Papers for
interactive entertainment developers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Music arousal changes forecasted from scheduled future music chunks
Known Music, Unknown Response: Leakage-Audited Dynamic Arousal Forecasting With Scheduled Future Music
Abstract: Dynamic music emotion recognition usually estimates concurrent or lag-aligned labels from audio that has already been observed. We instead forecast the change in consensus arousal when the upcoming music is scheduled but all later affect labels remain hidden. Evaluation holds out complete songs, encodes each eligible 4-s chunk independently, predicts arousal innovation, and compares the correct future with displaced segments from the same song. On PMEmo and a 1,494-song DEAM evaluation pool excluded from engineering development, a complete past/future MuQ representation raises concordance correlation coefficient (CCC) by 0.389--0.507 over recent affect and remains 0.268--0.382 above a calibrated nonlinear state model. A future-only trajectory contains no past or current audio and still exceeds that state model by 0.150--0.249. The earliest legal future chunk, which ends 5.5--11 s before the target, also remains informative. Correct placement exceeds an overlapping 5-s shift by 0.100--0.209 and the acoustic-nearest eligible same-song segment by 0.078--0.105, with positive song-cluster lower bounds. These results show that both scheduled content and its within-song position carry forecast information under the stated observation rules. The study provides a leakage-controlled reference for known-future music forecasting without treating predictive substitutions as causal interventions.
Humanoid robots learn interactive skills by watching human videos
VICAR: Video Imitation with Contact-Aware Retargeting for Humanoid Interactive Skills
Abstract: Third-person human videos offer a scalable alternative to task-specific reward engineering, teleoperation, and manually scripted demonstrations for humanoid loco-manipulation. Recent video-to-humanoid systems have shown that noisy human motion, object trajectories, and contacts can be extracted from unstructured videos and refined into deployable skills. However, a key gap remains for contact-rich imitation: the task is often defined by world-frame contacts whose poses, timing, and speed must survive embodiment mismatch and runtime scene changes. Towards this, we present VICAR (Video Imitation with Contact-Aware Retargeting), a pipeline for learning humanoid interactive skills from third-person human videos. The system first recovers human motion, reconstructs task-relevant obstacles from monocular video, and then retargets the motion to a humanoid while preserving global contact poses, motion speed, and collision clearance. Unlike retargeting methods that only remove penetration or preserve local interaction geometry, our formulation represents user-specified contact poses and collision clearance as high-priority Lagrangian penalty terms and optimizes the full motion to remain smooth through contact-rich transitions. The resulting motions are used to train a contact-conditioned motion generator whose inputs include movable contact points enabling runtime adaptation to new contact positions. We demonstrate the framework on ten diverse third-person video skills, including six table-tennis serves, three object-pickup tasks, and ladder climbing, and deploy the learned skills on hardware. These results suggest that contact-preserving retargeting is a practical step toward humanoids that learn useful interactive behavior by watching humans.