Related papers: Situated Visualization in Motion for Swimming
Datasets of visualization play a crucial role in automating data-driven visualization pipelines, serving as the foundation for supervised model training and algorithm benchmarking. In this paper, we survey the literature on visualization…
Swim extends the actor model to support applications composed of linked distributed actors that continuously analyze boundless streams of events from millions of sources, to respond in-sync with the real-world. Swim builds a running…
Recently, data mining studies are being successfully conducted to estimate several parameters in a variety of domains. Data mining techniques have attracted the attention of the information industry and society as a whole, due to a large…
In this paper we address the problems of detecting objects of interest in a video and of estimating their locations, solely from the gaze directions of people present in the video. Objects can be indistinctly located inside or outside the…
The Semantic Robot Vision Competition provided an excellent opportunity for our research lab to integrate our many ideas under one umbrella, inspiring both collaboration and new research. The task, visual search for an unknown object, is…
Badminton is a fast-paced sport that requires a strategic combination of spatial, temporal, and technical tactics. To gain a competitive edge at high-level competitions, badminton professionals frequently analyze match videos to gain…
In this work, I use a survey of senior visualization researchers and thinkers to ideate about the notion of progress in visualization research: how are we growing as a field, what are we building towards, and are our existing methods…
The rise of capturing systems for objects and scenes in 3D with increased fidelity and immersion has led to the popularity of volumetric video contents that can be seen from any position and angle in 6 degrees of freedom navigation. Such…
In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We…
eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this…
Embeddings mapping high-dimensional discrete input to lower-dimensional continuous vector spaces have been widely adopted in machine learning applications as a way to capture domain semantics. Interviewing 13 embedding users across…
In this work, we present a novel approach for motion customization in video generation, addressing the widespread gap in the exploration of motion representation within video generative models. Recognizing the unique challenges posed by the…
The perception of 3D motion of surrounding traffic participants is crucial for driving safety. While existing works primarily focus on general large motions, we contend that the instantaneous detection and quantification of subtle motions…
This work aims to combine these two fields together by presenting a practical implementation of machine learning to the particular form of mental training that is the art of memory, taken in its competitive version called "Memory Sports".…
Visual localization is the problem of estimating the position and orientation from which a given image (or a sequence of images) is taken in a known scene. It is an important part of a wide range of computer vision and robotics…
Inclusion and accessibility in visualization research have gained increasing attention in recent years. However, many challenges still remain to be solved on the road toward a more inclusive, shared-experience-driven visualization design…
In each of the last five years, a few dozen empirical studies appeared in visualization journals and conferences. The existing empirical studies have already featured a large number of variables. There are many more variables yet to be…
Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology…
Sports action classification representing complex body postures and player-object interactions is an emerging area in image-based sports analysis. Some works have contributed to automated sports action recognition using machine learning…
As the intermediate-level representations bridging the two levels, structured representations of visual scenes, such as visual relationships between pairwise objects, have been shown to not only benefit compositional models in learning to…