Related papers: Collecting Information Needs for Egocentric Visual…
Tracking body and hand motions in the 3D space is essential for social and self-presence in augmented and virtual environments. Unlike the popular 3D pose estimation setting, the problem is often formulated as inside-out tracking based on…
This study presents a comprehensive dataset capturing indoor environmental parameters, physiological responses, and subjective perceptions across three global cities. Utilizing wearable sensors, including smart eyeglasses, and a modified…
Advances in computer vision as well as increasingly widespread video-based behavioral monitoring have great potential for transforming how we study animal cognition and behavior. However, there is still a fairly large gap between the…
With the rapid development of wearable cameras, a massive collection of egocentric video for first-person visual perception becomes available. Using egocentric videos to predict first-person activity faces many challenges, including limited…
Given a video captured from a first person perspective and the environment context of where the video is recorded, can we recognize what the person is doing and identify where the action occurs in the 3D space? We address this challenging…
With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however,…
While exocentric video synthesis has achieved great progress, egocentric video generation remains largely underexplored, which requires modeling first-person view content along with camera motion patterns induced by the wearer's body…
Every year we grow more dependent on wearable devices to gather personalized data, such as our movements, heart rate, respiration, etc. To capture this data, devices contain sensors, such as accelerometers and gyroscopes, that are able to…
Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought…
We present a technique that uses images, videos and sensor data taken from first-person point-of-view devices to perform egocentric field-of-view (FOV) localization. We define egocentric FOV localization as capturing the visual information…
The introduction of optical tracking data across sports has given rise to the ability to dissect athletic performance at a level unfathomable a decade ago. One specific area that has seen substantial benefit is sports science, as high…
This paper addresses the problem of trajectory planning for information gathering with a dynamic and resolution-varying sensor footprint. Ergodic planning offers a principled framework that balances exploration (visiting all areas) and…
The prevalence of wearable sensors (e.g., smart wristband) is creating unprecedented opportunities to not only inform health and wellness states of individuals, but also assess and infer personal attributes, including demographic and…
Recent technological advances have made lightweight, head mounted cameras both practical and affordable and products like Google Glass show first approaches to introduce the idea of egocentric (first-person) video to the mainstream.…
Humans are well-adept at navigating public spaces shared with others, where current autonomous mobile robots still struggle: while safely and efficiently reaching their goals, humans communicate their intentions and conform to unwritten…
"Looking for things" is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its…
Recent progress in legged locomotion has allowed highly dynamic and parkour-like behaviors for robots, similar to their biological counterparts. Yet, these methods mostly rely on egocentric (first-person) perception, limiting their…
Egocentric videos are characterised by their ability to have the first person view. With the popularity of Google Glass and GoPro, use of egocentric videos is on the rise. Recognizing action of the wearer from egocentric videos is an…
Practical applications of computer vision in smart cities usually assume system integration and operation in challenging open-world environments. In the case of person re-identification task the main goal is to retrieve information whether…
In this paper, we explore some of the applications of computer vision to sports analytics. Sport analytics deals with understanding and discovering patterns from a corpus of sports data. Analysing such data provides important performance…