Related papers: FirstPersonScience: Quantifying Psychophysics for …
First-person video highlights a camera-wearer's activities in the context of their persistent environment. However, current video understanding approaches reason over visual features from short video clips that are detached from the…
We envision a future time when wearable cameras are worn by the masses and recording first-person point-of-view videos of everyday life. While these cameras can enable new assistive technologies and novel research challenges, they also…
We address the longstanding challenge of producing flexible, realistic humanoid character controllers that can perform diverse whole-body tasks involving object interactions. This challenge is central to a variety of fields, from graphics…
We describe the design of an immersive virtual Cyberball task that included avatar customization, and user feedback on this design. We first created a prototype of an avatar customization template and added it to a Cyberball prototype built…
In recent years, trends towards studying simulated games have gained momentum in the fields of artificial intelligence, cognitive science, psychology, and neuroscience. The intersections of these fields have also grown recently, as…
Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought…
As any scientific discipline, the software engineering (SE) research community strives to contribute to the betterment of the target population of our research: software producers and consumers. We will only achieve this betterment if we…
In this paper, we propose a novel approach to enhance the 3D body pose estimation of a person computed from videos captured from a single wearable camera. The key idea is to leverage high-level features linking first- and third-views in a…
Computer simulators are nowadays widely used to understand complex physical systems in many areas such as aerospace, renewable energy, climate modeling, and manufacturing. One fundamental issue in the study of computer simulators is known…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
This paper presents a unified framework to (i) locate the ball, (ii) predict the pose, and (iii) segment the instance mask of players in team sports scenes. Those problems are of high interest in automated sports analytics, production, and…
Personality assessment in career guidance and personnel selection traditionally relies on self-report questionnaires, which are susceptible to response bias, fatigue, and intentional distortion. Game-based assessment offers a promising…
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,…
There is an increasing imperative to anticipate and understand the performance and safety of generative AI systems in real-world deployment contexts. However, the current evaluation ecosystem is insufficient: Commonly used static benchmarks…
There are many benefits in providing formal specifications for our software. However, teaching students to do this is not always easy as courses on formal methods are often experienced as dry by students. This paper presents a game called…
Egocentric human motion generation and forecasting with scene-context is crucial for enhancing AR/VR experiences, improving human-robot interaction, advancing assistive technologies, and enabling adaptive healthcare solutions by accurately…
Sports recommender systems receive an increasing attention due to their potential of fostering healthy living, improving personal well-being, and increasing performances in sport. These systems support people in sports, for example, by the…
Crowd simulation is a research area widely used in diverse fields, including gaming and security, assessing virtual agent movements through metrics like time to reach their goals, speed, trajectories, and densities. This is relevant for…
Many real-world games contain parameters which can affect payoffs, action spaces, and information states. For fixed values of the parameters, the game can be solved using standard algorithms. However, in many settings agents must act…
Quantum computing has made considerable progress in recent years in both software and hardware. But to unlock the power of quantum computers in solving problems that cannot be efficiently solved classically, quantum computing at scale is…