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Synthetic data generated by video generative models has shown promise for robot learning as a scalable pipeline, but it often suffers from inconsistent action quality due to imperfectly generated videos. Recently, vision-language models…
We introduce a method to generate videos of dynamic virtual objects plausibly interacting via collisions with a still image's environment. Given a starting trajectory, physically simulated with the estimated geometry of a single, static…
Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to…
Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a…
Many advancements have been made in procedural content generation for games, and with mixed-initiative co-creativity, have the potential for great benefits to human designers. However, co-creative systems for game generation are typically…
Synthetic data generation has been a growing area of research in recent years. However, its potential applications in serious games have not been thoroughly explored. Advances in this field could anticipate data modelling and analysis, as…
We present a pilot study on crea.blender, a novel co-creative game designed for large-scale, systematic assessment of distinct constructs of human creativity. Co-creative systems are systems in which humans and computers (often with Machine…
Recent advances in video diffusion models shows promise for generating robotic decision-making data, with trajectory conditions further enabling fine-grained control. However, existing methods primarily focus on individual object motion and…
In this paper, we present a novel dataset captured using a VR headset to record conversations between participants within a physics simulator (AI2-THOR). Our primary objective is to extend the field of co-speech gesture generation by…
Vibration rendering is essential for creating realistic tactile experiences in human-virtual object interactions, such as in video game controllers and VR devices. By dynamically adjusting vibration parameters based on user actions, these…
We study a pursuit-evasion game between two players with car-like dynamics and sensing limitations by formalizing it as a partially observable stochastic zero-sum game. The partial observability caused by the sensing constraints is…
Autonomous robots typically need to construct representations of their surroundings and adapt their motions to the geometry of their environment. Here, we tackle the problem of constructing a policy model for collision-free motion…
We introduce a new simulation benchmark "HandoverSim" for human-to-robot object handovers. To simulate the giver's motion, we leverage a recent motion capture dataset of hand grasping of objects. We create training and evaluation…
We present a data-driven basketball set play simulation. Given an offensive set play sketch, our method simulates potential scenarios that may occur in the game. The simulation provides coaches and players with insights on how a given set…
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR…
We introduce a novel method that describes the functionality and characteristics of an efficient VR recorder with replay capabilities, implemented in a modern game engine, publicly available for free.
Fencing is a sport where athletes engage in diverse yet strategically logical motions. While most motions fall into a few high-level actions (e.g. step, lunge, parry), the execution can vary widely-fast vs. slow, large vs. small, offensive…
Enabling robots to execute long-horizon manipulation tasks from free-form language instructions remains a fundamental challenge in embodied AI. While vision-language models (VLMs) have shown promise as high-level planners, their deployment…
We address key limitations in existing datasets and models for task-oriented hand-object interaction video generation, a critical approach of generating video demonstrations for robotic imitation learning. Current datasets, such as Ego4D,…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…