interactive
Star Wars, Tomb Raider and a big night for Expedition 33 – what you need to know from The Game awards
Clair Obscur: Expedition 33 won nine awards, including game of the year, while newly announced games at the show include the next project from Baldur's Gate 3 developer Larian Studios New titles were announced, celebrities appeared, and at one point, screaming people were suspended from the ceiling in an extravagant promotion for a new role-playing game. Acclaimed French adventure Clair Obscur: Expedition 33 began the night with 12 nominations - the most in the event's history - and ended it with nine awards. The Gallic favourite took game of the year, as well as awards for best game direction, best art direction, best narrative and best performance (for actor Jennifer English). Elsewhere, Hades II took best action game, Hollow Knight: Silksong won in best action/adventure and Arc Raiders won best multiplayer. There was a decent showing for the new(ish) Nintendo Switch 2, with Donkey Kong Bananza taking best family game and Mario Kart World scorching across the line with best sports/racing game.
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- Europe > Ukraine (0.05)
- Information Technology > Communications > Social Media (1.00)
- Information Technology > Artificial Intelligence > Games > Computer Games (0.43)
Warm Chat: Diffuse Emotion-aware Interactive Talking Head Avatar with Tree-Structured Guidance
Yang, Haijie, Zhang, Zhenyu, Tang, Hao, Qian, Jianjun, Yang, Jian
Generative models have advanced rapidly, enabling impressive talking head generation that brings AI to life. However, most existing methods focus solely on one-way portrait animation. Even the few that support bidirectional conversational interactions lack precise emotion-adaptive capabilities, significantly limiting their practical applicability. In this paper, we propose Warm Chat, a novel emotion-aware talking head generation framework for dyadic interactions. Leveraging the dialogue generation capability of large language models (LLMs, e.g., GPT-4), our method produces temporally consistent virtual avatars with rich emotional variations that seamlessly transition between speaking and listening states. Specifically, we design a Transformer-based head mask generator that learns temporally consistent motion features in a latent mask space, capable of generating arbitrary-length, temporally consistent mask sequences to constrain head motions. Furthermore, we introduce an interactive talking tree structure to represent dialogue state transitions, where each tree node contains information such as child/parent/sibling nodes and the current character's emotional state. By performing reverse-level traversal, we extract rich historical emotional cues from the current node to guide expression synthesis. Extensive experiments demonstrate the superior performance and effectiveness of our method.
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- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.05)
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- Asia > Middle East > Jordan (0.04)
Smartphone App Usage Prediction Using Points of Interest
Yu, Donghan, Li, Yong, Xu, Fengli, Zhang, Pengyu, Kostakos, Vassilis
In this paper we present the first population-level, city-scale analysis of application usage on smartphones. Using deep packet inspection at the network operator level, we obtained a geo-tagged dataset with more than 6 million unique devices that launched more than 10,000 unique applications across the city of Shanghai over one week. We develop a technique that leverages transfer learning to predict which applications are most popular and estimate the whole usage distribution based on the Point of Interest (POI) information of that particular location. We demonstrate that our technique has an 83.0% hitrate in successfully identifying the top five popular applications, and a 0.15 RMSE when estimating usage with just 10% sampled sparse data. It outperforms by about 25.7% over the existing state-of-the-art approaches. Our findings pave the way for predicting which apps are relevant to a user given their current location, and which applications are popular where. The implications of our findings are broad: it enables a range of systems to benefit from such timely predictions, including operating systems, network operators, appstores, advertisers, and service providers.
