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Self-awareness is a critical factor in social human-human interaction and, hence, in social HCI interaction. Increasing self-awareness through mirrors or video recordings is common in face-to-face trainings, since it influences antecedents…
Humans exhibit a wide range of adaptive and robust dynamic motion behavior that is yet unmatched by autonomous control systems. These capabilities are essential for real-time behavior generation in cluttered environments. Recent work…
We present DreamAvatar, a text-and-shape guided framework for generating high-quality 3D human avatars with controllable poses. While encouraging results have been reported by recent methods on text-guided 3D common object generation,…
Learning an agent model that behaves like humans-capable of jointly perceiving the environment, predicting the future, and taking actions from a first-person perspective-is a fundamental challenge in computer vision. Existing methods…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
This paper presents an unsupervised approach towards automatically extracting video-based guidance on object usage, from egocentric video and wearable gaze tracking, collected from multiple users while performing tasks. The approach i)…
Large-scale real-world robot data collection is a prerequisite for bringing robots into everyday deployment. However, existing pipelines often rely on specialized handheld devices to bridge the embodiment gap, which not only increases…
Humans interact in rich and diverse ways with the environment. However, the representation of such behavior by artificial agents is often limited. In this work we present \textit{motion concepts}, a novel multimodal representation of human…
To address the ill-posed problem caused by partial observations in monocular human volumetric capture, we present AvatarCap, a novel framework that introduces animatable avatars into the capture pipeline for high-fidelity reconstruction in…
The use of motion capture in live dance performances has created an emerging discipline enabling dancers to play different avatars on the digital stage. Unlike classical workflows, avatars enable performers to act as different characters in…
We explore the human motion knowledge of Large Language Models (LLMs) through 3D avatar control. Given a motion instruction, we prompt LLMs to first generate a high-level movement plan with consecutive steps (High-level Planning), then…
Being able to perceive the semantics and the spatial structure of the environment is essential for visual navigation of a household robot. However, most existing works only employ visual backbones pre-trained either with independent images…
Articulation perception aims to recover the motion and structure of articulated objects (e.g., drawers and cupboards), and is fundamental to 3D scene understanding in robotics, simulation, and animation. Existing learning-based methods rely…
Understanding affect is central to anticipating human behavior, yet current egocentric vision benchmarks largely ignore the person's emotional states that shape their decisions and actions. Existing tasks in egocentric perception focus on…
What if a video generation model could not only imagine a plausible future, but the correct one, accurately reflecting how the world changes with each action? We address this question by presenting the Egocentric World Model (EgoWM), a…
Wearable cameras are becoming more and more popular in several applications, increasing the interest of the research community in developing approaches for recognizing actions from the first-person point of view. An open challenge in…
Wearable cameras capture a first-person view of the daily activities of the camera wearer, offering a visual diary of the user behaviour. Detection of the appearance of people the camera user interacts with for social interactions analysis…
We propose an attention-based networks for transferring motions between arbitrary objects. Given a source image(s) and a driving video, our networks animate the subject in the source images according to the motion in the driving video. In…
We study a generalized setup for learning from demonstration to build an agent that can manipulate novel objects in unseen scenarios by looking at only a single video of human demonstration from a third-person perspective. To accomplish…
Appearance of dressed humans undergoes a complex geometric transformation induced not only by the static pose but also by its dynamics, i.e., there exists a number of cloth geometric configurations given a pose depending on the way it has…