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Hybrid tutoring, where a human tutor supports multiple students in learning with educational technology, is an increasingly common application to deliver high-impact tutoring at scale. However, past hybrid tutoring applications are limited…
Real-time, streaming interactive avatars represent a critical yet challenging goal in digital human research. Although diffusion-based human avatar generation methods achieve remarkable success, their non-causal architecture and high…
Controllable video generation (CVG) has advanced rapidly, yet current systems falter when more than one actor must move, interact, and exchange positions under noisy control signals. We address this gap with DanceTogether, the first…
Virtual reality setups are particularly suited to create a tight bond between players and their avatars up to a degree where we start perceiving the virtual representation as our own body. We hypothesize that such an illusion of virtual…
As research on neural volumetric video reconstruction and compression flourishes, there is a need for diverse and realistic datasets, which can be used to develop and validate reconstruction and compression models. However, existing…
After Big Data and Artificial Intelligence (AI), the subject of Digital Twins has emerged as another promising technology, advocated, built, and sold by various IT companies. The approach aims to produce highly realistic models of real…
Adaptive virtual environments are an opportunity to support users and increase their flow, presence, immersion, and overall experience. Possible fields of application are adaptive individual education, gameplay adjustment, professional…
Virtual Reality (VR) has recently gained traction with many new and ever more affordable devices being released. The increase in popularity of this paradigm of interaction has given birth to new applications and has attracted casual…
The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…
In the industry, numerous commercial packages provide tools to introduce, and analyse human behaviour in the product's environment (for maintenance, ergonomics...), thanks to Virtual Humans. We will focus on control. Thanks to algorithms…
The capacity to create realistic virtual humans has progressed significantly, and such characters can be found in many applications across entertainment, education and health. As an essential element of interactive virtual humans,…
In recent advances of deep generative models, face reenactment -manipulating and controlling human face, including their head movement-has drawn much attention for its wide range of applicability. Despite its strong expressiveness, it is…
While users could embody virtual avatars that mirror their physical movements in Virtual Reality, these avatars' motions can be redirected to enable novel interactions. Excessive redirection, however, could break the user's sense of…
In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of…
We present Neural Voice Puppetry, a novel approach for audio-driven facial video synthesis. Given an audio sequence of a source person or digital assistant, we generate a photo-realistic output video of a target person that is in sync with…
Existing research on avatar creation is typically limited to laboratory datasets, which require high costs against scalability and exhibit insufficient representation of the real world. On the other hand, the web abounds with off-the-shelf…
Early large-scale audio datasets, such as LibriSpeech, were built with hundreds of individual contributors whose voices were instrumental in the development of speech technologies, including audiobooks and voice assistants. Yet, a decade…
The advancement in computing and hardware, like spatial computing and VR headsets (e.g., Apple's Vision Pro) [1], has boosted the popularity of social VR platforms (VRChat, Rec Room, Meta HorizonWorlds) [2, 3, 4]. Unlike traditional digital…
The use of motion capture in live dance performances has created an emerging discipline enabling dancers to play different avatars on the digital stage. Unlike classical workflows, avatars enable performers to act as different characters in…
Familiarity with audiences plays a significant role in shaping individual performance and experience across various activities in everyday life. This study delves into the impact of familiarity with non-playable character (NPC) audiences on…