Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Sahil Narang

dblp:148/6485 · DBLP profile ↗
← Back
8ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0002-2909-1570ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorArtificial intelligence and machine learning · 2Systems, architecture and hardware · 2Human-computer interaction and ubiquitous computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 51% Virtual and augmented reality · 49%
Artificial intelligence
3 papers
Multi-agent systems · 49% Motion planning and robot control · 44% Robot navigation and mapping · 7%
Human-computer interaction and pervasive computing
2 papers
Human-AI interaction · 79% Immersive interaction · 21%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
agent communication
0.412020
SPA: Verbal Interactions between Agents and Avatars in Shared Virtual Environments using Propositional Planning · VR 2020
Computer animation and physical simulation
crowd simulation
0.312018
Simulating Movement Interactions Between Avatars & Agents in Virtual Worlds Using Human Motion Constraints · VR 2018
Computer animation and physical simulation
motion synthesis
0.312018
Simulating Movement Interactions Between Avatars & Agents in Virtual Worlds Using Human Motion Constraints · VR 2018
Robotics › Motion planning and robot control
collision avoidance
0.212016
Real-time reciprocal collision avoidance with elliptical agents · ICRA 2016
Robotics › Motion planning and robot control › collision avoidance
reciprocal collision avoidance
0.212016
Real-time reciprocal collision avoidance with elliptical agents · ICRA 2016
Virtual and augmented reality
immersive interaction
0.112020
SPA: Verbal Interactions between Agents and Avatars in Shared Virtual Environments using Propositional Planning · VR 2020
Virtual and augmented reality
virtual agents
0.112020
SPA: Verbal Interactions between Agents and Avatars in Shared Virtual Environments using Propositional Planning · VR 2020
Immersive interaction
virtual reality
0.112018
Simulating Movement Interactions Between Avatars & Agents in Virtual Worlds Using Human Motion Constraints · VR 2018
Robotics › Robot navigation and mapping › mobile robot navigation
real-time navigation
0.112016
Real-time reciprocal collision avoidance with elliptical agents · ICRA 2016

