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In collaborative goal-oriented settings, the participants are not only interested in achieving a successful outcome, but do also implicitly negotiate the effort they put into the interaction (by adapting to each other). In this work, we…
What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video?…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…
Eye gaze contains rich information about human attention and cognitive processes. This capability makes the underlying technology, known as gaze tracking, a critical enabler for many ubiquitous applications and has triggered the development…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
The interactive game theoretical approach to the description of perception processes is proposed. The subject is treated formally in terms of a new class of the verbalizable interactive games which are called the perception games. An…
While appearance-based gaze estimation has achieved significant improvements in accuracy and domain adaptation, the fairness of these systems across different demographic groups remains largely unexplored. To date, there is no comprehensive…
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster…
Previous studies have illustrated the potential of analysing gaze behaviours in collaborative learning to provide educationally meaningful information for students to reflect on their learning. Over the past decades, machine learning…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
A user's eyes provide means for Human Computer Interaction (HCI) research as an important modal. The time to time scientific explorations of the eye has already seen an upsurge of the benefits in HCI applications from gaze estimation to the…
Eye gaze is an important non-verbal cue for human affect analysis. Recent gaze estimation work indicated that information from the full face region can benefit performance. Pushing this idea further, we propose an appearance-based method…
On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including…
In order to create an "in-the-wild" dataset of facial emotions with large number of balanced samples, this paper proposes a game-based data collection framework. The framework mainly include three components: a game engine, a game…
Vision-based autonomous driving through imitation learning mimics the behaviors of human drivers by training on pairs of data of raw driver-view images and actions. However, there are other cues, e.g. gaze behavior, available from human…
Gaze is a crucial social cue in any interacting scenario and drives many mechanisms of social cognition (joint and shared attention, predicting human intention, coordination tasks). Gaze direction is an indication of social and emotional…
Recent progress in computer vision has been driven by high-capacity models trained on large datasets. Unfortunately, creating large datasets with pixel-level labels has been extremely costly due to the amount of human effort required. In…
Gaze-based interactions offer a potential way for users to naturally engage with mixed reality (XR) interfaces. Black-box machine learning models enabled higher accuracy for gaze-based interactions. However, due to the black-box nature of…
Knowing where people look is a useful tool in many various image and video applications. However, traditional gaze tracking hardware is expensive and requires local study participants, so acquiring gaze location data from a large number of…
Multiple datasets have been created for training and testing appearance-based gaze estimators. Intuitively, more data should lead to better performance. However, combining datasets to train a single esti-mator rarely improves gaze…