical + digital) curriculum inspired teaching system for kids aged 5-8 to learn geometry…
Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…
Technology has helped to innovate in the teaching-learning process. Today's students are more demanding actors when it comes to the environment, they have at their disposal to learn, experiment and develop critical thinking. The area of…
Rehabilitation robotics combined with video game technology provides a means of assisting in the rehabilitation of patients with neuromuscular disorders by performing various facilitation movements. The current work presents ReHabGame, a…
While physiological sensors enter the mass market and reach the general public, they are still mainly employed to monitor health -- whether it is for medical purpose or sports. We describe an application that uses heart rate feedback as an…
Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…
Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images…
Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention -…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…