English
Related papers

Related papers: VR.net: A Real-world Dataset for Virtual Reality M…

200 papers

Visualizations are an essential part of biomedical analysis result interpretation. Often, interactive networks are used to visualize the data. However, the high interconnectivity, and high dimensionality of the data often results in…

Graphics · Computer Science 2021-09-08 Álvaro Martínez Fernández , Lars Ailo Bongo , Edvard Pedersen

This study investigates the use of large language models (LLMs) for human behavior understanding by jointly leveraging motion and video data. We argue that integrating these complementary modalities is essential for capturing both…

Computer Vision and Pattern Recognition · Computer Science 2026-01-08 Rajan Das Gupta , Lei Wei , Md Yeasin Rahat , Nafiz Fahad , Abir Ahmed , Liew Tze Hui

Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images…

Computer Vision and Pattern Recognition · Computer Science 2016-08-16 Alireza Shafaei , James J. Little , Mark Schmidt

Using head-mounted Virtual Reality (VR) displays to simulate driving is critical to studying driving behavior and designing driver assistance systems. But existing VR driving simulators are often limited to tracking only eye movements. The…

Human-Computer Interaction · Computer Science 2025-08-18 Nishanth Chidambaram , Weichen Liu , Manas Satish Bedmutha , Nadir Weibel , Chen Chen

We developed a novel virtual reality [VR] platform with 3-dimensional sounds to help improve sensory integration and visuomotor processing for postural control and fall prevention in individuals with balance problems related to sensory…

Human-Computer Interaction · Computer Science 2019-02-28 Zhu Wang , Anat Lubetzky , Marta Gospodarek , Makan TaghaviDilamani , Ken Perlin

In this paper, the problem of head movement prediction for virtual reality videos is studied. In the considered model, a deep learning network is introduced to leverage position data as well as video frame content to predict future head…

Computer Vision and Pattern Recognition · Computer Science 2020-03-03 Xinwei Chen , Ali Taleb Zadeh Kasgari , Walid Saad

Current datasets for long-form video understanding often fall short of providing genuine long-form comprehension challenges, as many tasks derived from these datasets can be successfully tackled by analyzing just one or a few random frames…

Computer Vision and Pattern Recognition · Computer Science 2024-10-22 Ruchit Rawal , Khalid Saifullah , Miquel Farré , Ronen Basri , David Jacobs , Gowthami Somepalli , Tom Goldstein

Current researches of action recognition mainly focus on single-view and multi-view recognition, which can hardly satisfies the requirements of human-robot interaction (HRI) applications to recognize actions from arbitrary views. The lack…

Computer Vision and Pattern Recognition · Computer Science 2019-04-25 Yanli Ji , Feixiang Xu , Yang Yang , Fumin Shen , Heng Tao Shen , Wei-Shi Zheng

Virtual Reality (VR) and its applications have attracted significant and increasing attention. However, the requirements of much larger file sizes, different storage formats, and immersive viewing conditions pose significant challenges to…

Image and Video Processing · Electrical Eng. & Systems 2022-04-06 Meixu Chen , Yize Jin , Todd Goodall , Xiangxu Yu , Alan C. Bovik

With the recent explosive growth of interest and investment in virtual reality (VR) and the so-called "metaverse," public attention has rightly shifted toward the unique security and privacy threats that these platforms may pose. While it…

Cryptography and Security · Computer Science 2023-10-25 Vivek Nair , Wenbo Guo , Justus Mattern , Rui Wang , James F. O'Brien , Louis Rosenberg , Dawn Song

We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and aligned to…

The use of emerging technologies like Virtual Reality (VR) in therapeutic settings has increased in the past few years. By incorporating VR, a mental health condition like depression can be assessed effectively, while also providing…

Human-Computer Interaction · Computer Science 2024-03-05 Mohammad Waqas , Y Pawankumar Gururaj , V D Shanmukha Mitra , Sai Anirudh Karri , Raghu Reddy , Syed Azeemuddin

Extended exposure to virtual reality environments can induce motion sickness, often referred to as cybersickness, which may lead to physiological stress responses and impaired cognitive performance. This study investigates the aftereffects…

Human-Computer Interaction · Computer Science 2026-02-03 Daniel Zielasko , Ben Rehling , Bernadette von Dawans , Gregor Domes

In this paper, we propose the first higher frame rate video dataset (called Need for Speed - NfS) and benchmark for visual object tracking. The dataset consists of 100 videos (380K frames) captured with now commonly available higher frame…

Computer Vision and Pattern Recognition · Computer Science 2017-03-23 Hamed Kiani Galoogahi , Ashton Fagg , Chen Huang , Deva Ramanan , Simon Lucey

Sport-related concussion (SRC) depends on sensory information from visual, vestibular, and somatosensory systems. At the same time, the current clinical administration of Vestibular/Ocular Motor Screening (VOMS) is subjective and deviates…

Image and Video Processing · Electrical Eng. & Systems 2022-10-18 Khondker Fariha Hossain , Sharif Amit Kamran , Prithul Sarker , Philip Pavilionis , Isayas Adhanom , Nicholas Murray , Alireza Tavakkoli

Visual-vestibular conflicts (VVCs) are a primary contributor to visually induced motion sickness (VIMS) in head-mounted displays (HMDs). However, virtual reality (VR) comfort studies often rely on exposing seated or standing users to…

Human-Computer Interaction · Computer Science 2025-08-08 Samuel J. Levulis , Kevin W. Rio , Pablo Ramon Soria , James Wilmott , Charlie S. Burlingham , Phillip Guan

MVImgNet is a large-scale dataset that contains multi-view images of ~220k real-world objects in 238 classes. As a counterpart of ImageNet, it introduces 3D visual signals via multi-view shooting, making a soft bridge between 2D and 3D…

Computer Vision and Pattern Recognition · Computer Science 2024-12-03 Xiaoguang Han , Yushuang Wu , Luyue Shi , Haolin Liu , Hongjie Liao , Lingteng Qiu , Weihao Yuan , Xiaodong Gu , Zilong Dong , Shuguang Cui

Virtual reality (VR) development relies on game engines to provide real-time rendering, physics simulation, and interaction systems. Among the most widely used game engines, Unreal Engine and Unity dominate the industry, offering distinct…

Human-Computer Interaction · Computer Science 2025-08-19 Santiago Berrezueta-Guzman , Stefan Wagner

The advancement of computer vision and machine learning has made datasets a crucial element for further research and applications. However, the creation and development of robots with advanced recognition capabilities are hindered by the…

Computer Vision and Pattern Recognition · Computer Science 2023-04-24 Zhengcheng Shen , Yi Gao , Linh Kästner , Jens Lambrecht

Spatio-temporal action detection is an important and challenging problem in video understanding. The existing action detection benchmarks are limited in aspects of small numbers of instances in a trimmed video or low-level atomic actions.…

Computer Vision and Pattern Recognition · Computer Science 2021-08-19 Yixuan Li , Lei Chen , Runyu He , Zhenzhi Wang , Gangshan Wu , Limin Wang
‹ Prev 1 3 4 5 6 7 10 Next ›