We present a technique that uses images, videos and sensor data taken from first-person point-of-view devices to perform egocentric field-of-view (FOV) localization. We define egocentric FOV localization as capturing the visual information from a person's field-of-view in a given environment and transferring this information onto a reference corpus of images and videos of the same space, hence determining what a person is attending to. Our method matches images and video taken from the first-person perspective with the reference corpus and refines the results using the first-person's head orientation information obtained using the device sensors. We demonstrate single and multi-user egocentric FOV localization in different indoor and outdoor environments with applications in augmented reality, event understanding and studying social interactions.
The aim of an objective image quality assessment is to find an automatic algorithm that evaluates the quality of pictures or video as a human observer would do. To reach this goal, researchers try to simulate the Human Visual System (HVS). Visual attention is a main feature of the HVS, but few studies have been done on using it in image quality assessment. In this work, we investigate the use of the visual attention information in their final pooling step. The rationale of this choice is that an artefact is likely more annoying in a salient region than in other areas. To shed light on this point, a quality assessment campaign has been conducted during which eye movements have been recorded. The results show that applying the visual attention to image quality assessment is not trivial, even with the ground truth. We present a video summarization approach for egocentric or “wearable” camera data. Given hours of video, the proposed method produces a compact storyboard summary of the camera wearer's day. In contrast to traditional keyframe selection techniques, the resulting summary focuses on the most important objects and people with which the camera wearer interacts. To accomplish this, we develop region cues indicative of high-level saliency in egocentric video — such as the nearness to hands, gaze, and frequency of occurrence — and learn a regressor to predict the relative importance of any new region based on these cues. Using these predictions and a simple form of temporal event detection, our method selects frames for the storyboard that reflect the key object-driven happenings. Critically, the approach is neither camera-wearer-specific nor object-specific; that means the learned importance metric need not be trained for a given user or context, and it can predict the importance of objects and people that have never been seen previously. Our results with 17 hours of egocentric data show the method's promise relative to existing techniques for saliency and summarization. We present a model for gaze prediction in egocentric video by leveraging the implicit cues that exist in camera wearer's behaviors. Specifically, we compute the camera wearer's head motion and hand location from the video and combine them to estimate where the eyes look. We further model the dynamic behavior of the gaze, in particular fixations, as latent variables to improve the gaze prediction. Our gaze prediction results outperform the state-of-the-art algorithms by a large margin on publicly available egocentric vision datasets. In addition, we demonstrate that we get a significant performance boost in recognizing daily actions and segmenting foreground objects by plugging in our gaze predictions into state-of-the-art methods. This paper presents a method for the detection and recognition of social interactions in a day-long first-person video of u social event, like a trip to an amusement park. The location and orientation of faces are estimated and used to compute the line of sight for each face. The context provided by all the faces in a frame is used to convert the lines of sight into locations in space to which individuals attend. Further, individuals are assigned roles based on their patterns of attention. The rotes and locations of individuals are analyzed over time to detect and recognize the types of social interactions. In addition to patterns of face locations and attention, the head movements of the first-person can provide additional useful cues as to their attentional focus. We demonstrate encouraging results on detection and recognition of social interactions in first-person videos captured from multiple days of experience in amusement parks. We present a probabilistic generative model for simultaneously recognizing daily actions and predicting gaze locations in videos recorded from an egocentric camera. We focus on activities requiring eye-hand coordination and model the spatio-temporal relationship between the gaze point, the scene objects, and the action label. Our model captures the fact that the distribution of both visual features and object occurrences in the vicinity of the gaze point is correlated with the verb-object pair describing the action. It explicitly incorporates known properties of gaze behavior from the psychology literature, such as the temporal delay between fixation and manipulation events. We present an inference method that can predict the best sequence of gaze locations and the associated action label from an input sequence of images. We demonstrate improvements in action recognition rates and gaze prediction accuracy relative to state-of-the-art methods, on two new datasets that contain egocentric videos of daily activities and gaze. We propose a weakly-supervised structured learning approach for recognition and spatio-temporal localization of actions in video. As part of the proposed approach, we develop a generalization of the Max-Path search algorithm which allows us to efficiently search over a structured space of multiple spatio-temporal paths while also incorporating context information into the model. Instead of using spatial annotations in the form of bounding boxes to guide the latent model during training, we utilize human gaze data in the form of a weak supervisory signal. This is achieved by incorporating eye gaze, along with the classification, into the structured loss within the latent SVM learning framework. Experiments on a challenging benchmark dataset, UCF-Sports, show that our model is more accurate, in terms of classification, and achieves state-of-the-art results in localization. In addition, our model can produce top-down saliency maps conditioned on the classification label and localized latent paths.