Switch-JustDance:家庭用ゲーム機で全身運動追従コントローラを評価するベンチマーク
Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game
Nintendo Switchの『Just Dance』を利用し、ゲーム内の振り付けをロボットの動作に変換して、ヒューマノイドの全身制御コントローラを実機で評価する低コストで再現可能なベンチマーク手法を提案した。
詳しい要約
1. どんなもの?
2. 先行研究と比べてどこがすごい?
3. 技術・手法の肝は?
4. どうやって有効だと検証した?
5. 議論はある?
6. 次に読むべき論文は?
※ AIが要旨から生成した要約です。正確性は原文をご確認ください。
著者: Jeonghwan Kim, Wontaek Kim, Yidan Lu, Jin Cheng, Fatemeh Zargarbashi, Zicheng Zeng, Zekun Qi, Zhiyang Dou, Nitish Sontakke, Donghoon Baek, Sehoon Ha, Tianyu Li
分類: cs.RO, cs.CV
原文アブストラクト
Recent advances in whole-body robot control have enabled humanoid and legged robots to perform increasingly agile and coordinated motions. However, standardized benchmarks for evaluating these capabilities in real-world settings, and in direct comparison to humans, remain scarce. Existing evaluations often rely on pre-collected human motion datasets or simulation-based experiments, which limit reproducibility, overlook hardware factors, and hinder fair human-robot comparisons. We present Switch-JustDance, a low-cost and reproducible benchmarking pipeline that leverages motion-sensing console games, Just Dance on the Nintendo Switch, to evaluate robot whole-body control. Using Just Dance on the Nintendo Switch as a representative platform, Switch-JustDance converts in-game choreography into robot-executable motions through streaming, motion reconstruction, and motion retargeting modules and enables users to evaluate controller performance through the game's built-in scoring system. We first validate the evaluation properties of Just Dance, analyzing its reliability, validity, sensitivity, and potential sources of bias. Our results show that the platform provides consistent and interpretable performance measures, making it a suitable tool for benchmarking embodied AI. Building on this foundation, we benchmark three state-of-the-art humanoid whole-body controllers on hardware and provide insights into their relative strengths and limitations.
