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In this paper we address the problem of tracking multiple speakers via the fusion of visual and auditory information. We propose to exploit the complementary nature of these two modalities in order to accurately estimate smooth trajectories…
The Coronavirus (COVID-19) pandemic has been the research focus world-wide in the year 2020. Several efforts, from collection of COVID-19 patients' data to screening them for the virus's detection are taken with rigour. A major portion of…
Recent advances have demonstrated compelling capabilities in synthesizing real individuals into generated videos, reflecting the growing demand for identity-aware content creation. Nevertheless, an openly accessible framework enabling…
Nowadays, the large amount of audio-visual content available has fostered the need to develop new robust automatic speaker diarization systems to analyse and characterise it. This kind of system helps to reduce the cost of doing this…
Since the beginning of the COVID-19 pandemic, remote conferencing and school-teaching have become important tools. The previous applications aim to save the commuting cost with real-time interactions. However, our application is going to…
As online communication continues to expand, participants often face cognitive fatigue and reduced engagement. Cognitive augmentation, which leverages technology to enhance human abilities, offers promising solutions to these challenges. In…
High-fidelity speech can be synthesized by end-to-end text-to-speech models in recent years. However, accessing and controlling speech attributes such as speaker identity, prosody, and emotion in a text-to-speech system remains a challenge.…
Voice assistants (VAs) are becoming a feature of our everyday life. Yet, the user experience (UX) is often limited, leading to underuse, disengagement, and abandonment. Co-designing interactions for VAs with potential end-users can be…
Intense bandwidth depletion within consumer and constrained networks has the potential to undermine the stability of real-time video conferencing: encoder rate management becomes saturated, packet loss escalates, frame rates deteriorate,…
Although 360\textdegree{} cameras ease the capture of panoramic footage, it remains challenging to add realistic 360\textdegree{} audio that blends into the captured scene and is synchronized with the camera motion. We present a method for…
Current scene perception tools for Blind and Low Vision (BLV) individuals rely on spoken descriptions but lack engaging representations of visually pleasing distant environmental landscapes (Vista spaces). Our proposed Scene2Audio framework…
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably…
Video-grounded Dialogue (VGD) aims to answer questions regarding a given multi-modal input comprising video, audio, and dialogue history. Although there have been numerous efforts in developing VGD systems to improve the quality of their…
The traditional user-centered design process can hardly keep up with the ever faster technical development and increasingly diverse user preferences. As a solution, we propose to augment the tried-and-tested approach of conducting user…
Virtual Reality (VR) enables users to collaborate while exploring scenarios not realizable in the physical world. We propose CollabVR, a distributed multi-user collaboration environment, to explore how digital content improves expression…
Current technologies have enabled us to track and quantify our physical state and behavior. Self-tracking aims to achieve increased awareness to decrease undesired behaviors and lead to a healthier lifestyle. However, inappropriately…
The disruption to tourism and travel caused by the COVID-related health crisis highlighted the potential of virtual tourism to provide a universally accessible way to engage in cultural experiences. 360-degree virtual tours, showing a…
Head-worn augmented reality (AR) allows audiences to be immersed and engaged in stories told by live presenters. While presenters may also be in AR to have the same level of immersion and awareness as their audience, this symmetric…
In this paper, I will attempt to establish a framework for representation in virtual worlds that may allow for input data from many different scales and virtual physics to be merged. For example, a typical virtual environment must…
AI is increasingly used to scale collective decision-making, but far less attention has been paid to how such systems can support procedural legitimacy, particularly the conditions shaping losers' consent: whether participants who do not…