- Asia > China > Shanghai > Shanghai (0.24)
- North America > United States > New York > New York County > New York City (0.04)
- Asia > China > Heilongjiang Province > Daqing (0.04)
- Information Technology > Networks (0.68)
- Telecommunications > Networks (0.54)
- Information Technology > Information Management (1.00)
- Information Technology > Data Science > Data Mining (1.00)
- Information Technology > Communications > Networks (1.00)
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Towards Generalizable Human Activity Recognition: A Survey
Cai, Yize, Guo, Baoshen, Salim, Flora, Hong, Zhiqing
As a critical component of Wearable AI, IMU-based Human Activity Recognition (HAR) has attracted increasing attention from both academia and industry in recent years. Although HAR performance has improved considerably in specific scenarios, its generalization capability remains a key barrier to widespread real-world adoption. For example, domain shifts caused by variations in users, sensor positions, or environments can significantly decrease the performance in practice. As a result, in this survey, we explore the rapidly evolving field of IMU-based generalizable HAR, reviewing 229 research papers alongside 25 publicly available datasets to provide a broad and insightful overview. We first present the background and overall framework of IMU-based HAR tasks, as well as the generalization-oriented training settings. Then, we categorize representative methodologies from two perspectives: (i) model-centric approaches, including pre-training method, end-to-end method, and large language model (LLM)-based learning method; and (ii) data-centric approaches, including multi-modal learning and data augmentation techniques. In addition, we summarize widely used datasets in this field, as well as relevant tools and benchmarks. Building on these methodological advances, the broad applicability of IMU-based HAR is also reviewed and discussed. Finally, we discuss persistent challenges (e.g., data scarcity, efficient training, and reliable evaluation) and also outline future directions for HAR, including the adoption of foundation and large language models, physics-informed and context-aware reasoning, generative modeling, and resource-efficient training and inference. The complete list of this survey is available at https://github.com/rh20624/Awesome-IMU-Sensing, which will be updated continuously.
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- Information Technology > Communications > Networks > Sensor Networks (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Statistical Learning (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
MVISU-Bench: Benchmarking Mobile Agents for Real-World Tasks by Multi-App, Vague, Interactive, Single-App and Unethical Instructions
Huang, Zeyu, Wang, Juyuan, Chen, Longfeng, Xiao, Boyi, Cai, Leng, Zeng, Yawen, Xu, Jin
Given the significant advances in Large Vision Language Models (LVLMs) in reasoning and visual understanding, mobile agents are rapidly emerging to meet users' automation needs. However, existing evaluation benchmarks are disconnected from the real world and fail to adequately address the diverse and complex requirements of users. From our extensive collection of user questionnaire, we identified five tasks: Multi-App, Vague, Interactive, Single-App, and Unethical Instructions. Around these tasks, we present \textbf{MVISU-Bench}, a bilingual benchmark that includes 404 tasks across 137 mobile applications. Furthermore, we propose Aider, a plug-and-play module that acts as a dynamic prompt prompter to mitigate risks and clarify user intent for mobile agents. Our Aider is easy to integrate into several frameworks and has successfully improved overall success rates by 19.55\% compared to the current state-of-the-art (SOTA) on MVISU-Bench. Specifically, it achieves success rate improvements of 53.52\% and 29.41\% for unethical and interactive instructions, respectively. Through extensive experiments and analysis, we highlight the gap between existing mobile agents and real-world user expectations.
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- Asia > China > Guangdong Province > Guangzhou (0.05)
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- Leisure & Entertainment > Sports > Soccer (1.00)
- Information Technology > Services (1.00)
- Consumer Products & Services (1.00)
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AGENTiGraph: A Multi-Agent Knowledge Graph Framework for Interactive, Domain-Specific LLM Chatbots
Zhao, Xinjie, Blum, Moritz, Gao, Fan, Chen, Yingjian, Yang, Boming, Marquez-Carpintero, Luis, Pina-Navarro, Mónica, Fu, Yanran, Morikawa, So, Iwasawa, Yusuke, Matsuo, Yutaka, Park, Chanjun, Li, Irene
AGENTiGraph is a user-friendly, agent-driven system that enables intuitive interaction and management of domain-specific data through the manipulation of knowledge graphs in natural language. It gives non-technical users a complete, visual solution to incrementally build and refine their knowledge bases, allowing multi-round dialogues and dynamic updates without specialized query languages. The flexible design of AGENTiGraph, including intent classification, task planning, and automatic knowledge integration, ensures seamless reasoning between diverse tasks. Evaluated on a 3,500-query benchmark within an educational scenario, the system outperforms strong zero-shot baselines (achieving 95.12% classification accuracy, 90.45% execution success), indicating potential scalability to compliance-critical or multi-step queries in legal and medical domains, e.g., incorporating new statutes or research on the fly. Our open-source demo offers a powerful new paradigm for multi-turn enterprise knowledge management that bridges LLMs and structured graphs.
