Related papers: Perceptual Requirements for Low-Latency Head-Mount…
Walking in place for moving through virtual environments has attracted noticeable attention recently. Recent attempts focused on training a classifier to recognize certain patterns of gestures (e.g., standing, walking, etc) with the use of…
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of…
Next-generation real-time communication (NGRTC) applications, such as cloud gaming and XR, demand consistently ultra-low latency. However, through our first large-scale measurement, we find that despite the deployment of edge servers,…
We aim to ask and answer an essential question "how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors…
After the 2017 TuSimple Lane Detection Challenge, its dataset and evaluation based on accuracy and F1 score have become the de facto standard to measure the performance of lane detection methods. While they have played a major role in…
Human sensing information such as audio (hearing) and visual (sight) or a combination thereof audiovisual are transferred over communication networks. Yet interacting sense of touch (haptic) and particularly the kinaesthetic (muscular…
As speech-enabled devices such as smartphones and smart speakers become increasingly ubiquitous, there is growing interest in building automatic speech recognition (ASR) systems that can run directly on-device; end-to-end (E2E) speech…
Pre-trained encoders for offline feature extraction followed by multiple instance learning (MIL) aggregators have become the dominant paradigm in computational pathology (CPath), benefiting cancer diagnosis and prognosis. However,…
The high computational, memory, and energy demands of Deep Learning (DL) applications often exceed the capabilities of battery-powered edge devices, creating difficulties in meeting task deadlines and accuracy requirements. Unlike previous…
We propose Motion-Compensated Latent Semantic Canvases (MCLSC) for visual situational awareness on resource-constrained edge devices. The core idea is to maintain persistent semantic metadata in two latent canvases - a slowly accumulating…
The delivery and display of 360-degree videos on Head-Mounted Displays (HMDs) presents many technical challenges. 360-degree videos are ultra high resolution spherical videos, which contain an omnidirectional view of the scene. However only…
Monocular egocentric 3D human motion capture is a challenging and actively researched problem. Existing methods use synchronously operating visual sensors (e.g. RGB cameras) and often fail under low lighting and fast motions, which can be…
Event cameras detect changes in per-pixel intensity to generate asynchronous `event streams'. They offer great potential for accurate semantic map retrieval in real-time autonomous systems owing to their much higher temporal resolution and…
End-to-end (E2E) delay is critical for interactive video streaming (IVS) experiences, but remains unsatisfactory for its long-tail distribution caused by periodic large keyframes. Conventional optimization strategies, such as jitter buffer,…
This paper describes a high-performance, low-latency video surveillance system designed for resource-constrained environments. We have proposed a formal entropy-based adaptive frame buffering algorithm and integrated that with MobileNetV2…
Accurately predicting end-to-end network latency is essential for enabling reliable task offloading in real-time edge computing applications. This paper introduces a lightweight latency prediction scheme based on rational modelling that…
We address the challenging task of detecting the precise moment when hands make contact with objects in egocentric videos. This frame-level detection is crucial for augmented reality, human-computer interaction, assistive technologies, and…
The emergence of standalone XR systems has enhanced user mobility, accommodating both subtle, frequent head motions and substantial, less frequent body motions. However, the pervasively used M2D latency metric, which measures the delay…
Existing multi-person video pose estimation methods typically adopt a two-stage pipeline: detecting individuals in each frame, followed by temporal modeling for single person pose estimation. This design relies on heuristic operations such…
Stereoscopic head-mounted displays (HMDs) render and present binocular images to create an egocentric, 3D percept to the HMD user. Within this render and presentation pipeline there are potential rendering camera and viewing position errors…