Related papers: GazeBaseVR, a large-scale, longitudinal, binocular…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
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,…
Visual object tracking and segmentation in omnidirectional videos are challenging due to the wide field-of-view and large spherical distortion brought by 360{\deg} images. To alleviate these problems, we introduce a novel representation,…
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…
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…
Hand gesture understanding is essential for several applications in human-computer interaction, including automatic clinical assessment of hand dexterity. While deep learning has advanced static gesture recognition, dynamic gesture…
Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture…
Gaze and face tracking algorithms have traditionally battled a compromise between computational complexity and accuracy; the most accurate neural net algorithms cannot be implemented in real time, but less complex real-time algorithms…
This paper introduces a new multi-modal dataset for visual and audio-visual speech recognition. It includes face tracks from over 400 hours of TED and TEDx videos, along with the corresponding subtitles and word alignment boundaries. The…
In recent years, numerous researchers have begun investigating how virtual reality (VR) tracking and interaction data can be used for a variety of machine learning purposes, including user identification, predicting cybersickness, and…
In this study we estimate the heart rate from face videos for student assessment. This information could be very valuable to track their status along time and also to estimate other data such as their attention level or the presence of…
The interaction between the vestibular and ocular system has primarily been studied in controlled environments. Consequently, off-the shelf tools for categorization of gaze events (e.g. fixations, pursuits, saccade) fail when head movements…
Object understanding in egocentric visual data is arguably a fundamental research topic in egocentric vision. However, existing object datasets are either non-egocentric or have limitations in object categories, visual content, and…
We then introduce a novel hierarchical knowledge distillation strategy that incorporates the similarity matrix, feature representation, and response map-based distillation to guide the learning of the student Transformer network. We also…
Leveraging real-time eye-tracking, foveated rendering optimizes hardware efficiency and enhances visual quality virtual reality (VR). This approach leverages eye-tracking techniques to determine where the user is looking, allowing the…
Fast and accurate eye tracking in a virtual reality or augmented reality headset could lead to better display performance and enable novel methods of user interaction with the system. However, it remains a challenge for a system to combine…
This survey serves as a review for the 2025 Event-Based Eye Tracking Challenge organized as part of the 2025 CVPR event-based vision workshop. This challenge focuses on the task of predicting the pupil center by processing event camera…
The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…
The advent and growing popularity of Virtual Reality (VR) and Mixed Reality (MR) solutions have revolutionized the way we interact with digital platforms. The cutting-edge gaze-controlled typing methods, now prevalent in high-end models of…
Event Cameras, also known as Neuromorphic sensors, capture changes in local light intensity at the pixel level, producing asynchronously generated data termed ``events''. This distinct data format mitigates common issues observed in…