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With the widespread adoption of Extended Reality (XR) headsets, spatial computing technologies are gaining increasing attention. Spatial computing enables interaction with virtual elements through natural input methods such as eye tracking,…
According to the World Health Organization, visual impairment is estimated to affect approximately 2.2 billion people worldwide. The visually impaired must currently rely on navigational aids to replace their sense of sight, like a white…
Many perception systems in mobile computing, autonomous navigation, and AR/VR face strict compute constraints that are particularly challenging for high-resolution input images. Previous works propose nonuniform downsamplers that "learn to…
OdoViz is a reactive web-based tool for 3D visualization and processing of autonomous vehicle datasets designed to support common tasks in visual place recognition research. The system includes functionality for loading, inspecting,…
The augmented-reality head-mounted display (e.g., Microsoft HoloLens) is one of the most innovative technologies in multimedia and human-computer interaction in recent years. Despite the emerging research of its applications on engineering,…
We address human action recognition from multi-modal video data involving articulated pose and RGB frames and propose a two-stream approach. The pose stream is processed with a convolutional model taking as input a 3D tensor holding data…
In cooperative perception studies, there is often a trade-off between communication bandwidth and perception performance. While current feature fusion solutions are known for their excellent object detection performance, transmitting the…
We present a change-blindness based redirected walking algorithm that allows a user to explore on foot a virtual indoor environment consisting of an infinite number of rooms while at the same time ensuring collision-free walking for the…
Touchless computer interaction has become an important consideration during the COVID-19 pandemic period. Despite progress in machine learning and computer vision that allows for advanced gesture recognition, an integrated collection of…
Head gesture is a natural means of face-to-face communication between people but the recognition of head gestures in the context of virtual reality and use of head gesture as an interface for interacting with virtual avatars and virtual…
Gesture recognition is mainly apprehensive on analyzing the functionality of human wits. The main goal of gesture recognition is to create a system which can recognize specific human gestures and use them to convey information or for device…
Head pose estimation plays a vital role in various applications, e.g., driverassistance systems, human-computer interaction, virtual reality technology, and so on. We propose a novel geometry based algorithm for accurately estimating the…
Static gesture recognition is an effective non-verbal communication channel between a user and their devices; however many modern methods are sensitive to the relative pose of the user's hands with respect to the capture device, as parts of…
This paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present…
We present SimXR, a method for controlling a simulated avatar from information (headset pose and cameras) obtained from AR / VR headsets. Due to the challenging viewpoint of head-mounted cameras, the human body is often clipped out of view,…
Deploying autonomous agents in real world environments is challenging, particularly for navigation, where systems must adapt to situations they have not encountered before. Traditional learning approaches require substantial amounts of…
Object pose tracking is one of the pivotal technologies in multimedia, attracting ever-growing attention in recent years. Existing methods employing traditional cameras encounter numerous challenges such as motion blur, sensor noise,…
Due to the increasing use of virtual avatars, the animation of head-hand interactions has recently gained attention. To this end, we present a novel volumetric and physics-based interaction simulation. In contrast to previous work, our…
To bridge the physical and virtual worlds for rapidly developed VR/AR applications, the ability to realistically drive 3D full-body avatars is of great significance. Although real-time body tracking with only the head-mounted displays…
Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are…