7,673 research outputs found
The Evolution of First Person Vision Methods: A Survey
The emergence of new wearable technologies such as action cameras and
smart-glasses has increased the interest of computer vision scientists in the
First Person perspective. Nowadays, this field is attracting attention and
investments of companies aiming to develop commercial devices with First Person
Vision recording capabilities. Due to this interest, an increasing demand of
methods to process these videos, possibly in real-time, is expected. Current
approaches present a particular combinations of different image features and
quantitative methods to accomplish specific objectives like object detection,
activity recognition, user machine interaction and so on. This paper summarizes
the evolution of the state of the art in First Person Vision video analysis
between 1997 and 2014, highlighting, among others, most commonly used features,
methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart
Glasses, Computer Vision, Video Analytics, Human-machine Interactio
A Review and Analysis of Eye-Gaze Estimation Systems, Algorithms and Performance Evaluation Methods in Consumer Platforms
In this paper a review is presented of the research on eye gaze estimation
techniques and applications, that has progressed in diverse ways over the past
two decades. Several generic eye gaze use-cases are identified: desktop, TV,
head-mounted, automotive and handheld devices. Analysis of the literature leads
to the identification of several platform specific factors that influence gaze
tracking accuracy. A key outcome from this review is the realization of a need
to develop standardized methodologies for performance evaluation of gaze
tracking systems and achieve consistency in their specification and comparative
evaluation. To address this need, the concept of a methodological framework for
practical evaluation of different gaze tracking systems is proposed.Comment: 25 pages, 13 figures, Accepted for publication in IEEE Access in July
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Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants
The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric
vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry
researchers from Europe, the US, and Asia with a diverse background, including wearable and
ubiquitous computing, computer vision, developmental psychology, optics, and human-computer
interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to
reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions,
group work, general discussions, and socialising. The key results of this seminar are 1) the
identification of key research challenges and summaries of breakout groups on multimodal eyewear
computing, egocentric vision, security and privacy issues, skill augmentation and task guidance,
eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and
research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4)
an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d,
as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d
at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at
the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)
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