- Asia > Japan > Honshū > Kantō > Tokyo Metropolis Prefecture > Tokyo (0.18)
- North America > United States > Minnesota > Hennepin County > Minneapolis (0.14)
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- Information Technology > Artificial Intelligence > Representation & Reasoning > Agents (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Chatbot (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
Federated Learning in Open- and Closed-Loop EMG Decoding: A Privacy and Performance Perspective
Malcolm, Kai, Uribe, César, Yamagami, Momona
Invasive and non-invasive neural interfaces hold promise as high-bandwidth input devices for next-generation technologies. However, neural signals inherently encode sensitive information about an individual's identity and health, making data sharing for decoder training a critical privacy challenge. Federated learning (FL), a distributed, privacy-preserving learning framework, presents a promising solution, but it remains unexplored in closed-loop adaptive neural interfaces. Here, we introduce FL-based neural decoding and systematically evaluate its performance and privacy using high-dimensional electromyography signals in both open- and closed-loop scenarios. In open-loop simulations, FL significantly outperformed local learning baselines, demonstrating its potential for high-performance, privacy-conscious neural decoding. In contrast, closed-loop user studies required adapting FL methods to accommodate single-user, real-time interactions, a scenario not supported by standard FL. This modification resulted in local learning decoders surpassing the adapted FL approach in closed-loop performance, yet local learning still carried higher privacy risks. Our findings highlight a critical performance-privacy tradeoff in real-time adaptive applications and indicate the need for FL methods specifically designed for co-adaptive, single-user applications.
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- Information Technology > Security & Privacy (1.00)
- Health & Medicine > Therapeutic Area > Neurology (1.00)
- Health & Medicine > Health Care Technology (1.00)
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'Clair Obscur: Expedition 33' preview: Stunning visuals, innovative combat, prime melodrama
I've been wondering why everyone seems so hyped on Clair Obscur: Expedition 33. It's the debut game from Sandfall Interactive, an independent French studio with fewer than 30 employees, and it's attracted massive partnerships in video games and film over the past five years. Expedition 33 has a high-profile cast of voice actors, including Andy Serkis, Charlie Cox, Shala Nyx and Jennifer English. It received an Epic MegaGrant in 2022, it was picked up by Pacific Drive publisher Kepler Interactive in 2023, and it was a tentpole of Xbox's first showcase of 2025. Even though the game isn't out until April, Story Kitchen has already signed on to turn it into a live-action film.
WatchGuardian: Enabling User-Defined Personalized Just-in-Time Intervention on Smartwatch
Lei, Ying, Cao, Yancheng, Wang, Will, Dong, Yuanzhe, Yin, Changchang, Cao, Weidan, Zhang, Ping, Yang, Jingzhen, Yao, Bingsheng, Peng, Yifan, Weng, Chunhua, Auerbach, Randy, Mamykina, Lena, Wang, Dakuo, Wang, Yuntao, Xu, Xuhai
While just-in-time interventions (JITIs) have effectively targeted common health behaviors, individuals often have unique needs to intervene in personal undesirable actions that can negatively affect physical, mental, and social well-being. We present WatchGuardian, a smartwatch-based JITI system that empowers users to define custom interventions for these personal actions with a small number of samples. For the model to detect new actions based on limited new data samples, we developed a few-shot learning pipeline that finetuned a pre-trained inertial measurement unit (IMU) model on public hand-gesture datasets. We then designed a data augmentation and synthesis process to train additional classification layers for customization. Our offline evaluation with 26 participants showed that with three, five, and ten examples, our approach achieved an average accuracy of 76.8%, 84.7%, and 87.7%, and an F1 score of 74.8%, 84.2%, and 87.2% We then conducted a four-hour intervention study to compare WatchGuardian against a rule-based intervention. Our results demonstrated that our system led to a significant reduction by 64.0 +- 22.6% in undesirable actions, substantially outperforming the baseline by 29.0%. Our findings underscore the effectiveness of a customizable, AI-driven JITI system for individuals in need of behavioral intervention in personal undesirable actions. We envision that our work can inspire broader applications of user-defined personalized intervention with advanced AI solutions.
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- North America > United States > California > Santa Clara County > San Jose (0.04)
- Asia > China > Jiangsu Province > Yancheng (0.04)
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