Live action roleplay (larp) has a wide range of applications, and can be relevant in relation to HCI. While there has been research about larp in relation to topics such as embodied interaction, playfulness and futuring published in HCI venues since the early 2000s, there is not yet a compilation of this knowledge. In this paper, we synthesise knowledge about larp and larp-adjacent work within the domain of HCI. We present a practitioner overview from an expert group of larp researchers, the results of a literature review, and highlight particular larp research exemplars which all work together to showcase the diverse set of ways that larp can be utilised in relation to HCI topics and research. This paper identifies the need for further discussions toward establishing best practices for utilising larp in relation to HCI research, as well as advocating for increased engagement with larps outside academia.
Public datasets, crucial for modern machine learning and statistical inference, often contain low-quality or contaminated samples that can harm model performance. This creates a need for principled prefiltering procedures that a data provider can apply to protect the accuracy of a range of potential downstream statistical and learning procedures simultaneously. In this work, we formalize and analyze Learner-Agnostic Robust data Prefiltering (LARP), the problem of designing prefiltering procedures with guarantees on the worst-case loss over a pre-specified set of learners. We establish the feasibility of LARP in two theoretical settings, by providing upper-bound guarantees on the worst-case loss. Our theoretical results indicate that protecting heterogeneous learner sets via LARP comes at the price of some performance loss compared to individual, learner-specific prefiltering; we call this gap the price of LARP. To assess this gap in performance, we empirically measure the price of LARP across image and tabular tasks. We further explore potential benefits of LARP from the perspective of saving on repeated data curation efforts, in a game-theoretic model where the downstream learners
We present LARP, a novel video tokenizer designed to overcome limitations in current video tokenization methods for autoregressive (AR) generative models. Unlike traditional patchwise tokenizers that directly encode local visual patches into discrete tokens, LARP introduces a holistic tokenization scheme that gathers information from the visual content using a set of learned holistic queries. This design allows LARP to capture more global and semantic representations, rather than being limited to local patch-level information. Furthermore, it offers flexibility by supporting an arbitrary number of discrete tokens, enabling adaptive and efficient tokenization based on the specific requirements of the task. To align the discrete token space with downstream AR generation tasks, LARP integrates a lightweight AR transformer as a training-time prior model that predicts the next token on its discrete latent space. By incorporating the prior model during training, LARP learns a latent space that is not only optimized for video reconstruction but is also structured in a way that is more conducive to autoregressive generation. Moreover, this process defines a sequential order for the discret
We introduce GenLARP, a virtual reality (VR) system that transforms personalized stories into immersive live action role-playing (LARP) experiences. GenLARP enables users to act as both creators and players, allowing them to design characters based on their descriptions and live in the story world. Generative AI and agents powered by Large Language Models (LLMs) enrich these experiences.
As online music consumption increasingly shifts towards playlist-based listening, the task of playlist continuation, in which an algorithm suggests songs to extend a playlist in a personalized and musically cohesive manner, has become vital to the success of music streaming. Currently, many existing playlist continuation approaches rely on collaborative filtering methods to perform recommendation. However, such methods will struggle to recommend songs that lack interaction data, an issue known as the cold-start problem. Current approaches to this challenge design complex mechanisms for extracting relational signals from sparse collaborative data and integrating them into content representations. However, these approaches leave content representation learning out of scope and utilize frozen, pre-trained content models that may not be aligned with the distribution or format of a specific musical setting. Furthermore, even the musical state-of-the-art content modules are either (1) incompatible with the cold-start setting or (2) unable to effectively integrate cross-modal and relational signals. In this paper, we introduce LARP, a multi-modal cold-start playlist continuation model, to
Language agents have shown impressive problem-solving skills within defined settings and brief timelines. Yet, with the ever-evolving complexities of open-world simulations, there's a pressing need for agents that can flexibly adapt to complex environments and consistently maintain a long-term memory to ensure coherent actions. To bridge the gap between language agents and open-world games, we introduce Language Agent for Role-Playing (LARP), which includes a cognitive architecture that encompasses memory processing and a decision-making assistant, an environment interaction module with a feedback-driven learnable action space, and a postprocessing method that promotes the alignment of various personalities. The LARP framework refines interactions between users and agents, predefined with unique backgrounds and personalities, ultimately enhancing the gaming experience in open-world contexts. Furthermore, it highlights the diverse uses of language models in a range of areas such as entertainment, education, and various simulation scenarios. The project page is released at https://miao-ai-lab.github.io/LARP/.
Live Action Role-Playing (LARP) games and similar experiences are becoming a popular game genre. Here, we discuss how artificial intelligence techniques, particularly those commonly used in AI for Games, could be applied to LARP. We discuss the specific properties of LARP that make it a surprisingly suitable application field, and provide a brief overview of some existing approaches. We then outline several directions where utilizing AI seems beneficial, by both making LARPs easier to organize, and by enhancing the player experience with elements not possible without AI.
