Related papers: Egocentric Videoconferencing
We present a video summarization approach for egocentric or "wearable" camera data. Given hours of video, the proposed method produces a compact storyboard summary of the camera wearer's day. In contrast to traditional keyframe selection…
Finding the camera pose is an important step in many egocentric video applications. It has been widely reported that, state of the art SLAM algorithms fail on egocentric videos. In this paper, we propose a robust method for camera pose…
Human actions in egocentric videos are often hand-object interactions composed from a verb (performed by the hand) applied to an object. Despite their extensive scaling up, egocentric datasets still face two limitations - sparsity of action…
Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is…
Given a user wearing a low frame rate wearable camera during a day, this work aims to automatically detect the moments when the user gets engaged into a social interaction solely by reviewing the automatically captured photos by the worn…
Can conversational videos captured from multiple egocentric viewpoints reveal the map of a scene in a cost-efficient way? We seek to answer this question by proposing a new problem: efficiently building the map of a previously unseen 3D…
Talking head generation is to generate video based on a given source identity and target motion. However, current methods face several challenges that limit the quality and controllability of the generated videos. First, the generated face…
Smart glass is emerging as an useful device since it provides plenty of insights under hands-busy, eyes-on-task situations. To understand the context of the wearer, 6D object pose estimation in egocentric view is becoming essential.…
This paper introduces neck-mounted view gaze estimation, a new task that estimates user gaze from the neck-mounted camera perspective. Prior work on egocentric gaze estimation, which predicts device wearer's gaze location within the…
While there has been substantial progress in temporal action segmentation, the challenge to generalize to unseen views remains unaddressed. Hence, we define a protocol for unseen view action segmentation where camera views for evaluating…
Vivid talking face generation holds immense potential applications across diverse multimedia domains, such as film and game production. While existing methods accurately synchronize lip movements with input audio, they typically ignore…
Recognizing people by faces and other biometrics has been extensively studied in computer vision. But these techniques do not work for identifying the wearer of an egocentric (first-person) camera because that person rarely (if ever)…
We present EgoHumans, a new multi-view multi-human video benchmark to advance the state-of-the-art of egocentric human 3D pose estimation and tracking. Existing egocentric benchmarks either capture single subject or indoor-only scenarios,…
This paper presents a novel method for face clustering in videos using a video-centralised transformer. Previous works often employed contrastive learning to learn frame-level representation and used average pooling to aggregate the…
Natural interaction with virtual objects in AR/VR environments makes for a smooth user experience. Gestures are a natural extension from real world to augmented space to achieve these interactions. Finding discriminating spatio-temporal…
To serve as a scalable data source for embodied AI, world models should act as true simulators that infer interaction dynamics strictly from user actions, rather than mere conditional video generators relying on privileged future object…
Egocentric videos offer fine-grained information for high-fidelity modeling of human behaviors. Hands and interacting objects are one crucial aspect of understanding a viewer's behaviors and intentions. We provide a labeled dataset…
Egocentric motion capture with a head-mounted body-facing stereo camera is crucial for VR and AR applications but presents significant challenges such as heavy occlusions and limited annotated real-world data. Existing methods rely on…
In a wearable camera video, we see what the camera wearer sees. While this makes it easy to know roughly what he chose to look at, it does not immediately reveal when he was engaged with the environment. Specifically, at what moments did…
This paper digs deeper into factors that influence egocentric gaze. Instead of training deep models for this purpose in a blind manner, we propose to inspect factors that contribute to gaze guidance during daily tasks. Bottom-up saliency…