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The appearance of the world varies dramatically not only from place to place but also from hour to hour and month to month. Every day billions of images capture this complex relationship, many of which are associated with precise time and…
User expectations impact the evaluation of new interactive systems. Increased expectations may enhance the perceived effectiveness of interfaces in user studies, similar to a placebo effect observed in medical studies. To showcase the…
Human action analysis and understanding in videos is an important and challenging task. Although substantial progress has been made in past years, the explainability of existing methods is still limited. In this work, we propose a novel…
When working around other agents such as humans, it is important to model their perception capabilities to predict and make sense of their behavior. In this work, we consider agents whose perception capabilities are determined by their…
Recent technological innovations have led to an increase in the availability of 3D urban data, such as shadow, noise, solar potential, and earthquake simulations. These spatiotemporal datasets create opportunities for new visualizations to…
Events in natural videos typically arise from spatio-temporal interactions between actors and objects and involve multiple co-occurring activities and object classes. To capture this rich visual and semantic context, we propose using two…
The problem of predicting human motion given a sequence of past observations is at the core of many applications in robotics and computer vision. Current state-of-the-art formulate this problem as a sequence-to-sequence task, in which a…
Most of the players have experienced the feeling of temporarily losing their character in a given gameplay situation when they cannot control the character, simply because they temporarily cannot see it. The main reasons for this feeling…
Variable frame timing (VFT), or changes in the time intervals between discrete frame images displayed to users, deviates from our traditional conceptualization of frame rate in which all frame times are equal. With the advent of variable…
Reaction-times in perceptual tasks are the subject of many experimental and theoretical studies. With the neural decision making process as main focus, most of these works concern discrete (typically binary) choice tasks, implying the…
Visual design instructors often provide multi-modal feedback, mixing annotations with text. Prior theory emphasizes the importance of actionable feedback, where "actionability" lies on a spectrum--from surfacing relevant design concepts to…
Self-attention learns pairwise interactions to model long-range dependencies, yielding great improvements for video action recognition. In this paper, we seek a deeper understanding of self-attention for temporal modeling in videos. We…
Enabling robots to perform complex dynamic tasks such as picking up an object in one sweeping motion or pushing off a wall to quickly turn a corner is a challenging problem. The dynamic interactions implicit in these tasks are critical…
In this paper we assess the impact of head movement on user's visual acuity and their quality perception of impaired images. There are physical limitations on the amount of visual information a person can perceive and physical limitations…
Visual imagery is an intuitive brain-computer interface paradigm, referring to the emergence of the visual scene. Despite its convenience, analysis of its intrinsic characteristics is limited. In this study, we demonstrate the effect of…
Identifying and controlling bias is a key problem in empirical sciences. Causal diagram theory provides graphical criteria for deciding whether and how causal effects can be identified from observed (nonexperimental) data by covariate…
Understanding human actions is a key problem in computer vision. However, recognizing actions is only the first step of understanding what a person is doing. In this paper, we introduce the problem of predicting why a person has performed…
Training facial emotion recognition models requires large sets of data and costly annotation processes. To alleviate this problem, we developed a gamified method of acquiring annotated facial emotion data without an explicit labeling effort…
We cast visual imitation as a visual correspondence problem. Our robotic agent is rewarded when its actions result in better matching of relative spatial configurations for corresponding visual entities detected in its workspace and…
We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…