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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…
The animation of human avatars seems very successful; the computer graphics industry shows outstanding results in films everyday, the game industry achieves exploits... Nevertheless, the animation and control processes of such manikins are…
Reconstructing complete and animatable 3D human avatars from monocular videos remains challenging, particularly under severe occlusions. While 3D Gaussian Splatting has enabled photorealistic human rendering, existing methods struggle with…
Acquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person…
In many areas of data mining, data is collected from humans beings. In this contribution, we ask the question of how people actually respond to ordinal scales. The main problem observed is that users tend to be volatile in their choices,…
Dynamic facial emotion is essential for believable AI-generated avatars, yet most systems remain visually static, limiting their use in simulations like virtual training for investigative interviews with abused children. We present a…
In this paper, we analyze the performance of an agent developed according to a well-accepted appraisal theory of human emotion with respect to how it modulates play in the context of a social dilemma. We ask if the agent will be capable of…
Cognitive training has shown promising results for delivering improvements in human cognition related to attention, problem solving, reading comprehension and information retrieval. However, two frequently cited problems in cognitive…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Although much progress has been made recently in 3D face reconstruction, most previous work has been devoted to predicting accurate and fine-grained 3D shapes. In contrast, relatively little work has focused on generating high-fidelity face…
In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the avatar, is a potentially powerful tool for the design of…
Co-viewing videos with family and friends remotely has become prevalent with the support of communication channels such as text messaging or real-time voice chat. However, current co-viewing platforms often lack visible embodied cues, such…
The rising popularity of online User-Generated-Content (UGC) in the form of streamed and shared videos, has hastened the development of perceptual Video Quality Assessment (VQA) models, which can be used to help optimize their delivery.…
There exists a widely accepted set of assertions in the digital image and video coding literature, which are as follows: the Human Visual System (HVS) is more sensitive to luminance (often confused with brightness) than photon energies…
Advances in face swapping have enabled the automatic generation of highly realistic faces. Yet face swaps are perceived differently than when looking at real faces, with key differences in viewer behavior surrounding the eyes. Face swapping…
Visualization has long been seen as a dependable and trustworthy tool for carrying out analysis and communication tasks -- a view reinforced by the growing interest in applying it to socially positive ends. However, despite the benign light…
Interactive collaborative video is now a common part of remote work. Despite its prevalence, traditional video conferencing can be challenging, sometimes causing social discomforts that undermine process and outcomes. Avatars on 2D displays…
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our…
Images account for a significant part of user decisions in many application scenarios, such as product images in e-commerce, or user image posts in social networks. It is intuitive that user preferences on the visual patterns of image…
Vision-language models (VLMs) achieve strong benchmark results, yet can exhibit systematic perceptual weaknesses: structured, large changes to pixel values can cause confident yet nonsensical predictions, even when the underlying scene…