Screen recording of Capybara, an AR authoring tool for kids. A child drags and drops colorful code blocks in AR to program interactions. A 3D character appears, customized with accessories generated from voice commands. The system automatically rigs the character, which then mirrors the child’s body movements using body tracking. Scenes show the character typing on a real keyboard and performing daily activities like workouts, blending virtual and physical worlds.
Screen recording of Capybara, an AR authoring tool for kids. A child drags and drops colorful code blocks in AR to program interactions. A 3D character appears, customized with accessories generated from voice commands. The system automatically rigs the character, which then mirrors the child’s body movements using body tracking. Scenes show the character typing on a real keyboard and performing daily activities like workouts, blending virtual and physical worlds.
a bee-like virtual character flies toward a Pringles can on a table to the right of the scene. As it arrives, the real can is visually masked, and a virtual duplicate appears. The bee carries the virtual can along a curving path toward the left. Near the end, the bee heads straight to a drop point; at the same moment, the physical can arrives there (moved by a hidden mobile robot). The virtual and physical coincide, the bee exists, and the can seems to materialize.
A user wearing a headset looks at a mobile robot in a room. From the user’s eyes, a viewing cone spans the robot from top to bottom. Point-based “splats” inside the cone are colored red, showing what is visible, and those outside are gray, for discard. As the headset moves or the robot moves, the cone adapts to always cover the robot. A second cone is used for the arm, and it grows and shrinks to cover the arm as it expands. Feathering is used to blend the cone with the background, acting like an invisibility cloak.
A user in AR lasso-selects a pile of books and boxes on the floor, which generates GhostObjects—virtual twins colocated with the real objects. The user then drags the GhostObjects along a trajectory, snapping them into their default shelf positions. And then the robot enters the scene and physically places them on the shelves afterwards.