Related papers: GazeBase: A Large-Scale, Multi-Stimulus, Longitudi…
The Codec Avatars Lab at Meta introduces Embody 3D, a multimodal dataset of 500 individual hours of 3D motion data from 439 participants collected in a multi-camera collection stage, amounting to over 54 million frames of tracked 3D motion.…
We present BASKET, a large-scale basketball video dataset for fine-grained skill estimation. BASKET contains 4,477 hours of video capturing 32,232 basketball players from all over the world. Compared to prior skill estimation datasets, our…
We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music,…
In this work, we present TalkCuts, a large-scale dataset designed to facilitate the study of multi-shot human speech video generation. Unlike existing datasets that focus on single-shot, static viewpoints, TalkCuts offers 164k clips…
In the quest for understanding human executive function, eye movements represent a unique insight into how we process and comprehend our environment. Eye movements reveal patterns in how we focus, navigate, and make decisions across various…
Assembly101 is a new procedural activity dataset featuring 4321 videos of people assembling and disassembling 101 "take-apart" toy vehicles. Participants work without fixed instructions, and the sequences feature rich and natural variations…
Enabling robots to understand human gaze target is a crucial step to allow capabilities in downstream tasks, for example, attention estimation and movement anticipation in real-world human-robot interactions. Prior works have addressed the…
In this paper, we introduce a new large-scale face dataset named VGGFace2. The dataset contains 3.31 million images of 9131 subjects, with an average of 362.6 images for each subject. Images are downloaded from Google Image Search and have…
Eye movements have long been studied as a window into the attentional mechanisms of the human brain and made accessible as novelty style human-machine interfaces. However, not everything that we gaze upon, is something we want to interact…
In human imitation learning, the imitator typically take the egocentric view as a benchmark, naturally transferring behaviors observed from an exocentric view to their owns, which provides inspiration for researching how robots can more…
Gaze behaviour has been used as a way to gather cognitive information for a number of years. In this paper, we discuss the use of gaze behaviour in solving different tasks in natural language processing (NLP) without having to record it at…
Following the gaze of other people and analyzing the target they are looking at can help us understand what they are thinking, and doing, and predict the actions that may follow. Existing methods for gaze following struggle to perform well…
Saliency modeling has been an active research area in computer vision for about two decades. Existing state of the art models perform very well in predicting where people look in natural scenes. There is, however, the risk that these models…
Technical progress in hardware and software enables us to record gaze data in everyday situations and over long time spans. Among a multitude of research opportunities, this technology enables visualization researchers to catch a glimpse…
We introduce EgoLife, a project to develop an egocentric life assistant that accompanies and enhances personal efficiency through AI-powered wearable glasses. To lay the foundation for this assistant, we conducted a comprehensive data…
Estimating eye-gaze from images alone is a challenging task, in large parts due to un-observable person-specific factors. Achieving high accuracy typically requires labeled data from test users which may not be attainable in real…
Mobile gaze tracking involves inferring a user's gaze point or direction on a mobile device's screen from facial images captured by the device's front camera. While this technology inspires an increasing number of gaze-interaction…
This paper describes a system developed to help University students get more from their online lectures, tutorials, laboratory and other live sessions. We do this by logging their attention levels on their laptops during live Zoom sessions…
We present a novel, automatic eye gaze tracking scheme inspired by smooth pursuit eye motion while playing mobile games or watching virtual reality contents. Our algorithm continuously calibrates an eye tracking system for a head mounted…
Egocentric video has seen increased interest in recent years, as it is used in a range of areas. However, most existing datasets are limited to a single perspective. In this paper, we present the CASTLE 2024 dataset, a multimodal collection…