334 research outputs found

    GIMO: Gaze-Informed Human Motion Prediction in Context

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    Predicting human motion is critical for assistive robots and AR/VR applications, where the interaction with humans needs to be safe and comfortable. Meanwhile, an accurate prediction depends on understanding both the scene context and human intentions. Even though many works study scene-aware human motion prediction, the latter is largely underexplored due to the lack of ego-centric views that disclose human intent and the limited diversity in motion and scenes. To reduce the gap, we propose a large-scale human motion dataset that delivers high-quality body pose sequences, scene scans, as well as ego-centric views with eye gaze that serves as a surrogate for inferring human intent. By employing inertial sensors for motion capture, our data collection is not tied to specific scenes, which further boosts the motion dynamics observed from our subjects. We perform an extensive study of the benefits of leveraging eye gaze for ego-centric human motion prediction with various state-of-the-art architectures. Moreover, to realize the full potential of gaze, we propose a novel network architecture that enables bidirectional communication between the gaze and motion branches. Our network achieves the top performance in human motion prediction on the proposed dataset, thanks to the intent information from the gaze and the denoised gaze feature modulated by the motion. The proposed dataset and our network implementation will be publicly available

    Fourteen- to 18-month-olds infer intentions from intonation: evidence from imitation and looking time measures.

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    This thesis's aim was to examine the effect of vocal intonation on mental state understanding. This thesis has found that vocal intonation provides important cues for communicating the intentions of others' to infants. The results indicate that infants rely on intonation when making attributions about other people's goal-directed behaviour. These results were first found using an imitation paradigm and extended and confirmed with a looking time paradigm. The first two experimental chapters of this thesis have shown that the tone of voice is a salient cue to mental states. Infants did not only distinguish between intentional and accidental words such as "Whoops" and "There" but they also made the distinction between intentional and accidental mental states from the intonation alone. A looking time measure has also shown promising results for the same distinction between intentional and accidental mental states. The looking time study has confirmed and extended the findings that we saw through imitation. Infants seemed able to distinguish between an intentional and an accidental intonation and looked longer during scenes where the accidental intonation was paired with the end-result. These findings are the first to report results on the intonation of accidental and intentional mental states. The results of this thesis contribute to the literature concerning intention understanding and they extend our knowledge about intonation and the significant role it plays in infancy

    Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants

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    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)

    The effects of product placement, in films, on the consumer's purchase intentions

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    Traditional forms of communication have been losing their once golden effectiveness due to, mainly, consumer saturation. Since the modern world is characterized by an advertising clutter, in wich each citizen living in urban areas is exposed daily to an average of 3,500 stimuli, companies are now looking for ways to differentiate themselves from competitors, and are now immersing their ways onto product placement. As investment in product placements increases over the years, making it now a billion dollar industry, there is a necessity to deeply explore this theme to better understand what its main effects on consumers are. Purchase intention is a step that mediates consumer attitude and effective behavior. The link between this stage of consumer behavior and product placement represents an area in which previous scholars’ results have not been overly consistent, making it not as crystal clear as desired. The present research conveys an experimental design resorting to eye tracking tools and softwares, providing data concerning the viewers’ levels of attention. As this experiment also aims to denote differences between reactions to product placements in different contexts (comedy vs. drama), two experimental and two control groups were defined, totaling a sample of 85 subjects. This paper covers the effects that the variables identified on the literature review have on brand attitudes, and subsequentely, on purchase intentions. The formulated hypotheses provide an in-depth look to how product placement affects consumers.As formas de comunicação tradicionais têm vindo a perder a sua eficácia devido à, essencialmente, saturação do consumidor. Dado que o mundo moderno é caracterizado por um ambiente com excesso de publicidade, em que um cidadão residente em áreas urbanas é exposto, em média, a 3.500 estímulos diários, as empresas estão à procura de novas formas de se diferenciarem da concorrência apostando cada vez mais em product placement. À medida que o investimento em product placement aumenta, tornando-o numa indústria que movimenta milhares de milhões de dólares, surge a necessidade de explorar profundamente este tema almejando uma melhor compreensão dos efeitos que tem no consumidor. A intenção de compra representa o primeiro passo no processo de decisão de compra do consumidor, e a ligação entre este patamar e o product placement representa uma área que não tem suscitado coerência em estudos passados, tornando-a pouco clara. O presente estudo experimental recorre a ferramentas e software de eye tracking, proporcionando informação acerca dos níveis de atenção dos espectadores em relação aos estímulos definidos. Dado que esta experiência também pretende identificar diferenças nas reacções ao product placement em contextos distintos (comédia vs. drama), dois grupos experimentais e dois grupos de controlo foram definidos, totalizando uma amostra de 85 elementos. Esta dissertação cobre os efeitos que diferentes variáveis identificadas na revisão de literatura têm nas atitudes do consumidor perante a marca, e consequentemente, nas suas intenções de compra. As hipóteses formuladas oferecem um olhar aprofundado sobre a forma de como é que o product placement afecta os consumidores
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