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We propose a real-time system for synthesizing gestures directly from speech. Our data-driven approach is based on Generative Adversarial Neural Networks to model the speech-gesture relationship. We utilize the large amount of speaker video…
Video Generation is a relatively new and yet popular subject in machine learning due to its vast variety of potential applications and its numerous challenges. Current methods in Video Generation provide the user with little or no control…
Vision-language-action (VLA) models enable robots to follow natural-language instructions grounded in visual observations, but the instruction channel also introduces a critical vulnerability: small textual perturbations can alter…
Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and…
Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance,…
This paper addresses the challenge of text-conditioned streaming motion generation, which requires us to predict the next-step human pose based on variable-length historical motions and incoming texts. Existing methods struggle to achieve…
Social Virtual Reality (VR) games offer immersive socialization experiences but pose significant challenges of harassment. Common solutions, such as reporting and moderation, address harassment after it happens but fail to prevent or stop…
Realistic and interactive traffic simulation is essential for training and evaluating autonomous driving systems. However, most existing data-driven simulation methods rely on static initialization or log-replay data, limiting their ability…
Markerless motion capture is an active research in 3D virtualization. In proposed work we presented a system for markerless motion capture for 3D human character animation, paper presents a survey on motion and skeleton tracking techniques…
Hand gestures are a natural means of interaction in Augmented Reality and Virtual Reality (AR/VR) applications. Recently, there has been an increased focus on removing the dependence of accurate hand gesture recognition on complex sensor…
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are…
Extended reality (XR) demands generative models that respond to users' tracked real-world motion, yet current video world models accept only coarse control signals such as text or keyboard input, limiting their utility for embodied…
Real-time synthesis of high-fidelity 3D character motion from audio is a pivotal component for next-generation interactive avatars and virtual assistants. However, most existing approaches are limited to offline processing of complete audio…
Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic…
Expressive behaviors in robots are critical for effectively conveying their emotional states during interactions with humans. In this work, we present a framework that autonomously generates realistic and diverse robotic emotional…
Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment's state driven by the actions of its agents. While such a paradigm enables users to play…
Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment. Passthrough techniques are intended to address this limitation by…
In this paper, a computer-vision-assisted simulation method is proposed to address the issue of training dataset acquisition for wireless hand gesture recognition. In the existing literature, in order to classify gestures via the wireless…
Radar-based human activity recognition (HAR) still lacks a comprehensive simulation method. Existing software is developed based on models or motion-captured data, resulting in limited flexibility. To address this issue, a simulator that…
Using a game engine, we have developed a virtual environment which models important aspects of critical incident scenarios. We focused on modelling phenomena relating to the identification and gathering of key forensic evidence, in order to…