Related papers: Tri-Cam: Practical Eye Gaze Tracking via Camera Ne…
The visual focus of attention (VFOA) has been recognized as a prominent conversational cue. We are interested in estimating and tracking the VFOAs associated with multi-party social interactions. We note that in this type of situations the…
Mobile gaze tracking faces a fundamental challenge: maintaining accuracy as users naturally change their postures and device orientations. Traditional calibration approaches, like one-off, fail to adapt to these dynamic conditions, leading…
Estimating eye-gaze from images alone is a challenging task, in large parts due to un-observable person-specific factors. Achieving high accuracy typically requires labeled data from test users which may not be attainable in real…
Gaze interaction presents a promising avenue in Virtual Reality (VR) due to its intuitive and efficient user experience. Yet, the depth control inherent in our visual system remains underutilized in current methods. In this study, we…
Understanding how people perceive and evaluate interior spaces is essential for designing environments that promote well-being. However, predicting aesthetic experiences remains difficult due to the subjective nature of perception and the…
Most Gaze estimation research only works on a setup condition that a camera perfectly captures eyes gaze. They have not literarily specified how to set up a camera correctly for a given position of a person. In this paper, we carry out a…
Gaze following aims to interpret human-scene interactions by predicting the person's focal point of gaze. Prevailing approaches often adopt a two-stage framework, whereby multi-modality information is extracted in the initial stage for gaze…
Eye-GUIDE is an assistive communication tool designed for the paralyzed or physically impaired people who were unable to move parts of their bodies especially people whose communications are limited only to eye movements. The prototype…
Gaze estimation, the task of predicting where an individual is looking, is a critical task with direct applications in areas such as human-computer interaction and virtual reality. Estimating the direction of looking in unconstrained…
The VirtualCube system is a 3D video conference system that attempts to overcome some limitations of conventional technologies. The key ingredient is VirtualCube, an abstract representation of a real-world cubicle instrumented with RGBD…
Vision Language Models (VLMs) have demonstrated strong capabilities in understanding visual content, yet their ability to predict where humans look on user interfaces remains unexplored. We present UIGaze, a study investigating how closely…
Tracking a crowd in 3D using multiple RGB cameras is a challenging task. Most previous multi-camera tracking algorithms are designed for offline setting and have high computational complexity. Robust real-time multi-camera 3D tracking is…
Electroencephalography-based eye tracking (EEG-ET) leverages eye movement artifacts in EEG signals as an alternative to camera-based tracking. While EEG-ET offers advantages such as robustness in low-light conditions and better integration…
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…
We present a novel multistream network that learns robust eye representations for gaze estimation. We first create a synthetic dataset containing eye region masks detailing the visible eyeball and iris using a simulator. We then perform eye…
Eye-tracking technology is an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques exploiting eye patterns to gaze-contingent…
Due to the recent outbreak of COVID-19, many classes, exams, and meetings have been conducted non-face-to-face. However, the foundation for video conferencing solutions is still insufficient. So this technology has become an important…
Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such as the use of VR hardware or tasks within the VR…
In recent years we have witnessed an increasing number of interactive systems on handheld mobile devices which utilise gaze as a single or complementary interaction modality. This trend is driven by the enhanced computational power of these…
The essential activities such as communication via email, surfing the world wide web, watching ones preferred Film or television series a large majority of people impaired by neurolocomotor disorders including those paralyzed by accident do…