Related papers: Left/Right Hand Segmentation in Egocentric Videos
We focus on the task of everyday hand pose estimation from egocentric viewpoints. For this task, we show that depth sensors are particularly informative for extracting near-field interactions of the camera wearer with his/her environment.…
Interactive object understanding, or what we can do to objects and how is a long-standing goal of computer vision. In this paper, we tackle this problem through observation of human hands in in-the-wild egocentric videos. We demonstrate…
We consider the problem of localizing visitors in a cultural site from egocentric (first person) images. Localization information can be useful both to assist the user during his visit (e.g., by suggesting where to go and what to see next)…
The increasing popularity of egocentric cameras has generated growing interest in studying multi-camera interactions in shared environments. Although large-scale datasets such as Ego4D and Ego-Exo4D have propelled egocentric vision…
Egocentric videos can bring a lot of information about how humans perceive the world and interact with the environment, which can be beneficial for the analysis of human behaviour. The research in egocentric video analysis is developing…
Recent technological advances have made lightweight, head mounted cameras both practical and affordable and products like Google Glass show first approaches to introduce the idea of egocentric (first-person) video to the mainstream.…
Visual object tracking and segmentation are becoming fundamental tasks for understanding human activities in egocentric vision. Recent research has benchmarked state-of-the-art methods and concluded that first person egocentric vision…
We introduce a method for egocentric videoconferencing that enables hands-free video calls, for instance by people wearing smart glasses or other mixed-reality devices. Videoconferencing portrays valuable non-verbal communication and face…
Wearable cameras are becoming more and more popular in several applications, increasing the interest of the research community in developing approaches for recognizing actions from the first-person point of view. An open challenge in…
Although First Person Vision systems can sense the environment from the user's perspective, they are generally unable to predict his intentions and goals. Since human activities can be decomposed in terms of atomic actions and interactions…
Egocentric videos present unique challenges for 3D scene understanding due to rapid camera motion, frequent object occlusions, and limited object visibility. This paper introduces a novel approach to instance segmentation and tracking in…
We introduce a multi-stage framework that uses mean curvature on a hand surface and focuses on learning interaction between hand and object by analyzing hand grasp type for hand action recognition in egocentric videos. The proposed method…
We tackle the problem of estimating the 3D pose of an individual's upper limbs (arms+hands) from a chest mounted depth-camera. Importantly, we consider pose estimation during everyday interactions with objects. Past work shows that strong…
Egocentric interactive world models are essential for augmented reality and embodied AI, where visual generation must respond to user input with low latency, geometric consistency, and long-term stability. We study egocentric interaction…
Lifelogging devices are spreading faster everyday. This growth can represent great benefits to develop methods for extraction of meaningful information about the user wearing the device and his/her environment. In this paper, we propose a…
Hand tracking holds great promise for intuitive interaction paradigms, but frame-based methods often struggle to meet the requirements of accuracy, low latency, and energy efficiency, especially in resource-constrained settings such as…
First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the…
Egocentric, or first-person vision which became popular in recent years with an emerge in wearable technology, is different than exocentric (third-person) vision in some distinguishable ways, one of which being that the camera wearer is…
Object permanence in humans is a fundamental cue that helps in understanding persistence of objects, even when they are fully occluded in the scene. Present day methods in object segmentation do not account for this amodal nature of the…
Personal devices (e.g. laptops, tablets, and mobile phones) are conventional in daily life and have the ability to store users' private data. The security problems related to these appliances have become a primary concern for both users and…