Related papers: Head and eye egocentric gesture recognition for hu…
Understanding human intentions during interactions has been a long-lasting theme, that has applications in human-robot interaction, virtual reality and surveillance. In this study, we focus on full-body human interactions with large-sized…
Recent advancements in learning from human demonstration have shown promising results in addressing the scalability and high cost of data collection required to train robust visuomotor policies. However, existing approaches are often…
Hand gesture recognition (HGR) is a fundamental technology in human computer interaction (HCI).In particular, HGR based on Doppler radar signals is suited for in-vehicle interfaces and robotic systems, necessitating lightweight and…
"Looking for things" is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its…
Egocentric vision aims to capture and analyse the world from the first-person perspective. We explore the possibilities for egocentric wearable devices to improve and enhance industrial use cases w.r.t. data collection, annotation,…
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…
While exocentric video synthesis has achieved great progress, egocentric video generation remains largely underexplored, which requires modeling first-person view content along with camera motion patterns induced by the wearer's body…
Interaction methods based on computer-vision hold the potential to become the next powerful technology to support breakthroughs in the field of human-computer interaction. Non-invasive vision-based techniques permit unconventional…
Procedure learning involves identifying the key-steps and determining their logical order to perform a task. Existing approaches commonly use third-person videos for learning the procedure, making the manipulated object small in appearance…
Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into real or virtual surroundings. Achieving this vision requires a method for capturing a user's motion, estimating…
In this paper, we introduce HEADS-UP, the first egocentric dataset collected from head-mounted cameras, designed specifically for trajectory prediction in blind assistance systems. With the growing population of blind and visually impaired…
Existing person re-identification (re-id) methods either assume the availability of well-aligned person bounding box images as model input or rely on constrained attention selection mechanisms to calibrate misaligned images. They are…
Human action recognition in videos is a critical task with significant implications for numerous applications, including surveillance, sports analytics, and healthcare. The challenge lies in creating models that are both precise in their…
A user's eyes provide means for Human Computer Interaction (HCI) research as an important modal. The time to time scientific explorations of the eye has already seen an upsurge of the benefits in HCI applications from gaze estimation to the…
In this paper, a simple yet efficient activity recognition method for first-person video is introduced. The proposed method is appropriate for representation of high-dimensional features such as those extracted from convolutional neural…
While wearable cameras are becoming increasingly popular, locating relevant information in large unstructured collections of egocentric images is still a tedious and time consuming processes. This paper addresses the problem of organizing…
Wearable cameras allow people to record their daily activities from a user-centered (First Person Vision) perspective. Due to their favorable location, wearable cameras frequently capture the hands of the user, and may thus represent a…
Human Activity Recognition (HAR) has become increasingly popular with ubiquitous computing, driven by the popularity of wearable sensors in fields like healthcare and sports. While Convolutional Neural Networks (ConvNets) have significantly…
Continuously measuring the engagement of users with a robot in a Human-Robot Interaction (HRI) setting paves the way towards in-situ reinforcement learning, improve metrics of interaction quality, and can guide interaction design and…
Generating videos in the first-person perspective has broad application prospects in the field of augmented reality and embodied intelligence. In this work, we explore the cross-view video prediction task, where given an exo-centric video,…