Related papers: VR.net: A Real-world Dataset for Virtual Reality M…
In this paper, we propose a taxonomy for 360{\deg} videos that categorizes videos based on moving objects and camera motion. We gathered and produced 28 videos based on the taxonomy, and recorded viewport traces from 60 participants…
We introduce SceneNet RGB-D, expanding the previous work of SceneNet to enable large scale photorealistic rendering of indoor scene trajectories. It provides pixel-perfect ground truth for scene understanding problems such as semantic…
We present Audiovisual Moments in Time (AVMIT), a large-scale dataset of audiovisual action events. In an extensive annotation task 11 participants labelled a subset of 3-second audiovisual videos from the Moments in Time dataset (MIT). For…
Virtual reality (VR) offers immersive visualization and intuitive interaction. We leverage VR to enable any biomedical professional to deploy a deep learning (DL) model for image classification. While DL models can be powerful tools for…
With advancements in hardware, high-quality HMD devices are being developed by numerous companies, driving increased consumer interest in AR, VR, and MR applications. In this work, we present a new dataset, called VRBiom, of periocular…
We address the problem of temporal localization of repetitive activities in a video, i.e., the problem of identifying all segments of a video that contain some sort of repetitive or periodic motion. To do so, the proposed method represents…
The "metaverse", wherein users can enter virtual worlds to work, study, play, shop, socialize, and entertain, is fast becoming a reality, attracting billions of dollars in investment from companies such as Meta, Microsoft, and Clipo Labs.…
Many recent advancements in Computer Vision are attributed to large datasets. Open-source software packages for Machine Learning and inexpensive commodity hardware have reduced the barrier of entry for exploring novel approaches at scale.…
Video gaming streaming services are growing rapidly due to new services such as passive video streaming, e.g. Twitch.tv, and cloud gaming, e.g. Nvidia Geforce Now. In contrast to traditional video content, gaming content has special…
Virtual reality (VR) presents immersive opportunities across many applications, yet the inherent risk of developing cybersickness during interaction can severely reduce enjoyment and platform adoption. Cybersickness is marked by symptoms…
We present a Virtual Reality (VR) application for labeling and handling point cloud data sets. A series of room-scale point clouds are recorded as a video sequence using a Microsoft Kinect. The data can be played and paused, and frames can…
Visual relocalization has been a widely discussed problem in 3D vision: given a pre-constructed 3D visual map, the 6 DoF (Degrees-of-Freedom) pose of a query image is estimated. Relocalization in large-scale indoor environments enables…
Video moment retrieval aims to localize moments in video corresponding to a given language query. To avoid the expensive cost of annotating the temporal moments, weakly-supervised VMR (wsVMR) systems have been studied. For such systems,…
Fully immersive virtual reality (VR) has the potential to improve neurosurgical planning. For example, it may offer 3D visualizations of relevant anatomical structures with complex shapes, such as blood vessels and tumors. However, there is…
Accessibility reviews provide valuable insights into both the limitations and benefits experienced by users with disabilities when using virtual reality (VR) applications. However, a comprehensive investigation into VR accessibility for…
Short-video platforms show an increasing impact on people's daily lives nowadays, with billions of active users spending plenty of time each day. The interactions between users and online platforms give rise to many scientific problems…
Real-time rendering for video games has become increasingly challenging due to the need for higher resolutions, framerates and photorealism. Supersampling has emerged as an effective solution to address this challenge. Our work introduces a…
This work presents a dataset collected to predict cybersickness in virtual reality environments. The data was collected from navigation tasks in a virtual environment designed to induce cybersickness. The dataset consists of many data…
Meditation, or mindfulness, is widely used to improve mental health. With the emergence of Virtual Reality technology, many studies have provided evidence that meditation with VR can bring health benefits. However, to our knowledge, there…
The increase in the availability of online videos has transformed the way we access information and knowledge. A growing number of individuals now prefer instructional videos as they offer a series of step-by-step procedures to accomplish…