Related papers: H4-Writer: A Text Entry Method Designed For Gaze C…
This manuscript investigates and proposes a visual gaze tracker that tackles the problem using only an ordinary web camera and no prior knowledge in any sense (scene set-up, camera intrinsic and/or extrinsic parameters). The tracker we…
Quadratic Programs (QPs) are widely used in the control of walking robots, especially in Model Predictive Control (MPC) and Whole-Body Control (WBC). In both cases, the controller design requires the formulation of a QP and the selection of…
An increasing number of works explore collaborative human-computer systems in which human gaze is used to enhance computer vision systems. For object detection these efforts were so far restricted to late integration approaches that have…
Gaze tracking devices have the potential to greatly expand interactivity, yet miscalibration remains a significant barrier to use. As devices miscalibrate, people tend to compensate by intentionally offsetting their gaze, which makes…
In automotive domain, operation of secondary tasks like accessing infotainment system, adjusting air conditioning vents, and side mirrors distract drivers from driving. Though existing modalities like gesture and speech recognition systems…
In recent years, text classification methods based on neural networks and pre-trained models have gained increasing attention and demonstrated excellent performance. However, these methods still have some limitations in practical…
Deep neural networks have demonstrated superior performance on appearance-based gaze estimation tasks. However, due to variations in person, illuminations, and background, performance degrades dramatically when applying the model to a new…
In 2021, the pioneering work TypeNet showed that keystroke dynamics verification could scale to hundreds of thousands of users with minimal performance degradation. Recently, the KVC-onGoing competition has provided an open and robust…
Place recognition is a challenging task in computer vision, crucial for enabling autonomous vehicles and robots to navigate previously visited environments. While significant progress has been made in learnable multimodal methods that…
Hand-based interaction, such as using a handheld controller or making hand gestures, has been widely adopted as the primary method for interacting with both virtual reality (VR) and augmented reality (AR) head-mounted displays (HMDs). In…
We investigate sketch-like pen input as an alternative way to support execution control in interactive debugging. In our interface, programmers draw lightweight marks to set breakpoints, use symbolic strokes to control execution, and extend…
In image editing tasks, high-quality text editing capabilities can significantly reduce both human and material resource costs. Existing methods, however, face significant limitations in terms of stroke accuracy for complex text and…
This paper assesses and reports the experience of ten teams working to port,validate, and benchmark several High Performance Computing applications on a novel GPU-accelerated Arm testbed system. The testbed consists of eight NVIDIA Arm HPC…
Text-independent writer identification is challenging due to the huge variation of written contents and the ambiguous written styles of different writers. This paper proposes DeepWriter, a deep multi-stream CNN to learn deep powerful…
This paper explores a physical human-robot collaboration (pHRC) task involving the joint insertion of a board into a frame by a sightless robot and a human operator. While admittance control is commonly used in pHRC tasks, it can be…
AI-assisted coding has rapidly reshaped software practice and research workflows, yet today's models still struggle to produce correct code for complex 3D geometric vision. If models could reliably write such code, the research of our…
Language technologies play a key role in assisting people with their writing. Although there has been steady progress in e.g., grammatical error correction (GEC), human writers are yet to benefit from this progress due to the high…
This research proposes Finger Based Technique (FBT) for non-visual touch screen device interaction designed for blind users. Based on the proposed technique, the blind user can access virtual keys based on finger holding positions. Three…
As robots operate in increasingly complex and dynamic environments, fast motion re-planning has become a widely explored area of research. In a real-world deployment, we often lack the ability to fully observe the environment at all times,…
To address this gap, we conduct a Virtual Reality experiment in which pedestrians interact with automated shuttles under varying approach angles (45{\deg}, 90{\deg}, 135{\deg}) and continuous-traffic conditions (single shuttle, two shuttles…