Related papers: Egocentric View Hand Action Recognition by Leverag…
Humans have the natural ability to recognize actions even if the objects involved in the action or the background are changed. Humans can abstract away the action from the appearance of the objects which is referred to as compositionality…
We propose the task of Hand-Object Stable Grasp Reconstruction (HO-SGR), the reconstruction of frames during which the hand is stably holding the object. We first develop the stable grasp definition based on the intuition that the…
Humans excel at grasping objects and manipulating them. Capturing human grasps is important for understanding grasping behavior and reconstructing it realistically in Virtual Reality (VR). However, grasp capture - capturing the pose of a…
Online and Early detection of gestures is crucial for building touchless gesture based interfaces. These interfaces should operate on a stream of video frames instead of the complete video and detect the presence of gestures at an earlier…
In this paper, we address the challenge of understanding human activities from an egocentric perspective. Traditional activity recognition techniques face unique challenges in egocentric videos due to the highly dynamic nature of the head…
Although First Person Vision systems can sense the environment from the user's perspective, they are generally unable to predict his intentions and goals. Since human activities can be decomposed in terms of atomic actions and interactions…
We introduce the dynamic grasp synthesis task: given an object with a known 6D pose and a grasp reference, our goal is to generate motions that move the object to a target 6D pose. This is challenging, because it requires reasoning about…
Wearable cameras stand out as one of the most promising devices for the upcoming years, and as a consequence, the demand of computer algorithms to automatically understand the videos recorded with them is increasing quickly. An automatic…
Objects we interact with and manipulate often share similar parts, such as handles, that allow us to transfer our actions flexibly due to their shared functionality. This work addresses the problem of transferring a grasp experience or a…
In this paper, we investigate the problem of grasping novel objects in unstructured environments. To address this problem, consideration of the object geometry, reachability and force closure analysis are required. We propose a framework…
Prior works on 3D hand trajectory prediction are constrained by datasets that decouple motion from semantic supervision and by models that weakly link reasoning and action. To address these, we first present the EgoMAN dataset, a…
Human is able to conduct 3D recognition by a limited number of haptic contacts between the target object and his/her fingers without seeing the object. This capability is defined as `haptic glance' in cognitive neuroscience. Most of the…
Skeletal Action recognition from an egocentric view is important for applications such as interfaces in AR/VR glasses and human-robot interaction, where the device has limited resources. Most of the existing skeletal action recognition…
Background: Egocentric video has recently emerged as a potential solution for monitoring hand function in individuals living with tetraplegia in the community, especially for its ability to detect functional use in the home environment.…
Current upper extremity outcome measures for persons with cervical spinal cord injury (cSCI) lack the ability to directly collect quantitative information in home and community environments. A wearable first-person (egocentric) camera…
Dexterous robotic hands are appealing for their agility and human-like morphology, yet their high degree of freedom makes learning to manipulate challenging. We introduce an approach for learning dexterous grasping. Our key idea is to embed…
Reconstructing 3D hand mesh is challenging but an important task for human-computer interaction and AR/VR applications. In particular, RGB and/or depth cameras have been widely used in this task. However, methods using these conventional…
Egocentric gestures are the most natural form of communication for humans to interact with wearable devices such as VR/AR helmets and glasses. A major issue in such scenarios for real-world applications is that may easily become necessary…
We present an approach to robot learning from egocentric human videos by modeling human preferences in a reward function and optimizing robot behavior to maximize this reward. Prior work on reward learning from human videos attempts to…
Generating high-quality whole-body human object interaction motion sequences is becoming increasingly important in various fields such as animation, VR/AR, and robotics. The main challenge of this task lies in determining the level of…