Neural Representation Learning in the Wild: Toward Generalizable Representations and Scalable Citizen Science for Brain-Computer Interfaces
This talk will explore how large-scale self-supervised learning, combined with our latest multimodal neurotechnology—the newly released Muse integrating EEG and functional near-infrared spectroscopy (fNIRS)—and an open citizen science platform, accelerates the development of robust and…
VidTok introduces compact, efficient tokenization to enhance AI video processing
The VidTok method can enable AI systems to process and generate videos more effectively. Compact tokenization reduces computational costs while maintaining video quality across a potentially diverse set of applications.
World and Human Action Models towards gameplay ideation (Supplementary Video 1)
Supplementary Video 1 provided with the article “World and Human Action Models towards gameplay ideation” (Kanervisto et al. 2025, https://www.nature.com/articles/s41586-025-08600-3 (opens in new tab)). We show video case studies of WHAM-generated gameplay sequences that demonstrate…
WHAM Demonstrator tutorial
Introducing Muse, our World and Human Action Model (WHAM). Muse is a generative AI model of a video game that can generate game visuals, controller actions, or both. It can predict how the game will…
Introducing Muse: Our first generative AI model designed for gameplay ideation
Today Nature published Microsoft’s research detailing our WHAM, an AI model that generates video game visuals & controller actions. We are releasing the model weights, sample data, & WHAM Demonstrator on Azure AI Foundry, enabling…
ε-VAE: Denoising as Visual Decoding
GASP: Gaussian Avatars with Synthetic Priors
GASP: Gaussian Avatars with Synthetic Priors
Gaussian Splatting has changed the game for real-time photo-realistic rendering. One of the most popular applications of Gaussian Splatting is to create animatable avatars, known as Gaussian Avatars. Recent works have pushed the boundaries of…