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Titlebook: Computer Vision – ECCV 2018 Workshops; Munich, Germany, Sep Laura Leal-Taixé,Stefan Roth Conference proceedings 2019 Springer Nature Switze

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樓主: 可擴大
51#
發(fā)表于 2025-3-30 08:47:03 | 只看該作者
Inferring Human Knowledgeability from Eye Gaze in Mobile Learning Environmentsks between eye gaze and cognitive states to investigate whether eye gaze reveal information about an individual’s knowledgeability. We focus on a mobile learning scenario where a user and a virtual agent play a quiz game using a hand-held mobile device. To the best of our knowledge, this is the firs
52#
發(fā)表于 2025-3-30 14:02:34 | 只看該作者
53#
發(fā)表于 2025-3-30 17:02:48 | 只看該作者
DrawInAir: A Lightweight Gestural Interface Based on Fingertip Regressionlatform enabled smartphones are expensive and are equipped with powerful processors and sensors such as multiple cameras, depth and IR sensors to process hand gestures. To enable mass market reach via inexpensive Augmented Reality (AR) headsets without built-in depth or IR sensors, we propose a real
54#
發(fā)表于 2025-3-30 20:47:14 | 只看該作者
55#
發(fā)表于 2025-3-31 04:50:33 | 只看該作者
Estimating 2D Multi-hand Poses from Single Depth Imagese estimation algorithms are either subject to strong assumptions or depend on a weak detector to detect the human hand. We utilize Mask R-CNN to avoid both aforementioned constraints. The proposed framework allows detection of multi-hand instances and localization of hand joints simultaneously. Our
56#
發(fā)表于 2025-3-31 08:30:34 | 只看該作者
57#
發(fā)表于 2025-3-31 11:12:53 | 只看該作者
58#
發(fā)表于 2025-3-31 14:25:50 | 只看該作者
Introduction: Walking into the Future,wing early intervention for affected infants. An automated motion analysis system requires to accurately capture body movements, ideally without markers or attached sensors to not affect the movements of infants. A vast majority of recent approaches for human pose estimation focuses on adults, leadi
59#
發(fā)表于 2025-3-31 20:38:06 | 只看該作者
60#
發(fā)表于 2025-4-1 00:34:07 | 只看該作者
Andrew Baxter: Critic of Berkeley,cognitive abilities of the subject. Here, we analyze two solutions based on interaction in virtual environments. In particular, we consider a non-immersive exergame based on a standard tablet, and an immersive VR environment based on a head-mounted display. We show the potential use of such tools, b
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