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Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic…
Estimation of human shape and pose from a single image is a challenging task. It is an even more difficult problem to map the identified human shape onto a 3D human model. Existing methods map manually labelled human pixels in real 2D…
Estimating 3D hand pose from single RGB images is a highly ambiguous problem that relies on an unbiased training dataset. In this paper, we analyze cross-dataset generalization when training on existing datasets. We find that approaches…
Wearable cameras allow to acquire images and videos from the user's perspective. These data can be processed to understand humans behavior. Despite human behavior analysis has been thoroughly investigated in third person vision, it is still…
Human modelling and pose estimation stands at the crossroads of Computer Vision, Computer Graphics, and Machine Learning. This paper presents a thorough investigation of this interdisciplinary field, examining various algorithms,…
Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of…
The rapid advancement of AI is transforming human-centered systems, with profound implications for human-AI interaction, human-data interaction, and visual analytics. In the AI era, data analysis increasingly involves large-scale,…
Visual Analytics (VA) integrates humans, data, and models as key actors in insight generation and data-driven decision-making. This position paper values and reflects on 16 VA process models and frameworks and makes nine high-level…
Achieving fine-grained controllability in human image synthesis is a long-standing challenge in computer vision. Existing methods primarily focus on either facial synthesis or near-frontal body generation, with limited ability to…
We address the problem of accurate capture and expressive modelling of interactive behaviors happening between two persons in daily scenarios. Different from previous works which either only consider one person or focus on conversational…
The way the human body is depicted in classical and modern paintings is relevant for art historical analyses. Each artist has certain themes and concerns, resulting in different poses being used more heavily than others. In this paper, we…
Robots and artificial agents that interact with humans should be able to do so without bias and inequity, but facial perception systems have notoriously been found to work more poorly for certain groups of people than others. In our work,…
Recently, the quality of artworks generated using Artificial Intelligence (AI) has increased significantly, resulting in growing difficulties in detecting synthetic artworks. However, limited studies have been conducted on identifying the…
Humans intuitively understand that inanimate objects do not move by themselves, but that state changes are typically caused by human manipulation (e.g., the opening of a book). This is not yet the case for machines. In part this is because…
A hug is a tight embrace and an expression of warmth, sympathy and camaraderie. Despite the fact that a hug often only takes a few seconds, it is filled with details and nuances and is a highly complex process of coordination between two…
The advancement in deep implicit modeling and articulated models has significantly enhanced the process of digitizing human figures in 3D from just a single image. While state-of-the-art methods have greatly improved geometric precision,…
Contact-rich manipulation has become increasingly important in robot learning. However, previous studies on robot learning datasets have focused on rigid objects and underrepresented the diversity of pressure conditions for real-world…
We propose embodied scene-aware human pose estimation where we estimate 3D poses based on a simulated agent's proprioception and scene awareness, along with external third-person observations. Unlike prior methods that often resort to…
This paper presents a new large multiview dataset called HUMBI for human body expressions with natural clothing. The goal of HUMBI is to facilitate modeling view-specific appearance and geometry of gaze, face, hand, body, and garment from…
Humans represent scenes and objects in rich feature spaces, carrying information that allows us to generalise about category memberships and abstract functions with few examples. What determines whether a neural network model generalises…