virtual world
Monkeys walk around a virtual world using only their thoughts
Researchers hope the experiments will pave the way for people with paralysis to explore virtual worlds or more intuitively control electric wheelchairs in this one. Peter Janssen at KU Leuven in Belgium and colleagues implanted three rhesus macaque ( Macaca mulatta) monkeys with BCIs. Crucially, each animal got three implants, each consisting of 96 electrodes, positioned in the primary motor, dorsal and ventral premotor cortex. The first area is commonly used in BCI research and relates to physical movement, but the latter two are thought to be involved in planning movement in a higher, more abstract way. Electrical signals from the implants were then interpreted by an AI model and used to control VR avatars as the monkeys watched a 3D monitor.
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The power of sound in a virtual world
In the digital age, sound is proving to be the greatest connector of all, says Erik Vaveris, vice president of product management and CMO at Shure, and Brian Scholl, director of the Perception and Cognition Laboratory at Yale University. In an era where business, education, and even casual conversations occur via screens, sound has become a differentiating factor. We obsess over lighting, camera angles, and virtual backgrounds, but how we sound can be just as critical to credibility, trust, and connection. Both see audio as more than a technical layer: It's a human factor shaping how people perceive intelligence, trustworthiness, and authority in virtual settings. If you're willing to take a little bit of time with your audio set up, you can really get across the full power of your message and the full power of who you are to your peers, to your employees, your boss, your suppliers, and of course, your customers, says Vaveris. Scholl's research shows that poor audio quality can make a speaker seem less persuasive, less hireable, and even less credible. We know that [poor] sound doesn't reflect the people themselves, but we really just can't stop ourselves from having those impressions, says Scholl. We all understand intuitively that if we're having difficulty being understood while we're talking, then that's bad. But we sort of think that as long as you can make out the words I'm saying, then that's probably all fine. And this research showed in a somewhat surprising way, to a surprising degree, that this is not so. For organizations navigating hybrid work, training, and marketing, the stakes have become high. Vaveris points out that the pandemic was a watershed moment for audio technology. As classrooms, boardrooms, and conferences shifted online almost overnight, demand accelerated for advanced noise suppression, echo cancellation, and AI-driven processing tools that make meetings more seamless. Today, machine learning algorithms can strip away keyboard clicks or reverberation and isolate a speaker's voice in noisy environments. That clarity underpins the accuracy of AI meeting assistants that can step in to transcribe, summarize, and analyze discussions. The implications across industries are rippling. It empowers executives and creators alike to produce broadcast-quality content from the comfort of their home office. And it offers companies new ways to build credibility with customers and employees without the costly overhead of traditional production.
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Google DeepMind is using Gemini to train agents inside Goat Simulator 3
SIMA 2, which can figure out how to solve problems inside virtual worlds, could lead to more general-purpose agents and better robots. Google DeepMind has built a new video-game-playing agent called SIMA 2 that can navigate and solve problems in a wide range of 3D virtual worlds. The company claims it's a big step toward more general-purpose agents and better real-world robots. Google DeepMind first demoed SIMA (which stands for "scalable instructable multiworld agent") last year. But SIMA 2 has been built on top of Gemini, the firm's flagship large language model, which gives the agent a huge boost in capability. The researchers claim that SIMA 2 can carry out a range of more complex tasks inside virtual worlds, figure out how to solve certain challenges by itself, and chat with its users.
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The Download: AI to measure pain, and how to deal with conspiracy theorists
Researchers around the world are racing to turn pain--medicine's most subjective vital sign--into something a camera or sensor can score as reliably as blood pressure. The push has already produced PainChek--a smartphone app that scans people's faces for tiny muscle movements and uses artificial intelligence to output a pain score--which has been cleared by regulators on three continents and has logged more than 10 million pain assessments. Other startups are beginning to make similar inroads. The way we assess pain may finally be shifting, but when algorithms measure our suffering, does that change the way we treat it? This story is from the latest print issue of MIT Technology Review magazine, which is full of fascinating stories about our bodies. Someone I know became a conspiracy theorist seemingly overnight.
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AI as intermediary in modern-day ritual: An immersive, interactive production of the roller disco musical Xanadu at UCLA
Winick, Mira, Agarwal, Naisha, Boussema, Chiheb, Lee, Ingrid, Vargas, Camilo, Burke, Jeff
Interfaces for contemporary large language, generative media, and perception AI models are often engineered for single user interaction. We investigate ritual as a design scaffold for developing collaborative, multi-user human-AI engagement. We consider the specific case of an immersive staging of the musical Xanadu performed at UCLA in Spring 2025. During a two-week run, over five hundred audience members contributed sketches and jazzercise moves that vision language models translated to virtual scenery elements and from choreographic prompts. This paper discusses four facets of interaction-as-ritual within the show: audience input as offerings that AI transforms into components of the ritual; performers as ritual guides, demonstrating how to interact with technology and sorting audience members into cohorts; AI systems as instruments "played" by the humans, in which sensing, generative components, and stagecraft create systems that can be mastered over time; and reciprocity of interaction, in which the show's AI machinery guides human behavior as well as being guided by humans, completing a human-AI feedback loop that visibly reshapes the virtual world. Ritual served as a frame for integrating linear narrative, character identity, music and interaction. The production explored how AI systems can support group creativity and play, addressing a critical gap in prevailing single user AI design paradigms.