The High-Luminosity LHC Accelerator Upgrade Project (AUP) in the U.S. will construct quadrupole magnets to be delivered to CERN. An initial 3 tons, over 600 km total length of conductor was procured under the LHC Accelerator R&D Program (LARP) for this project. Programs for quality control(QC) at the supplier and quality verification (QV) at the laboratories were solidified into components of the overall quality plan for strand procurement under AUP. Measurements of the critical current (Ic) and residual resistance ratio (RRR), and related probes and techniques, are central to the quality plan. Described below is the verification testing that has taken place at the National High Magnetic Field Laboratory (NHMFL). Testing challenges are presented by the high sensitivity of these wires. In addition, new RRR test software was developed to accommodate challenges presented by meeting international standards with existing configurations of test strands.
The approximation of nonlinear kernels via linear feature maps has recently gained interest due to their applications in reducing the training and testing time of kernel-based learning algorithms. Current random projection methods avoid the curse of dimensionality by embedding the nonlinear feature space into a low dimensional Euclidean space to create nonlinear kernels. We introduce a Layered Random Projection (LaRP) framework, where we model the linear kernels and nonlinearity separately for increased training efficiency. The proposed LaRP framework was assessed using the MNIST hand-written digits database and the COIL-100 object database, and showed notable improvement in object classification performance relative to other state-of-the-art random projection methods.
The LHC Schottky system consists for four independent 4.8 GHz triple down conversion receivers with associated data acquisition systems. Each system is capable of measuring tune, chromaticity, momentum spread in either horizontal or vertical planes; two systems per beam. The hardware commissioning has taken place from spring through fall of 2010. With nominal bunch beam currents of 1011 protons, the first incoherent Schottky signals were detected and analyzed. This paper will report on these initial commissioning results. A companion paper will report on the data analysis curve fitting and remote control user interface of the system.
We give a public key encryption scheme with plausible quasi-exponential security based on the conjectured intractability of two constraint satisfaction problems (CSPs), both of which are instantiated with a corruption rate of $1 - o(1)$. First, we conjecture the hardness of a new large alphabet random predicate CSP (LARP-CSP) defined over an arbitrary but strongly expanding factor graph, where the vast majority of predicate outputs are replaced with random outputs. Second, we conjecture the hardness of the standard $k$XOR problem defined over a random factor graph, again where the vast majority of parity computations are replaced with random bits. In support of our hardness conjecture for LARP-CSPs, we give a variety of lower bounds, ruling out many natural attacks including all known attacks that exploit non-random factor graphs. Our public key encryption scheme is the first to leverage high corruption CSPs while simultaneously achieving a plausible security level far above quasi-polynomial. At the heart of our work is a new method for planting cryptographic trapdoors based on the label extended factor graph for a CSP. Along the way to achieving our result, we give the first unifo
Colloidal perovskite quantum dots (pQDs) are promising quantum light emitters, and investigations at the single pQD scale have so far relied mostly on hot-injection synthesis, which requires precise temperature control and an inert atmosphere. While alternative synthesis routes under milder conditions are often associated with structural and surface defects that may have limited impact in ensemble measurements, demonstrating high optical quality at the level of individual pQDs constitutes the most stringent benchmark for a new synthesis protocol. Here, we demonstrate that a modified ligand-assisted reprecipitation (LARP) approach yields CsPbBr3 pQDs showing state-of-the-art optical properties at the scale of single emitters. By combining an amine-mediated post-synthetic size-trimming strategy with didodecyldimethylammonium bromide (DDAB) ligands for enhanced surface passivation and colloidal stability, we obtain isolated pQDs with stable emission and minimal spectral diffusion at cryogenic temperatures. Micro-photoluminescence experiments resolve the characteristic fine structure of the bright exciton, its low-energy optical phonon replicas, and the trion and biexciton states. Time
Autoregressive (AR) video generative models rely on video tokenizers that compress pixels into discrete token sequences. The length of these token sequences is crucial for balancing reconstruction quality against downstream generation computational cost. Traditional video tokenizers apply a uniform token assignment across temporal blocks of different videos, often wasting tokens on simple, static, or repetitive segments while underserving dynamic or complex ones. To address this inefficiency, we introduce $\textbf{EVATok}$, a framework to produce $\textbf{E}$fficient $\textbf{V}$ideo $\textbf{A}$daptive $\textbf{Tok}$enizers. Our framework estimates optimal token assignments for each video to achieve the best quality-cost trade-off, develops lightweight routers for fast prediction of these optimal assignments, and trains adaptive tokenizers that encode videos based on the assignments predicted by routers. We demonstrate that EVATok delivers substantial improvements in efficiency and overall quality for video reconstruction and downstream AR generation. Enhanced by our advanced training recipe that integrates video semantic encoders, EVATok achieves superior reconstruction and state
Polars and low-accretion rate polars (LARPs) are strongly magnetic cataclysmic variables. Mediated by the magnetic field of the white dwarf, their spin and binary orbit are (mostly) synchronized. They play an important role in our understanding of close binary evolution and the generation of strong magnetic fields in white dwarfs. Thanks to X-ray all-sky surveys, optical variability, and spectroscopic surveys, the number of polars and LARPs has grown from just a few in the 1980s to more than 200 today. Follow-up studies are facilitated by the systematic compilation of these systems presented here, which is also made available as an online resource. Yearly updates are planned, and community input is highly appreciated.
