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 Virtual Reality




Theatre Review: "An Ark" and "Data"

The New Yorker

Two plays soaked in technological anxiety. "An Ark" resembles a webinar with a staring contest, one that no human can win. Before you enter "An Ark," a "mixed reality" performance at the Shed, you check your coat and, more oddly, your shoes. Inside, there are three concentric circles of chairs arranged on a red carpet and, overhead, a white globe resembling a hot-air balloon. A docent explained that, through my virtual-reality headset, I would see four more chairs--and, ideally, they shouldn't float.


Meta refocuses on AI hardware as metaverse layoffs begin

Engadget

The layoffs have been a long time coming. The Meta Quest 3 VR goggles and controllers are shown sitting on a wooden tabletop with blue walls and a white door in the background. As we expected, Meta has begun laying off more than 1,000 employees from its Reality Labs division, which focused on virtual reality and metaverse products, reports . The company will refocus on developing wearables, like its recent batch of AI-powered Ray-Ban smart glasses, according to a memo from CTO Andrew Bosworth. Reality Labs has lost more than $70 billion since the beginning of 2021, and while Meta has done a solid job of delivering desirable consumer VR headsets and smart glasses, that business hasn't been nearly profitable enough to justify the cost.



AirSketch: Generative Motion to Sketch

Neural Information Processing Systems

Illustration is a fundamental mode of human expression and communication. Certain types of motion that accompany speech can provide this illustrative mode of communication. While Augmented and Virtual Reality technologies (AR/VR) have introduced tools for producing drawings with hand motions (air drawing), they typically require costly hardware and additional digital markers, thereby limiting their accessibility and portability. Furthermore, air drawing demands considerable skill to achieve aesthetic results. To address these challenges, we introduce the concept of AirSketch, aimed at generating faithful and visually coherent sketches directly from hand motions, eliminating the need for complicated headsets or markers. We devise a simple augmentation-based self-supervised training procedure, enabling a controllable image diffusion model to learn to translate from highly noisy hand tracking images to clean, aesthetically pleasing sketches, while preserving the essential visual cues from the original tracking data. We present two air drawing datasets to study this problem. Our findings demonstrate that beyond producing photo-realistic images from precise spatial inputs, controllable image diffusion can effectively produce a refined, clear sketch from a noisy input. Our work serves as an initial step towards marker-less air drawing and reveals distinct applications of controllable diffusion models to AirSketch and AR/VR in general.


Harmony4D: A Video Dataset for In-The-Wild Close Human Interactions

Neural Information Processing Systems

Understanding how humans interact with each other is key to building realistic multi-human virtual reality systems. This area remains relatively unexplored due to the lack of large-scale datasets. Recent datasets focusing on this issue mainly consist of activities captured entirely in controlled indoor environments with choreographed actions, significantly affecting their diversity. To address this, we introduce Harmony4D, a multi-view video dataset for human-human interaction featuring in-the-wild activities such as wrestling, dancing, MMA,and more. We use a flexible multi-view capture system to record these dynamic activities and provide annotations for human detection, tracking, 2D/3D pose estimation, and mesh recovery for closely interacting subjects. We propose a novel markerless algorithm to track 3D human poses in severe occlusion and close interaction to obtain our annotations with minimal manual intervention. Harmony4D consists of 1.66 million images and 3.32 million human instances from more than 20 synchronized cameras with 208 video sequences spanning diverse environments and 24 unique subjects. We rigorously evaluate existing state-of-the-art methods for mesh recovery and highlight their significant limitations in modeling close interaction scenarios. Additionally, we fine-tune a pre-trained HMR2.0 model on Harmony4D and demonstrate an improved performance of 54.8% PVE in scenes with severe occlusion and contact.


