Related papers: The Toybox Dataset of Egocentric Visual Object Tra…
The availability and use of egocentric data are rapidly increasing due to the growing use of wearable cameras. Our aim is to study the effect (positive, neutral or negative) of egocentric images or events on an observer. Given egocentric…
Egocentric video grounding is a crucial task for embodied intelligence applications, distinct from exocentric video moment localization. Existing methods primarily focus on the distributional differences between egocentric and exocentric…
First-person (egocentric) and third person (exocentric) videos are drastically different in nature. The relationship between these two views have been studied in recent years, however, it has yet to be fully explored. In this work, we…
Despite extensive efforts on egocentric video datasets and benchmarks, understanding users' internal states, which is crucial for enabling seamless AI assistant experiences, remains largely overlooked. In this work, we introduce…
We release two artificial datasets, Simulated Flying Shapes and Simulated Planar Manipulator that allow to test the learning ability of video processing systems. In particular, the dataset is meant as a tool which allows to easily assess…
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic…
We study how the choice of visual perspective affects learning and generalization in the context of physical manipulation from raw sensor observations. Compared with the more commonly used global third-person perspective, a hand-centric…
Video generation has emerged as a promising tool for world simulation, leveraging visual data to replicate real-world environments. Within this context, egocentric video generation, which centers on the human perspective, holds significant…
Given a video captured from a first person perspective and the environment context of where the video is recorded, can we recognize what the person is doing and identify where the action occurs in the 3D space? We address this challenging…
Recent time-contrastive learning approaches manage to learn invariant object representations without supervision. This is achieved by mapping successive views of an object onto close-by internal representations. When considering this…
Object recognition has made great advances in the last decade, but predominately still relies on many high-quality training examples per object category. In contrast, learning new objects from only a few examples could enable many impactful…
Humans can effortlessly anticipate how objects might move or change through interaction--imagining a cup being lifted, a knife slicing, or a lid being closed. We aim to endow computational systems with a similar ability to predict plausible…
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…
Image-to-video adaptation seeks to efficiently adapt image models for use in the video domain. Instead of finetuning the entire image backbone, many image-to-video adaptation paradigms use lightweight adapters for temporal modeling on top…
Visual affordance learning is a key component for robots to understand how to interact with objects. Conventional approaches in this field rely on pre-defined objects and actions, falling short of capturing diverse interactions in realworld…
Mistake action detection is crucial for developing intelligent archives that detect workers' errors and provide feedback. Existing studies have focused on visually apparent mistakes in free-style activities, resulting in video-only…
We present JRDB, a novel egocentric dataset collected from our social mobile manipulator JackRabbot. The dataset includes 64 minutes of annotated multimodal sensor data including stereo cylindrical 360$^\circ$ RGB video at 15 fps, 3D point…
Egocentric video generation with fine-grained control through body motion is a key requirement towards embodied AI agents that can simulate, predict, and plan actions. In this work, we propose EgoControl, a pose-controllable video diffusion…
Our comprehension of video streams depicting human activities is naturally multifaceted: in just a few moments, we can grasp what is happening, identify the relevance and interactions of objects in the scene, and forecast what will happen…
Egocentric video is increasingly used as a data source for robot learning, activity understanding, and embodied AI research, but collecting it at scale remains fragmented in practice: each candidate host device, such as an Android phone,…