Related papers: Detecting Engagement in Egocentric Video
Human activity recognition in videos has been widely studied and has recently gained significant advances with deep learning approaches; however, it remains a challenging task. In this paper, we propose a novel framework that simultaneously…
This paper introduces neck-mounted view gaze estimation, a new task that estimates user gaze from the neck-mounted camera perspective. Prior work on egocentric gaze estimation, which predicts device wearer's gaze location within the…
Understanding how images of objects and scenes behave in response to specific ego-motions is a crucial aspect of proper visual development, yet existing visual learning methods are conspicuously disconnected from the physical source of…
User experience research often uses surveys and interviews, which may miss subconscious user interactions. This study explores eye-tracking and biometric feedback as tools to assess user engagement and cognitive load in digital interfaces.…
We introduce Ego4D, a massive-scale egocentric video dataset and benchmark suite. It offers 3,670 hours of daily-life activity video spanning hundreds of scenarios (household, outdoor, workplace, leisure, etc.) captured by 931 unique camera…
The growing interest in embodied intelligence has brought ego-centric perspectives to contemporary research. One significant challenge within this realm is the accurate localization and tracking of objects in ego-centric videos, primarily…
Assistive visual navigation systems for visually impaired individuals have become increasingly popular thanks to the rise of mobile computing. Most of these devices work by translating visual information into voice commands. In complex…
Ego-centric data streams provide a unique opportunity to reason about joint behavior by pooling data across individuals. This is especially evident in urban environments teeming with human activities, but which suffer from incomplete and…
The ability to anticipate human-object interactions is highly desirable in an intelligent assistive system in order to guide users during daily life activities and understand their short and long-term goals. Creating systems with such…
We present a framework capable of tackilng the problem of continual object recognition in a setting which resembles that under whichhumans see and learn. This setting has a set of unique characteristics:it assumes an egocentric…
Egocentric vision aims to capture and analyse the world from the first-person perspective. We explore the possibilities for egocentric wearable devices to improve and enhance industrial use cases w.r.t. data collection, annotation,…
We study instruction-guided editing of egocentric videos for interactive AR applications. While recent AI video editors perform well on third-person footage, egocentric views present unique challenges - including rapid egomotion and…
In this paper we address the problems of detecting objects of interest in a video and of estimating their locations, solely from the gaze directions of people present in the video. Objects can be indistinctly located inside or outside the…
Wearable cameras allow people to record their daily activities from a user-centered (First Person Vision) perspective. Due to their favorable location, wearable cameras frequently capture the hands of the user, and may thus represent a…
Analyzing instructional interactions between an instructor and a learner who are co-present in the same physical space is a critical problem for educational support and skill transfer. Yet such face-to-face instructional scenes have not…
Activity recognition from long unstructured egocentric photo-streams has several applications in assistive technology such as health monitoring and frailty detection, just to name a few. However, one of its main technical challenges is to…
Augmented reality devices have the potential to enhance human perception and enable other assistive functionalities in complex conversational environments. Effectively capturing the audio-visual context necessary for understanding these…
We present a method that automatically evaluates emotional response from spontaneous facial activity recorded by a depth camera. The automatic evaluation of emotional response, or affect, is a fascinating challenge with many applications,…
Always-on egocentric cameras are increasingly used as demonstrations for embodied robotics, imitation learning, and assistive AR, but the resulting video streams are dominated by redundant and low-quality frames. Under the storage and…
With an ever-increasing number of mobile devices competing for our attention, quantifying when, how often, or for how long users visually attend to their devices has emerged as a core challenge in mobile human-computer interaction.…