Related papers: Gaze and Glow: Exploring Editing Processes on Soci…
We present See-Through Face Display, an eye-contact display system designed to enhance gaze awareness in both human-to-human and human-to-avatar communication. The system addresses the limitations of existing gaze correction methods by…
One of the most fundamental and information-laden actions humans do is to look at objects. However, a survey of current works reveals that existing gaze-related datasets annotate only the pixel being looked at, and not the boundaries of a…
Flagging mechanisms on social media platforms allow users to report inappropriate posts/accounts for review by content moderators. These reports are pivotal to platforms' efforts toward regulating norm violations. This paper examines how…
Reduced social connectedness increasingly poses a threat to mental health, life expectancy, and general well-being. Generative AI (GAI) technologies, such as large language models (LLMs) and image generation tools, are increasingly…
Face Emotion Recognition (FER) is essential for social interactions and understanding others' mental states. Utilizing eye tracking to investigate FER has yielded insights into cognitive processes. In this study, we utilized an…
In this study, we propose a novel graph-based approach to model, analyze and comprehend user interactions within a social media platform based on post-comment relationship. We construct a user interaction graph from social media data and…
Visual highlighting can guide user attention in complex interfaces. However, its effectiveness under limited attentional capacities is underexplored. This paper examines the joint impact of visual highlighting (permanent and dynamic) and…
In the process of making a movie, directors constantly care about where the spectator will look on the screen. Shot composition, framing, camera movements or editing are tools commonly used to direct attention. In order to provide a…
This paper introduces an educational tool for classroom use, based on explainable AI (XAI), designed to demystify key social media mechanisms - tracking, profiling, and content recommendation - for novice learners. The tool provides a…
Gaze behaviour has been used as a way to gather cognitive information for a number of years. In this paper, we discuss the use of gaze behaviour in solving different tasks in natural language processing (NLP) without having to record it at…
Purpose of the research: In the biometric community, visible human characteristics are popular and viable for verification and identification on mobile devices. However, imposters are able to spoof such characteristics by creating fake and…
The way our eyes move while reading can tell us about the cognitive effort required to process the text. In the present study, we use this fact to generate texts with controllable reading ease. Our method employs a model that predicts human…
Imitation learning for acquiring generalizable policies often requires a large volume of demonstration data, making the process significantly costly. One promising strategy to address this challenge is to leverage the cognitive and…
Saliency prediction refers to the computational task of modeling overt attention. Social cues greatly influence our attention, consequently altering our eye movements and behavior. To emphasize the efficacy of such features, we present a…
For the last decades, the concern of producing convincing facial animation has garnered great interest, that has only been accelerating with the recent explosion of 3D content in both entertainment and professional activities. The use of…
User-generated content plays a key role in social networking, allowing a more active participation, socialisation, and collaboration among users. In particular, media content has been gaining a lot of ground, allowing users to express…
Image editing is an iterative process that requires precise visual evaluation and manipulation for the output to match the editing intent. However, current image editing tools do not provide accessible interaction nor sufficient feedback…
Virtual reality (VR) offers the promise of an infinite office and remote collaboration, however, existing interactions in VR do not strongly support one of the most essential tasks for most knowledge workers, reading. This paper presents…
Gaze cueing is a fundamental part of social interactions, and broadly studied using Posner task based gaze cueing paradigms. While studies using human stimuli consistently yield a gaze cueing effect, results from studies using robotic…
This work covers multiple aspects of overt visual attention on 3D renders: measurement, projection, visualization, and application to studying the influence of material appearance on looking behaviour. In the scope of this work, we ran an…