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Exploring the Potential of Citiverses for Regulatory Learning
Hupont, Isabelle, Ponti, Marisa, Schade, Sven
Citiverses hold the potential to support regulatory learning by offering immersive, virtual environments for experimenting with policy scenarios and technologies. This paper proposes a science-for-policy agenda to explore the potential of citiverses as experimentation spaces for regulatory learning, grounded in a consultation with a high-level panel of experts, including policymakers from the European Commission, national government science advisers and leading researchers in digital regulation and virtual worlds. It identifies key research areas, including scalability, real-time feedback, complexity modelling, cross-border collaboration, risk reduction, citizen participation, ethical considerations and the integration of emerging technologies. In addition, the paper analyses a set of experimental topics, spanning transportation, urban planning and the environment/climate crisis, that could be tested in citiverse platforms to advance regulatory learning in these areas. The proposed work is designed to inform future research for policy and emphasizes a responsible approach to developing and using citiverses. It prioritizes careful consideration of the ethical, economic, ecological and social dimensions of different regulations. The paper also explores essential preliminary steps necessary for integrating citiverses into the broader ecosystems of experimentation spaces, including test beds, living labs and regulatory sandboxes
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Human Interaction for Collaborative Semantic SLAM using Extended Reality
Ribeiro, Laura, Shaheer, Muhammad, Fernandez-Cortizas, Miguel, Tourani, Ali, Voos, Holger, Sanchez-Lopez, Jose Luis
Abstract-- Semantic SLAM (Simultaneous Localization and Mapping) systems enrich robot maps with structural and semantic information, enabling robots to operate more effectively in complex environments. However, these systems struggle in real-world scenarios with occlusions, incomplete data, or ambiguous geometries, as they cannot fully leverage the higher-level spatial and semantic knowledge humans naturally apply. We introduce HICS-SLAM, a Human-in-the-Loop semantic SLAM framework that uses a shared extended reality environment for real-time collaboration. The system allows human operators to directly interact with and visualize the robot's 3D scene graph, and add high-level semantic concepts (e.g., rooms or structural entities) into the mapping process. We propose a graph-based semantic fusion methodology that integrates these human interventions with robot perception, enabling scalable collaboration for enhanced situational awareness. Experimental evaluations on real-world construction site datasets demonstrate improvements in room detection accuracy, map precision, and semantic completeness compared to automated baselines, demonstrating both the effectiveness of the approach and its potential for future extensions.
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Meet your descendants – and your future self! A trip to Venice film festival's extended reality island
In the largest cinema at the Venice film festival, guests gather for the premiere of Frankenstein, Guillermo del Toro's lavish account of a man who dared to play God and created a monster. When the young scientist reanimates a dead body for his colleagues, some see it as a trick while others are outraged. "It's an abomination, an obscenity," shouts one hide-bound old timer, and his alarm is partly justified. Every technological breakthrough opens Pandora's box. You don't know what's going to crawl out or where it will then choose to go.
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Agency, Affordances, and Enculturation of Augmentation Technologies
Duin, Ann Hill, Pedersen, Isabel
Augmentation technologies are undergoing a process of enculturation due to many factors, one being the rise of artificial intelligence (AI), or what the World Intellectual Property Organization (WIPO) terms the AI wave or AI boom. Chapter 3 focuses critical attention on the hyped assumption that sophisticated, emergent, and embodied augmentation technologies will improve lives, literacy, cultures, arts, economies, and social contexts. The chapter begins by discussing the problem of ambiguity with AI terminology, which it aids with a description of the WIPO Categorization of AI Technologies Scheme. It then draws on media and communication studies to explore concepts such as agents, agency, power, and agentive relationships between humans and robots. The chapter focuses on the development of non-human agents in industry as a critical factor in the rise of augmentation technologies. It looks at how marketing communication enculturates future users to adopt and adapt to the technology. Scholars are charting the significant ways that people are drawn further into commercial digital landscapes, such as the Metaverse concept, in post-internet society. It concludes by examining recent claims concerning the Metaverse and augmented reality.
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SimPRIVE: a Simulation framework for Physical Robot Interaction with Virtual Environments
Nesti, Federico, D'Amico, Gianluca, Marinoni, Mauro, Buttazzo, Giorgio
--The use of machine learning in cyber-physical systems has attracted the interest of both industry and academia. However, no general solution has yet been found against the unpredictable behavior of neural networks and reinforcement learning agents. Nevertheless, the improvements of photo-realistic simulators have paved the way towards extensive testing of complex algorithms in different virtual scenarios, which would be expensive and dangerous to implement in the real world. PRIVE, a simulation framework for physical robot interaction with virtual environments, which operates as a vehicle-in-the-loop platform, rendering a virtual world while operating the vehicle in the real world. PRIVE, any physical mobile robot running on ROS 2 can easily be configured to move its digital twin in a virtual world built with the Unreal Engine 5 graphic engine, which can be populated with objects, people, or other vehicles with programmable behavior . PRIVE has been designed to accommodate custom or pre-built virtual worlds while being light-weight to contain execution times and allow fast rendering. Its main advantage lies in the possibility of testing complex algorithms on the full software and hardware stack while minimizing the risks and costs of a test campaign. The framework has been validated by testing a reinforcement learning agent trained for obstacle avoidance on an AgileX Scout Mini rover that navigates a virtual office environment where everyday objects and people are placed as obstacles. Recently, artificial intelligence (AI) models have achieved impressive performance in many applications, including cyber-physical systems (CPS).
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