Switch-JustDance: Benchmarking Whole Body Motion Tracking Controllers Using a Commercial Console Game
Jeonghwan Kim, Wontaek Kim, Yidan Lu, Jin Cheng, Fatemeh Zargarbashi, Zicheng Zeng, Zekun Qi, Zhiyang Dou, Nitish Sontakke, Donghoon Baek, Sehoon Ha, Tianyu Li

TL;DR
This paper introduces Switch-JustDance, a low-cost, reproducible benchmarking method using Nintendo Switch's Just Dance game to evaluate humanoid robot controllers in real-world settings.
Contribution
It presents a novel benchmarking pipeline that converts game choreography into robot motions, enabling fair comparison of control algorithms on actual hardware.
Findings
The platform provides consistent and interpretable performance measures.
Benchmarking three state-of-the-art controllers reveals their relative strengths and limitations.
Validation shows the method's reliability, validity, and sensitivity.
Abstract
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…
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