Methods — techniques the papers use, named apart from their topics

bayesian theory of mind · 1.1propositional planning · 0.9natural language processing · 0.9motion constraints · 0.7collision-free trajectory computation · 0.7biomechanical constraints · 0.7reciprocal velocity obstacle · 0.2minkowski sum · 0.2linear programming · 0.2
YearPublicationVenuePosition
2020 SPA: Verbal Interactions between Agents and Avatars in Shared Virtual Environments using Propositional Planning
abstract
We present a novel approach for generating plausible verbal interactions between virtual human-like agents and user avatars in shared virtual environments. Sense-Plan-Ask, or SPA, extends prior work in propositional planning and natural language processing to enable agents to plan with uncertain information, and leverage question and answer dialogue with other agents and avatars to obtain the needed information and complete their goals. The agents are additionally able to respond to questions from the avatars and other agents using natural-language enabling real-time multi-agent multi-avatar communication environments.Our algorithm can simulate tens of virtual agents at interactive rates interacting, moving, communicating, planning, and replanning. We find that our algorithm creates a small runtime cost and enables agents to complete their goals more effectively than agents without the ability to leverage natural-language communication. We demonstrate quantitative results on a set of simulated benchmarks and detail the results of a preliminary user-study conducted to evaluate the plausibility of the virtual interactions generated by SPA. Overall, we find that participants prefer SPA to prior techniques in 84% of responses including significant benefits in terms of the plausibility of natural-language interactions and the positive impact of those interactions.
Andrew Best, Sahil Narang, Dinesh Manocha
VR2
2019 Inferring User Intent using Bayesian Theory of Mind in Shared Avatar-Agent Virtual Environments
abstract
We present a real-time algorithm to infer the intention of a user's avatar in a virtual environment shared with multiple human-like agents. Our algorithm applies the Bayesian Theory of Mind approach to make inferences about the avatar's hidden intentions based on the observed proxemics and gaze-based cues. Our approach accounts for the potential irrationality in human behavior, as well as the dynamic nature of an individual's intentions. The inferred intent is used to guide the response of the virtual agent and generate locomotion and gaze-based behaviors. Our overall approach allows the user to actively interact with tens of virtual agents from a first-person perspective in an immersive setting. We systematically evaluate our inference algorithm in controlled multi-agent simulation environments and highlight its ability to reliably and efficiently infer the hidden intent of a user's avatar even under noisy conditions. We quantitatively demonstrate the performance benefits of our approach in terms of reducing false inferences, as compared to a prior method. The results of our user evaluation show that 68.18% of participants reported feeling more comfortable in sharing the virtual environment with agents simulated with our algorithm as compared to a prior inference method, likely as a direct result of significantly fewer false inferences and more plausible responses from the virtual agents.
Sahil Narang, Andrew Best, Dinesh Manocha
IEEE Trans. Vis. Comput. Graph.1
2018 Simulating Movement Interactions Between Avatars & Agents in Virtual Worlds Using Human Motion Constraints
abstract
We present an interactive algorithm to generate plausible movements for human-like agents interacting with other agents or avatars in a virtual environment. Our approach takes into account high-dimensional human motion constraints and bio-mechanical constraints to compute collision-free trajectories for each agent. We present a novel full-body movement constrained-velocity computation algorithm that can easily be combined with many existing motion synthesis techniques. Compared to prior local navigation methods, our formulation reduces artefacts that arise in dense scenarios and close interactions, and results in smoother and plausible locomotive behaviors. We have evaluated the benefits of our new algorithm in single-agent and multi-agent environments. We investigated the perception of a single agent's movements in dense scenarios and observed that our algorithm has a strong positive effect on the perceived quality of the simulation. Our approach also allows the user to interact with the agents from a first-person perspective in immersive settings. We conducted a study to investigate the perception of such avatar-agent interactions, and found that interactions generated using our approach lead to an increase in the user's sense of co-presence.
Sahil Narang, Andrew Best, Dinesh Manocha
VR1
2017 AutonoVi: Autonomous vehicle planning with dynamic maneuvers and traffic constraints
abstract
We present AutonoVi, a novel algorithm for autonomous vehicle navigation that supports dynamic maneuvers and integrates traffic constraints and norms. Our approach is based on optimization-based maneuver planning that supports dynamic lane-changes, swerving, and braking in all traffic scenarios and guides the vehicle to its goal position. We take into account various traffic constraints, including collision avoidance with other vehicles, pedestrians, and cyclists using control velocity obstacles. We use a data-driven approach to model the vehicle dynamics for control and collision avoidance. Furthermore, our trajectory computation algorithm takes into account traffic rules and behaviors, such as stopping at intersections and stoplights, based on an arc-spline representation. We have evaluated our algorithm in a simulated environment and tested its interactive performance in urban and highway driving scenarios with tens of vehicles, pedestrians, and cyclists. These scenarios include jaywalking pedestrians, sudden stops from high speeds, safely passing cyclists, a vehicle suddenly swerving into the roadway, and high-density traffic where the vehicle must change lanes to progress more effectively.
Andrew Best, Sahil Narang, Daniel Barber, Dinesh Manocha
IROS2
2017 Motion recognition of self and others on realistic 3D avatars
abstract
Abstract Current 3D capture and modeling technology can rapidly generate highly photo‐realistic 3D avatars of human subjects. However, while the avatars look like their human counterparts, their movements often do not mimic their own due to existing challenges in accurate motion capture and retargeting. A better understanding of factors that influence the perception of biological motion would be valuable for creating virtual avatars that capture the essence of their human subjects. To investigate these issues, we captured 22 subjects walking in an open space. We then performed a study where participants were asked to identify their own motion in varying visual representations and scenarios. Similarly, participants were asked to identify the motion of familiar individuals. Unlike prior studies that used captured footage with simple “point‐light” displays, we rendered the motion on photo‐realistic 3D virtual avatars of the subject. We found that self‐recognition was significantly higher for virtual avatars than with point‐light representations. Users were more confident of their responses when identifying their motion presented on their virtual avatar. Recognition rates varied considerably between motion types for recognition of others, but not for self‐recognition. Overall, our results are consistent with previous studies that used recorded footage and offer key insights into the perception of motion rendered on virtual avatars.
Sahil Narang, Andrew Best, Andrew W. Feng, Sin-Hwa Kang, Dinesh Manocha, Ari Shapiro
Comput. Animat. Virtual Worlds1
2016 Real-time reciprocal collision avoidance with elliptical agents
abstract
We present a novel algorithm for real-time collision-free navigation between elliptical agents. Each robot or agent is represented using a tight-fitting 2D ellipse in the plane. We extend the reciprocal velocity obstacle formulation by using conservative linear approximations of ellipses and derive sufficient conditions for collision-free motion based on low-dimensional linear programming. We use precomputed Minkowski Sum approximations for real-time and conservative collision avoidance in large multi-agent environments. Finally, we present efficient techniques to update the orientation to compute collision-free trajectories. Our algorithm can handle thousands of elliptical agents in real-time on a single core and provides significant speedups over prior algorithms for elliptical agents. We compare the runtime performance and behavior with circular agents on different benchmarks.
Andrew Best, Sahil Narang, Dinesh Manocha
ICRA2
2016 PedVR: simulating gaze-based interactions between a real user and virtual crowds
abstract
We present a novel interactive approach, PedVR, to generate plausible behaviors for a large number of virtual humans, and to enable natural interaction between the real user and virtual agents. Our formulation is based on a coupled approach that combines a 2D multi-agent navigation algorithm with 3D human motion synthesis. The coupling can result in plausible movement of virtual agents and can generate gazing behaviors, which can considerably increase the believability. We have integrated our formulation with the DK-2 HMD and demonstrate the benefits of our crowd simulation algorithm over prior decoupled approaches. Our user evaluation suggests that the combination of coupled methods and gazing behavior can considerably increase the behavioral plausibility.
Sahil Narang, Andrew Best, Tanmay Randhavane, Ari Shapiro, Dinesh Manocha
VRST1
2015 Simulating high-DOF human-like agents using hierarchical feedback planner
abstract
We present a multi-agent simulation algorithm to compute the trajectories and full-body motion of human-like agents. Our formulation uses a coupled approach that combines 2D collision-free navigation with high-DOF human motion simulation using a behavioral finite state machine. In order to generate plausible pedestrian motion, we use a closed-loop hierarchical planner that satisfies dynamic stability, biomechanical, and kinematic constraints, and is tightly integrated with multi-agent navigation. Furthermore, we use motion capture data to generate natural looking human motion. The overall system is able to generate plausible motion with upper and lower body movements and avoid collisions with other human-like agents. We highlight its performance in indoor and outdoor scenarios with tens of human-like agents.
Chonhyon Park, Andrew Best, Sahil Narang, Dinesh Manocha
VRST3