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Comparative to conventional 2D interaction methods, virtual reality (VR) demonstrates an opportunity for unique interface and interaction design decisions. Currently, this poses a challenge when developing an accessible VR experience as…
The growth of Social Networks has fueled the habit of people logging their day-to-day activities, and long First-Person Videos (FPVs) are one of the main tools in this new habit. Semantic-aware fast-forward methods are able to decrease the…
Video frame interpolation (VFI) enables many important applications that might involve the temporal domain, such as slow motion playback, or the spatial domain, such as stop motion sequences. We are focusing on the former task, where one of…
Playing back vibrotactile signals through actuators is commonly used to simulate tactile feelings of virtual textured surfaces. However, there is often a small mismatch between the simulated tactile feelings and intended tactile feelings by…
Change blindness is a phenomenon where an individual fails to notice alterations in a visual scene when a change occurs during a brief interruption or distraction. Understanding this phenomenon is specifically important for the technique…
Slow-motion replays provide a thrilling perspective on pivotal moments within sports games, offering a fresh and captivating visual experience. However, capturing slow-motion footage typically demands high-tech, expensive cameras and…
The popularity of streaming videos with live, high-action content has led to an increased interest in High Frame Rate (HFR) videos. In this work we address the problem of frame rate dependent Video Quality Assessment (VQA) when the videos…
Virtual reality (VR) is known to cause a "time compression" effect, where the time spent in VR feels to pass faster than the effective elapsed time. Our goal with this research is to investigate if the physical realism of a VR experience…
High frame rates have been known to enhance the perceived visual quality of specific video content. However, the lack of investigation of high frame rates has restricted the expansion of this research field particularly in the context of…
First-person shooter (FPS) game tournaments take place across the globe. A growing number of people choose to watch FPS games online instead of attending the game events in person. However, live streaming might miss critical highlight…
While recent generative video models have achieved remarkable visual realism and are being explored as world models, true physical simulation requires mastering both space and time. Current models can produce visually smooth kinematics, yet…
Virtual reality (VR) video provides an immersive 360 viewing experience to a user wearing a head-mounted display: as the user rotates his head, correspondingly different fields-of-view (FoV) of the 360 video are rendered for observation.…
Diffusion Transformer(DiT)-based generation models have achieved remarkable success in video generation. However, their inherent computational demands pose significant efficiency challenges. In this paper, we exploit the inherent temporal…
Robotic manipulation can benefit from wrist-mounted force/torque (F/T) sensors, but conventional F/T sensors can be expensive, difficult to install, and damaged by high loads. We present Visual Force/Torque Sensing (VFTS), a method that…
Videos are composed of sequence of interrelated frames. There is a minute difference among frames. Flicker is an error which is found in every video. It is like a checker box in a video, there are several reasons behind flickers generation,…
Fast Fourier Transform (FFT) relies on the HRV frequency-domain analysis techniques. It requires re-sampling of the inherently unevenly sampled heartbeat time-series (RR tachogram) to produce an evenly sampled time series of the heartbeat.…
Owing to their ability to extract relevant spatio-temporal video embeddings, Vision Transformers (ViTs) are currently the best performing models in video action understanding. However, their generalization over domains or datasets is…
Time series foundation models (TSFMs) have shown strong results on public benchmarks, prompting comparisons to a "BERT moment" for time series. Their effectiveness in industrial settings, however, remains uncertain. We examine why TSFMs…
Fighting games such as Street Fighter II present unique challenges to reinforcement learning (RL) agents due to their fast-paced, real-time nature. In most RL frameworks, agents are hard-coded to make decisions at a fixed interval,…
NeRF aims to learn a continuous neural scene representation by using a finite set of input images taken from various viewpoints. A well-known limitation of NeRF methods is their reliance on data: the fewer the viewpoints, the higher the…