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Building computer systems that can converse about their visual environment is one of the oldest concerns of research in Artificial Intelligence and Computational Linguistics (see, for example, Winograd's 1972 SHRDLU system). Only recently,…
Recovering the spatial layout of the cameras and the geometry of the scene from extreme-view images is a longstanding challenge in computer vision. Prevailing 3D reconstruction algorithms often adopt the image matching paradigm and presume…
Interactive lenses are useful tools for supporting the analysis of data in different ways. Most existing lenses are designed for 2D visualization and are operated using standard mouse and keyboard interaction. On the other hand, research on…
The visible orientation of human eyes creates some transparency about people's spatial attention and other mental states. This leads to a dual role of the eyes as a means of sensing and communication. Accordingly, artificial eye models are…
In this paper we present a novel method to connect data on the visualization level. In general, visualizations are a dead end, when it comes to reusability. Yet, users prefer to work with visualizations as evidenced by WYSIWYG editors. To…
Over the last decade, Computer Vision, the branch of Artificial Intelligence aimed at understanding the visual world, has evolved from simply recognizing objects in images to describing pictures, answering questions about images, aiding…
Although an object may appear in numerous contexts, we often describe it in a limited number of ways. Language allows us to abstract away visual variation to represent and communicate concepts. Building on this intuition, we propose an…
Eye contact between individuals is particularly important for understanding human behaviour. To further investigate the importance of eye contact in social interactions, portable eye tracking technology seems to be a natural choice.…
In this paper, we describe the results of replicating one of our studies from two years ago which compares two techniques for transferring content across multiple screens in VR. Results from the previous study have shown that a combined…
Object handover is a common form of interaction that is widely present in collaborative tasks. However, achieving it efficiently remains a challenge. We address the problem of ensuring resilient robotic actions that can adapt to complex…
Smart glasses enhance interactions with the environment by using head-mounted cameras to observe the user's viewpoint, but lack the visual feedback used for common interactions. We introduce Gazeify then Voiceify, a multimodal approach…
Visual imitation learning provides a framework for learning complex manipulation behaviors by leveraging human demonstrations. However, current interfaces for imitation such as kinesthetic teaching or teleoperation prohibitively restrict…
When collaborating face-to-face, people commonly use the surfaces and spaces around them to perform sensemaking tasks, such as spatially organising documents, notes or images. However, when people collaborate remotely using desktop…
Gestures are inherent to human interaction and often complement speech in face-to-face communication, forming a multimodal communication system. An important task in gesture analysis is detecting a gesture's beginning and end. Research on…
In the latest years, videoconferencing has taken a fundamental role in interpersonal relations, both for personal and business purposes. Lossy video compression algorithms are the enabling technology for videoconferencing, as they reduce…
Information Visualization techniques are built on a context with many factors related to both vision and cognition, making it difficult to draw a clear picture of how data visually turns into comprehension. In the intent of promoting a…
We present a multimodal learning-based method to simultaneously synthesize co-speech facial expressions and upper-body gestures for digital characters using RGB video data captured using commodity cameras. Our approach learns from sparse…
Around-device interaction promises to extend the input space of mobile and wearable devices beyond the common but restricted touchscreen. So far, most around-device interaction approaches rely on instrumenting the device or the environment…
Tool use is essential for enabling robots to perform complex real-world tasks, but learning such skills requires extensive datasets. While teleoperation is widely used, it is slow, delay-sensitive, and poorly suited for dynamic tasks. In…
We propose a spatial-constraint approach for modeling spatial-based interactions and enabling interactive visualizations, which involves the manipulation of visualizations through selection, filtering, navigation, arrangement, and…