Learning Disentangled Representations for Perceptual Point Cloud Quality Assessment via Mutual Information Minimization

Neural Information Processing Systems

No-Reference Point Cloud Quality Assessment (NR-PCQA) aims to objectively assess the human perceptual quality of point clouds without relying on pristine-quality point clouds for reference. It is becoming increasingly significant with the rapid advancement of immersive media applications such as virtual reality (VR) and augmented reality (AR). However, current NR-PCQA models attempt to indiscriminately learn point cloud content and distortion representations within a single network, overlooking their distinct contributions to quality information. To address this issue, we propose DisPA, a novel disentangled representation learning framework for NR-PCQA. The framework trains a dual-branch disentanglement network to minimize mutual information (MI) between representations of point cloud content and distortion. Specifically, to fully disentangle representations, the two branches adopt different philosophies: the content-aware encoder is pretrained by a masked auto-encoding strategy, which can allow the encoder to capture semantic information from rendered images of distorted point clouds; the distortion-aware encoder takes a mini-patch map as input, which forces the encoder to focus on low-level distortion patterns. Furthermore, we utilize an MI estimator to estimate the tight upper bound of the actual MI and further minimize it to achieve explicit representation disentanglement. Extensive experimental results demonstrate that DisPA outperforms state-of-the-art methods on multiple PCQA datasets.


EEVR: A Dataset of Paired Physiological Signals and Textual Descriptions for Joint Emotion Representation Learning

Neural Information Processing Systems

EEVR (Emotion Elicitation in Virtual Reality) is a novel dataset specifically designed for language supervision-based pre-training of emotion recognition tasks, such as valence and arousal classification. It features high-quality physiological signals, including electrodermal activity (EDA) and photoplethysmography (PPG), acquired through emotion elicitation via 360-degree virtual reality (VR) videos.Additionally, it includes subject-wise textual descriptions of emotions experienced during each stimulus gathered from qualitative interviews. The dataset consists of recordings from 37 participants and is the first dataset to pair raw text with physiological signals, providing additional contextual information that objective labels cannot offer. To leverage this dataset, we introduced the Contrastive Language Signal Pre-training (CLSP) method, which jointly learns representations using pairs of physiological signals and textual descriptions. Our results show that integrating self-reported textual descriptions with physiological signals significantly improves performance on emotion recognition tasks, such as arousal and valence classification. Moreover, our pre-trained CLSP model demonstrates strong zero-shot transferability to existing datasets, outperforming supervised baseline models, suggesting that the representations learned by our method are more contextualized and generalized. The dataset also includes baseline models for arousal, valence, and emotion classification, as well as code for data cleaning and feature extraction.


PanoGRF: Generalizable Spherical Radiance Fields for Wide-baseline Panoramas

Neural Information Processing Systems

Achieving an immersive experience enabling users to explore virtual environments with six degrees of freedom (6DoF) is essential for various applications such as virtual reality (VR). Wide-baseline panoramas are commonly used in these applications to reduce network bandwidth and storage requirements. However, synthesizing novel views from these panoramas remains a key challenge. Although existing neural radiance field methods can produce photorealistic views under narrow-baseline and dense image captures, they tend to overfit the training views when dealing with wide-baseline panoramas due to the difficulty in learning accurate geometry from sparse $360^{\circ}$ views. To address this problem, we propose PanoGRF, Generalizable Spherical Radiance Fields for Wide-baseline Panoramas, which construct spherical radiance fields incorporating $360^{\circ}$ scene priors. Unlike generalizable radiance fields trained on perspective images, PanoGRF avoids the information loss from panorama-to-perspective conversion and directly aggregates geometry and appearance features of 3D sample points from each panoramic view based on spherical projection. Moreover, as some regions of the panorama are only visible from one view while invisible from others under wide baseline settings, PanoGRF incorporates $360^{\circ}$ monocular depth priors into spherical depth estimation to improve the geometry features. Experimental results on multiple panoramic datasets demonstrate that PanoGRF significantly outperforms state-of-the-art generalizable view synthesis methods for wide-baseline panoramas (e.g., OmniSyn) and perspective images (e.g., IBRNet, NeuRay).