Related papers: GazeBaseVR, a large-scale, longitudinal, binocular…
In this paper, a novel dataset is introduced, designed to assess student attention within in-person classroom settings. This dataset encompasses RGB camera data, featuring multiple cameras per student to capture both posture and facial…
Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…
Visual face tracking is one of the most important tasks in video surveillance systems. However, due to the variations in pose, scale, expression, and illumination it is considered to be a difficult task. Recent studies show that deep…
Visual object tracking is a key component to many egocentric vision problems. However, the full spectrum of challenges of egocentric tracking faced by an embodied AI is underrepresented in many existing datasets; these tend to focus on…
360{\deg} images can provide an omnidirectional field of view which is important for stable and long-term scene perception. In this paper, we explore 360{\deg} images for visual object tracking and perceive new challenges caused by large…
Touch contact and pressure are essential for understanding how humans interact with and manipulate objects, insights which can significantly benefit applications in mixed reality and robotics. However, estimating these interactions from an…
We present a new public dataset with a focus on simulating robotic vision tasks in everyday indoor environments using real imagery. The dataset includes 20,000+ RGB-D images and 50,000+ 2D bounding boxes of object instances densely captured…
With the emergence of the Metaverse and focus on wearable devices in the recent years gesture based human-computer interaction has gained significance. To enable gesture recognition for VR/AR headsets and glasses several datasets focusing…
Technical progress in hardware and software enables us to record gaze data in everyday situations and over long time spans. Among a multitude of research opportunities, this technology enables visualization researchers to catch a glimpse…
Existing activity tracker datasets for human activity recognition are typically obtained by having participants perform predefined activities in an enclosed environment under supervision. This results in small datasets with a limited number…
Realistic human surveillance datasets are crucial for training and evaluating computer vision models under real-world conditions, facilitating the development of robust algorithms for human and human-interacting object detection in complex…
Engagement in virtual learning is essential for participant satisfaction, performance, and adherence, particularly in online education and virtual rehabilitation, where interactive communication plays a key role. Yet, accurately measuring…
We introduce EgoSchema, a very long-form video question-answering dataset, and benchmark to evaluate long video understanding capabilities of modern vision and language systems. Derived from Ego4D, EgoSchema consists of over 5000 human…
We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3d avatars. While they…
The volumetric representation of human interactions is one of the fundamental domains in the development of immersive media productions and telecommunication applications. Particularly in the context of the rapid advancement of Extended…
With the rapid development of wearable cameras, a massive collection of egocentric video for first-person visual perception becomes available. Using egocentric videos to predict first-person activity faces many challenges, including limited…
The degree of concentration, enthusiasm, optimism, and passion displayed by individual(s) while interacting with a machine is referred to as `user engagement'. Engagement comprises of behavioral, cognitive, and affect related cues. To…
Visual attention is highly fragmented during mobile interactions, but the erratic nature of attention shifts currently limits attentive user interfaces to adapting after the fact, i.e. after shifts have already happened. We instead study…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…
Rationale and Objectives: Computer-aided detection systems for chest radiographs are widely used, and concurrent reader displays, such as bounding-box (BB) highlights, may influence the reading process. This pilot study used eye tracking to…