Developing efficient single-photon sources is fundamental to advancing photonic quantum technologies. In particular, achieving scalable, cost-effective, stable, high-rate, and high-purity single-photon emission at ambient conditions is paramount for free-space quantum communication. However, fulfilling all the requirements simultaneously under ambient conditions has remained a significant challenge. Here, the scalable, cost-effective ambient condition synthesis of nickel doped (Ni doped) CsPbBr3 perovskite quantum dots (NPQDs) is presented using a modified ligand-assisted reprecipitation (LARP) method. The resulting individual NPQDs demonstrate remarkable photostability, sustaining their performance for over 10 minutes under ambient conditions with environment humidity of ~55%, and exhibit exceptional single-photon purity (>99%) with a narrow emission linewidth (~70 meV). The remarkable photostability could be attributed to the spatial localization of exciton by Ni atoms on the surface of the nanocrystal, reducing its interaction with the environment. Our results demonstrated that NPQDs with outstanding combinations of quantum emitting properties can be both synthesized and oper
This paper presents DeRA, a novel 1D video tokenizer that decouples the spatial-temporal representation learning in video tokenization to achieve better training efficiency and performance. Specifically, DeRA maintains a compact 1D latent space while factorizing video encoding into appearance and motion streams, which are aligned with pretrained vision foundation models to capture the spatial semantics and temporal dynamics in videos separately. To address the gradient conflicts introduced by the heterogeneous supervision, we further propose the Symmetric Alignment-Conflict Projection (SACP) module that proactively reformulates gradients by suppressing the components along conflicting directions. Extensive experiments demonstrate that DeRA outperforms LARP, the previous state-of-the-art video tokenizer by 25% on UCF-101 in terms of rFVD. Moreover, using DeRA for autoregressive video generation, we also achieve new state-of-the-art results on both UCF-101 class-conditional generation and K600 frame prediction.
Lead halide perovskite nanocrystals (LHP-NCs) embedded in polymeric hosts are gaining attention as scalable and low-cost scintillation detectors for technologically relevant applications. Despite rapid progress, little is currently known about the scintillation properties and stability of LHP-NCs prepared by the ligand assisted reprecipitation (LARP) method, which allows mass scalability at room temperature unmatched by any other type of nanostructure, and the implications of incorporating LHP-NCs into polyacrylate hosts are still largely debated. Here, we show that LARP-synthesized CsPbBr3 NCs are comparable to particles from hot-injection routes and unravel the dual effect of polyacrylate incorporation, where the partial degradation of LHP-NCs luminescence is counterbalanced by the passivation of electron-poor defects by the host acrylic groups. Experiments on NCs with tailored surface defects show that the balance between such antithetical effects of polymer embedding is determined by the surface defect density of the NCs and provide guidelines for further material optimization.
We propose a novel neural network approach, LARP (Learned Articulated Rigid body Physics), to model the dynamics of articulated human motion with contact. Our goal is to develop a faster and more convenient methodological alternative to traditional physics simulators for use in computer vision tasks such as human motion reconstruction from video. To that end we introduce a training procedure and model components that support the construction of a recurrent neural architecture to accurately simulate articulated rigid body dynamics. Our neural architecture supports features typically found in traditional physics simulators, such as modeling of joint motors, variable dimensions of body parts, contact between body parts and objects, and is an order of magnitude faster than traditional systems when multiple simulations are run in parallel. To demonstrate the value of LARP we use it as a drop-in replacement for a state of the art classical non-differentiable simulator in an existing video-based reconstruction framework and show comparative or better 3D human pose reconstruction accuracy.
The realization of Urban Air Mobility (UAM) necessitates scalable global path planning algorithms capable of ensuring safe navigation within complex urban environments. This paper proposes a multi-scale risk-aware cell decomposition method that efficiently partitions city-scale airspace into variable-granularity sectors, assigning each cell an analytically estimated risk value based on obstacle proximity and expected risk. Unlike uniform grid approaches or sampling-based methods, our approach dynamically balances resolution with computational speed by bounding cell risk via Mahalanobis distance projections, eliminating exhaustive field sampling. Comparative experiments against classical A*, Artificial Potential Fields (APF), and Informed RRT* across five diverse urban topologies demonstrate that our method generates safer paths with lower cumulative risk while reducing computation time by orders of magnitude. The proposed framework, Larp Path Planner, is open-sourced and supports any map provider via its modified GeoJSON internal representation, with experiments conducted using OpenStreetMap data to facilitate reproducible research in city-wide aerial navigation.