Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game

Fuente: arXiv
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Hauptverfasser: Kim, Jeonghwan, Kim, Wontaek, Lu, Yidan, Cheng, Jin, Zargarbashi, Fatemeh, Zeng, Zicheng, Qi, Zekun, Dou, Zhiyang, Sontakke, Nitish, Baek, Donghoon, Ha, Sehoon, Li, Tianyu
Format: Preprint
Veröffentlicht: 2025
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author Kim, Jeonghwan
Kim, Wontaek
Lu, Yidan
Cheng, Jin
Zargarbashi, Fatemeh
Zeng, Zicheng
Qi, Zekun
Dou, Zhiyang
Sontakke, Nitish
Baek, Donghoon
Ha, Sehoon
Li, Tianyu
author_facet Kim, Jeonghwan
Kim, Wontaek
Lu, Yidan
Cheng, Jin
Zargarbashi, Fatemeh
Zeng, Zicheng
Qi, Zekun
Dou, Zhiyang
Sontakke, Nitish
Baek, Donghoon
Ha, Sehoon
Li, Tianyu
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2511_17925
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game
Kim, Jeonghwan
Kim, Wontaek
Lu, Yidan
Cheng, Jin
Zargarbashi, Fatemeh
Zeng, Zicheng
Qi, Zekun
Dou, Zhiyang
Sontakke, Nitish
Baek, Donghoon
Ha, Sehoon
Li, Tianyu
Robotics
Computer Vision and Pattern Recognition
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.
title Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game
topic Robotics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2511.17925