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Background. Coping with the rapid growing complexity in contemporary software architecture, tracing has become an increasingly critical practice and been adopted widely by software engineers. By adopting tracing tools, practitioners are…
Camera glasses enable people to capture point-of-view videos using a common accessory, hands-free. In this paper, we investigate how, when, and why people used one such product: Spectacles. We conducted 39 semi-structured interviews and…
Advancements in language foundation models have primarily fueled the recent surge in artificial intelligence. In contrast, generative learning of non-textual modalities, especially videos, significantly trails behind language modeling. This…
We present a novel dataset and a novel algorithm for recognizing activities of daily living (ADL) from a first-person wearable camera. Handled objects are crucially important for egocentric ADL recognition. For specific examination of…
We present a lightweight and affordable motion capture method based on two smartwatches and a head-mounted camera. In contrast to the existing approaches that use six or more expert-level IMU devices, our approach is much more…
Text selection is an essential activity in interactive systems, including virtual reality (VR) head-mounted displays (HMDs). It is useful for: sharing information across apps or platforms, highlighting and making notes while reading…
The recent advances in deep learning have made it possible to generate photo-realistic images by using neural networks and even to extrapolate video frames from an input video clip. In this paper, for the sake of both furthering this…
Do patterns of eye-hand coordination observed during real-world object interactions apply to digital, screen-based object interactions? We adapted a real-world object interaction task (physically transferring cups in sequence about a…
Video annotation and analysis is an important activity for teaching with and about audiovisual media artifacts because it helps students to learn how to identify textual and formal connections in media products. But school teachers lack…
Video captioning aims to describe video contents using natural language format that involves understanding and interpreting scenes, actions and events that occurs simultaneously on the view. Current approaches have mainly concentrated on…
Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology…
Collaborative scientific authoring is increasingly being supported by software tools. Traditionally, desktop-based authoring tools had the most advanced editing features, allowed for more formatting options, and included more import/export…
The range of video annotation software currently available is set within commercially specialized professions, distributed via outdated sources or through online video hosting services. As video content becomes an increasingly significant…
In the recent years, social media have become one of the main places where creative content is being published and consumed by billions of users. Contrary to traditional media, social media allow the publishers to receive almost…
There are substantial instructional videos on the Internet, which provide us tutorials for completing various tasks. Existing instructional video datasets only focus on specific steps at the video level, lacking experiential guidelines at…
Video captioning is the process of describing the content of a sequence of images capturing its semantic relationships and meanings. Dealing with this task with a single image is arduous, not to mention how difficult it is for a video (or…
We discuss the development of interactive video tutorial-based problems to help introductory physics students learn effective problem solving heuristics. The video tutorials present problem solving strategies using concrete examples in an…
Virtual Reality (VR) is increasingly used for training and demonstration purposes including a variety of applications ranging from robot learning to rehabilitation. However, the choice of input device and its visualization might influence…
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 developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…