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We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view,…
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately…
Human cognition significantly influences expressed behavior and is intrinsically tied to authentic personality traits. Personality assessment plays a pivotal role in various fields, including psychology, education, social media, etc.…
Modern video games are becoming richer and more complex in terms of game mechanics. This complexity allows for the emergence of a wide variety of ways to play the game across the players. From the point of view of the game designer, this…
The objective of this study is to develop and use a virtual reality game as a tool to assess the effects of realistic stress on the behavioral and physiological responses of participants. The game is based on a popular Steam game called…
Many application areas ranging from serious games for health to learning by demonstration in robotics, could benefit from large body movement datasets extracted from textual instructions accompanied by images. The interpretation of…
To solve a text-based game, an agent needs to formulate valid text commands for a given context and find the ones that lead to success. Recent attempts at solving text-based games with deep reinforcement learning have focused on the latter,…
We introduce GameGen-X, the first diffusion transformer model specifically designed for both generating and interactively controlling open-world game videos. This model facilitates high-quality, open-domain generation by simulating an…
This research proposes and evaluates scoring and assessment methods for Virtual Reality (VR) training simulators. VR simulators capture detailed n-dimensional human motion data which is useful for performance analysis. Custom made medical…
We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
Task-based behavioral biometric authentication of users interacting in virtual reality (VR) environments enables seamless continuous authentication by using only the motion trajectories of the person's body as a unique signature. Deep…
Games are usually created incrementally, requiring repeated testing of the same scenarios, which is a tedious and error-prone task for game developers. Therefore, we aim to alleviate this game testing process by encapsulating it into a game…
This paper applies the principles of Virtual Reality (VR) to robots, rather than living organisms. A simulator, of either physical states or information states, renders outputs to custom displays that fool the robot's sensors. This enables…
We identify the need for a gamified self-driving simulator where game mechanics encourage high-quality data capture, and design and apply such a simulator to collecting lane-following training data. The resulting synthetic data enables a…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
Human motion generation involves creating natural sequences of human body poses, widely used in gaming, virtual reality, and human-computer interaction. It aims to produce lifelike virtual characters with realistic movements, enhancing…
While AI excels at generating text, audio, images, and videos, creating interactive audio-visual content such as video games remains challenging. Current LLMs can generate JavaScript games and animations, but lack automated evaluation…
We present RoboGen, a generative robotic agent that automatically learns diverse robotic skills at scale via generative simulation. RoboGen leverages the latest advancements in foundation and generative models. Instead of directly using or…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…