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Accurately estimating the 3D pose of the camera wearer in egocentric video sequences is crucial to modeling human behavior in virtual and augmented reality applications. The task presents unique challenges due to the limited visibility of…
Many vision applications require identity consistency beyond strict biometric recognition, especially under non-frontal views or when facial cues are missing. However, conventional face recognition models enforce intra-identity invariance,…
The capacity to create realistic virtual humans has progressed significantly, and such characters can be found in many applications across entertainment, education and health. As an essential element of interactive virtual humans,…
In this paper, we present a novel multi-modal attention guidance method designed to address the challenges of turn-taking dynamics in meetings and enhance group conversations within virtual reality (VR) environments. Recognizing the…
Brain-computer interface (BCI) systems have potential as assistive technologies for individuals with severe motor impairments. Nevertheless, individuals must first participate in many training sessions to obtain adequate data for optimizing…
In the present change blindness study subjects explored stereoscopic three dimensional (3D) environments through a virtual reality (VR) headset. A novel method that tracked the subjects' head movements was used for inducing changes in the…
In this paper we introduce a novel method to estimate the head pose of people in single images starting from a small set of head keypoints. To this purpose, we propose a regression model that exploits keypoints computed automatically by 2D…
Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is…
Humans are remarkably adept at interpreting the gaze direction of other individuals in their surroundings. This skill is at the core of the ability to engage in joint visual attention, which is essential for establishing social…
Autonomous vehicles (AVs) can prevent collisions by understanding pedestrian intention. We conducted a virtual reality experiment with 39 participants and measured crossing times (seconds) and head orientation (yaw degrees). We manipulated…
Virtual reality (VR) is increasingly used across psychology, from research and assessment to counseling, psychological treatment, and psychotherapy, with growing applications for children and adolescents. In these contexts, VR is often…
We investigate the opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own…
The eye fixation patterns of human observers are a fundamental indicator of the aspects of an image to which humans attend. Thus, manipulating fixation patterns to guide human attention is an exciting challenge in digital image processing.…
With the rapid development of artificial intelligence technologies and wearable devices, egocentric vision understanding has emerged as a new and challenging research direction, gradually attracting widespread attention from both academia…
Most of current studies on human gaze and saliency modeling have used high-quality stimuli. In real world, however, captured images undergo various types of distortions during the whole acquisition, transmission, and displaying chain. Some…
Human and humanoid posture control models usually rely on single or multiple degrees of freedom inverted pendulum representation of upright stance associated with a feedback controller. In models typically focused on the action between…
Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked…
Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action…
In networked virtual reality (VR), user behaviors, individual differences, and group dynamics can serve as important signals into future speech behaviors, such as who the next speaker will be and the timing of turn-taking behaviors. The…
Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks. The state of our knowledge about currently existing…