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Wearable sensor systems with transmitting capabilities are currently employed for the biometric screening of exercise activities and other performance data. Such technology is generally wireless and enables the noninvasive monitoring of…

Robotics · Computer Science 2020-11-13 Birgitta Dresp-Langley , Florent Nageotte , Philippe Zanne , Michel de Mathelin

Tracking the ball is critical for video-based analysis of team sports. However, it is difficult, especially in low-resolution images, due to the small size of the ball, its speed that creates motion blur, and its often being occluded by…

Computer Vision and Pattern Recognition · Computer Science 2015-12-02 Andrii Maksai , Xinchao Wang , Pascal Fua

Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…

Human-Computer Interaction · Computer Science 2019-10-16 Konstantinos Makantasis , Antonios Liapis , Georgios N. Yannakakis

Gaze gestures can provide hands free input on mobile devices, but practical use requires (i) gestures users can learn and recall and (ii) recognition models that are efficient enough for on-device deployment. We present an end-to-end…

Human-Computer Interaction · Computer Science 2026-04-14 Yaxiong Lei , Hyochan Cho , Fergus Buchanan , Shijing He , Xinya Gong , Yuheng Wang , Juan Ye

Gaze estimation involves predicting where the person is looking at within an image or video. Technically, the gaze information can be inferred from two different magnification levels: face orientation and eye orientation. The inference is…

Computer Vision and Pattern Recognition · Computer Science 2021-10-27 Ashesh , Chu-Song Chen , Hsuan-Tien Lin

Rather than regressing gaze direction directly from images, we show that adding a 3D shape model can: i) improve gaze estimation accuracy, ii) perform well with lower resolution inputs and iii) provide a richer understanding of the…

Computer Vision and Pattern Recognition · Computer Science 2023-01-31 Hao Sun , Nick Pears

Prolonged exposure to virtual reality (VR) systems leads to visual fatigue, impairs user comfort, performance, and safety, particularly in high-stakes or long-duration applications. Existing fatigue detection approaches rely on subjective…

Human-Computer Interaction · Computer Science 2026-01-21 Numan Zafar , Johnathan Locke , Shafique Ahmad Chaudhry

We present an attention based visual analysis framework to compute grasp-relevant information in order to guide grasp planning using a multi-fingered robotic hand. Our approach uses a computational visual attention model to locate regions…

Robotics · Computer Science 2018-09-13 Zhen Deng , Ge Gao , Simone Frintrop , Jianwei Zhang

Participatory sensing (PS) is a novel and promising sensing network paradigm for achieving a flexible and scalable sensing coverage with a low deploying cost, by encouraging mobile users to participate and contribute their smartphones as…

Computer Science and Game Theory · Computer Science 2017-08-31 Xiaoyan Mo , Zhang Li , Lin Gao , Bin Cao , Tingting Zhang , Tong Wang

Gaze is a powerful form of non-verbal communication and social interaction that humans develop from an early age. As such, modeling this behavior is an important task that can benefit a broad set of application domains ranging from robotics…

Computer Vision and Pattern Recognition · Computer Science 2023-10-03 Samy Tafasca , Anshul Gupta , Jean-Marc Odobez

We present GAZED- eye GAZe-guided EDiting for videos captured by a solitary, static, wide-angle and high-resolution camera. Eye-gaze has been effectively employed in computational applications as a cue to capture interesting scene content;…

Computer Vision and Pattern Recognition · Computer Science 2020-10-23 K L Bhanu Moorthy , Moneish Kumar , Ramanathan Subramaniam , Vineet Gandhi

Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…

Human-Computer Interaction · Computer Science 2024-10-28 Ritik Vatsal , Shrivatsa Mishra , Rushil Thareja , Mrinmoy Chakrabarty , Ojaswa Sharma , Jainendra Shukla

Robots are prone to making errors, which can negatively impact their credibility as teammates during collaborative tasks with human users. Detecting and recovering from these failures is crucial for maintaining effective level of trust from…

Robotics · Computer Science 2025-02-25 Ramtin Tabatabaei , Vassilis Kostakos , Wafa Johal

For first-person shooting game players, display refresh rate is important for a smooth experience. Multiple studies have shown that a low display refresh rate will reduce gamers' experience and performance. However, the human eye's…

Human-Computer Interaction · Computer Science 2024-06-21 Haoshen Qin , Zixian Zhu

Extended reality is a fast-growing domain for which there is an increasing need to analyze and understand user behavior. In particular, understanding human visual attention during immersive experiences is crucial for many applications. The…

Human-Computer Interaction · Computer Science 2026-01-13 Charles Javerliat , Guillaume Lavoué

It is well known that human gaze carries significant information about visual attention. However, there are three main difficulties in incorporating the gaze data in an attention mechanism of deep neural networks: 1) the gaze fixation…

Computer Vision and Pattern Recognition · Computer Science 2020-11-10 Kyle Min , Jason J. Corso

Inter-personal anatomical differences limit the accuracy of person-independent gaze estimation networks. Yet there is a need to lower gaze errors further to enable applications requiring higher quality. Further gains can be achieved by…

Computer Vision and Pattern Recognition · Computer Science 2019-10-15 Seonwook Park , Shalini De Mello , Pavlo Molchanov , Umar Iqbal , Otmar Hilliges , Jan Kautz

Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…

Human-Computer Interaction · Computer Science 2024-05-08 Chenyang Zhang , Tiansu Chen , Eric Shaffer , Elahe Soltanaghai

Active perception approaches select future viewpoints by using some estimate of the information gain. An inaccurate estimate can be detrimental in critical situations, e.g., locating a person in distress. However the true information gained…

Robotics · Computer Science 2026-04-17 Siming He , Yuezhan Tao , Igor Spasojevic , Vijay Kumar , Pratik Chaudhari

With the NBA's adoption of in-game limb tracking in 2023, Sony's Hawk-Eye system now captures high-resolution, 3D poses of players and the ball 60 times per second. Linking these data to key events opens a new era in NBA analytics. Here, we…

Applications · Statistics 2026-04-30 Jake McGrath , Amanda Glazer , Vanna Bushong , Michelle Nguyen , Kirk Goldsberry