相关论文: From Pixels to Personas: Tracking the Evolution of…
Tips, as a compacted and concise form of reviews, were paid less attention by researchers. In this paper, we investigate the task of tips generation by considering the `persona' information which captures the intrinsic language style of the…
Sketch animation has emerged as a transformative technology, bridging art and science to create dynamic visual narratives across various fields such as entertainment, education, healthcare, and virtual reality. This survey explores recent…
It is extremely challenging to create an animatable clothed human avatar from RGB videos, especially for loose clothes due to the difficulties in motion modeling. To address this problem, we introduce a novel representation on the basis of…
In recent years, digital games have become increasingly present in people's lives both as a leisure activity or in gamified activities of everyday life. Despite this growing presence, large-scale, data-driven analyses of video games remain…
Japan is a unique country with a distinct cultural heritage, which is reflected in billions of historical documents that have been preserved. However, the change in Japanese writing system in 1900 made these documents inaccessible for the…
Written texts reflect an author's perspective, making the thorough analysis of literature a key research method in fields such as the humanities and social sciences. However, conventional text mining techniques like sentiment analysis and…
As a part of our effort for studying the evolution and development of cognition, we present results derived from synthetic experimentations in a virtual laboratory where animats develop koncepts adaptively and ground their meaning through…
Virtual Humans (VHs) were first developed more than 50 years ago and have undergone significant advancements since then. In the past, creating and animating VHs was a complex task. However, contemporary commercial and freely available…
Avatars on displays lack the ability to engage with the physical environment through gaze. To address this limitation, we propose a gaze synthesis method that enables animated avatars to establish gaze communication with the physical…
Comics have long been a popular form of storytelling, offering visually engaging narratives that captivate audiences worldwide. However, the visual nature of comics presents a significant barrier for visually impaired readers, limiting…
We present AniME, a director-oriented multi-agent system for automated long-form anime production, covering the full workflow from a story to the final video. The director agent keeps a global memory for the whole workflow, and coordinates…
Generative large language models (LLMs) have become central to everyday life, producing human-like text across diverse domains. A growing body of research investigates whether these models also exhibit personality- and demographic-like…
Recent advancements in image and video synthesis have opened up new promise in generative games. One particularly intriguing application is transforming characters from anime films into interactive, playable entities. This allows players to…
The growing prevalence of realistic AI-generated videos on media platforms increasingly blurs the line between fact and fiction, eroding public trust. Understanding how people watch AI-generated videos offers a human-centered perspective…
Research on how humans perceive aesthetics in shapes, colours, and music has predominantly focused on Western populations, limiting our understanding of how cultural environments shape aesthetic preferences. We present a large-scale…
As AI art generation becomes increasingly sophisticated, HCI research has focused primarily on questions of detection, authenticity, and automation. This paper argues that such approaches fundamentally misunderstand how artistic value…
High text recognition performance does not guarantee that Vision-Language Models (VLMs) share human-like decision patterns when resolving ambiguity. We investigate this behavioral gap by directly comparing humans and VLMs using continuously…
Personality perception is implicitly biased due to many subjective factors, such as cultural, social, contextual, gender and appearance. Approaches developed for automatic personality perception are not expected to predict the real…
Have we become more tolerant of dating people of different social backgrounds compared to ten years ago? Has the rise of online dating exacerbated or alleviated gender inequalities in modern courtship? Are the most attractive people on…
We explore social perception of human faces in CLIP, a widely used open-source vision-language model. To this end, we compare the similarity in CLIP embeddings between different textual prompts and a set of face images. Our textual prompts…