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JaeYoung Seon

Publications and source records attributed to JaeYoung Seon.

4 recordsLinked to original sources

MorphPatch: Enhancing VR Interaction on Shape Displays using Surface Approximation and Visuo-Haptic Illusions

On-surface interaction in Virtual Reality improves input performance through physical support and tactile feedback, but current shape displays are constrained by limited resolution. This can misalign physical and virtual surfaces, degrading usability and user experience. We present MorphPatch, a system that enables real-time alignment between a dynamic shape display and virtual surfaces. MorphPatch uses a Signed Distance Field-based surface approximation pipeline to find practical alignments for diverse geometries. For residual discrepancies, MorphPatch incorporates pen redirection with visuo-haptic illusion to perceptually compensate for misalignment. Three evaluations show improved geometric alignment, tolerable redirection thresholds, and better control, surface guidance, and modeling results over mid-air and tablet-like interaction.

cs.HC

CrowdVLA: Embodied Vision-Language-Action Agents for Context-Aware Crowd Simulation

Crowds do not merely move; they decide. Human navigation is inherently contextual: people interpret the meaning of space, social norms, and potential consequences before acting. Sidewalks invite walking, crosswalks invite crossing, and deviations are weighed against urgency and safety. Yet most crowd simulation methods reduce navigation to geometry and collision avoidance, producing motion that is plausible but rarely intentional. We introduce CrowdVLA, a new formulation of crowd simulation that models each pedestrian as a Vision-Language-Action (VLA) agent. Instead of replaying recorded trajectories, CrowdVLA enables agents to interpret scene semantics and social norms from visual observations and language instructions, and to select actions through consequence-aware reasoning. CrowdVLA addresses three key challenges-limited agent-centric supervision in crowd datasets, unstable per-frame control, and success-biased datasets-through: (i) agent-centric visual supervision via semantically reconstructed environments and Low-Rank Adaptation (LoRA) fine-tuning of a pretrained vision-language model, (ii) a motion skill action space that bridges symbolic decision making and continuous locomotion, and (iii) exploration-based question answering that exposes agents to counterfactual actions and their outcomes through simulation rollouts. Our results shift crowd simulation from motion-centric synthesis toward perception-driven, consequence-aware decision making, enabling crowds that move not just realistically, but meaningfully.

cs.GR

Event-T2M: Event-level Conditioning for Complex Text-to-Motion Synthesis

Text-to-motion generation has advanced with diffusion models, yet existing systems often collapse complex multi-action prompts into a single embedding, leading to omissions, reordering, or unnatural transitions. In this work, we shift perspective by introducing a principled definition of an event as the smallest semantically self-contained action or state change in a text prompt that can be temporally aligned with a motion segment. Building on this definition, we propose Event-T2M, a diffusion-based framework that decomposes prompts into events, encodes each with a motion-aware retrieval model, and integrates them through event-based cross-attention in Conformer blocks. Existing benchmarks mix simple and multi-event prompts, making it unclear whether models that succeed on single actions generalize to multi-action cases. To address this, we construct HumanML3D-E, the first benchmark stratified by event count. Experiments on HumanML3D, KIT-ML, and HumanML3D-E show that Event-T2M matches state-of-the-art baselines on standard tests while outperforming them as event complexity increases. Human studies validate the plausibility of our event definition, the reliability of HumanML3D-E, and the superiority of Event-T2M in generating multi-event motions that preserve order and naturalness close to ground-truth. These results establish event-level conditioning as a generalizable principle for advancing text-to-motion generation beyond single-action prompts.

cs.GR

How Does a Virtual Agent Decide Where to Look? Symbolic Cognitive Reasoning for Embodied Head Rotation

Natural head rotation is critical for believable embodied virtual agents, yet this micro-level behavior remains largely underexplored. While head-rotation prediction algorithms could, in principle, reproduce this behavior, they typically focus on visually salient stimuli and overlook the cognitive motives that guide head rotation. This yields agents that look at conspicuous objects while overlooking obstacles or task-relevant cues, diminishing realism in a virtual environment. We introduce SCORE, a Symbolic Cognitive Reasoning framework for Embodied Head Rotation, a data-agnostic framework that produces context-aware head movements without task-specific training or hand-tuned heuristics. A controlled VR study (N=20) identifies five motivational drivers of human head movements: Interest, Information Seeking, Safety, Social Schema, and Habit. SCORE encodes these drivers as symbolic predicates, perceives the scene with a Vision-Language Model (VLM), and plans head poses with a Large Language Model (LLM). The framework employs a hybrid workflow: the VLM-LLM reasoning is executed offline, after which a lightweight FastVLM performs online validation to suppress hallucinations while maintaining responsiveness to scene dynamics. The result is an agent that predicts not only where to look but also why, generalizing to unseen scenes and multi-agent crowds while retaining behavioral plausibility.

cs.GR