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Virtual Reality (VR) interfaces often rely on linear ray-casting for object selection but struggle with precision in dense or occluded environments. This late-breaking work introduces an optimized dual-layered selection mechanism combining…
We introduce InternVideo2, a new family of video foundation models (ViFM) that achieve the state-of-the-art results in video recognition, video-text tasks, and video-centric dialogue. Our core design is a progressive training approach that…
The virtual reality (VR) and human-computer interaction (HCI) combination has radically changed the way users approach a virtual environment, increasing the feeling of VR immersion, and improving the user experience and usability. The…
To properly evaluate the performance of 360VR-specific encoding and transmission schemes, and particularly of the solutions based on viewport adaptation, it is necessary to consider not only the bandwidth saved, but also the quality of the…
In the past few years, augmented reality (AR) and virtual reality (VR) technologies have experienced terrific improvements in both accessibility and hardware capabilities, encouraging the application of these devices across various domains.…
Immersive technologies offer new opportunities to support collaborative visual data analysis by providing each collaborator a personal, high-resolution view of a flexible shared visualisation space through a head mounted display. However,…
In this work, we discuss evaluating video foundation models in a fair and robust manner. Unlike language or image foundation models, many video foundation models are evaluated with differing parameters (such as sampling rate, number of…
As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and…
The 360-degree video allows users to enjoy the whole scene by interactively switching viewports. However, the huge data volume of the 360-degree video limits its remote applications via network. To provide high quality of experience (QoE)…
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and…
In this work, we present an integrated system for spatiotemporal summarization of 360-degrees videos. The video summary production mainly involves the detection of salient events and their synopsis into a concise summary. The analysis…
Recent adaptive methods for efficient video recognition mostly follow the two-stage paradigm of "preview-then-recognition" and have achieved great success on multiple video benchmarks. However, this two-stage paradigm involves two visits of…
We introduce STRIVE (SpatioTemporal Reinforcement with Importance-aware Variant Exploration), a structured reinforcement learning framework for video question answering. While group-based policy optimization methods have shown promise in…
Many educational organizations are employing instructional video in their pedagogy, but there is limited understanding of the possible presentation styles. In practice, the presentation style of video lectures ranges from a direct recording…
Robotic manipulation requires understanding both the 3D spatial structure of the environment and its temporal evolution, yet most existing policies overlook one or both. They typically rely on 2D visual observations and backbones pretrained…
Event-based cameras offer unique advantages such as high temporal resolution, high dynamic range, and low power consumption. However, the massive storage requirements and I/O burdens of existing synthetic data generation pipelines and the…
Intelligent vehicles (IVs) have gained worldwide attention due to their increased convenience, safety advantages, and potential commercial value. Despite predictions of commercial deployment by 2025, implementation remains limited to…
In this work, we investigate facial anonymization techniques in 360{\deg} videos and assess their influence on the perceived realism, anonymization effect, and presence of participants. In comparison to traditional footage, 360{\deg} videos…
Video consumption is being shifted from sit-and-watch to selective skimming. Existing video player interfaces, however, only provide indirect manipulation to support this emerging behavior. Video summarization alleviates this issue to some…
We propose a self-supervised method to learn feature representations from videos. A standard approach in traditional self-supervised methods uses positive-negative data pairs to train with contrastive learning strategy. In such a case,…