Egocentric perception introduces a series of challenging questions
for Computer Vision and Multimedia as motion, real-time responsiveness
and generally uncontrolled interactions in the wild are more frequently
required or encountered. Questions such as what to interpret as well as
what to ignore, how to efficiently represent egocentric actions and how
captured information can be turned into useful data for guidance or log
summaries become central.
Eyewear devices are becoming increasingly popular, both as research
prototypes and off-the-shelf products. They can acquire images and
videos, with different resolutions and frame rates, and can collect
multimodal data such as gaze information, GPS position, IMU data, etc.
Being connected with head-mounted displays they can also provide new
forms of visualization. Based on this rapid progress, we believe that
we are only at the beginning and these technologies and their
application can have a great impact on our life.
In fact, these Eyewear devices will be able to automatically
understand what the wearer is doing, acting, manipulating or where his
attention goes on. They will also able to recognize the surrounding
scene and understand gestures and social relationships.
This new EPIC@X series of workshops aims to bring together the
various communities that are relevant to egocentric perception including
Computer Vision, Multimedia, HCI and the Visual Sciences and is planned
to be held on the major conferences in these fields. EPIC@ECCV will
accept Full Papers for novel work, and Extended Abstracts for ongoing or
already published work. Both research and application works related to
Egocentric Perception, Interaction and Computing are encouraged,
including those that can be demonstrated or are in the prototype stages.
Submissions are expected to deal with human-centric perception including, but not limited to:
- Eyewear devices for egocentric perception and computation
- Eyewear devices for acquisition and visualization
- Egocentric vision for object/event recognition
- Egocentric vision for summarization
- Egocentric vision for social interaction and human behavior understanding
- Egocentric vision for children and education
- Egocentric vision for health
- Head-mounted eye tracking and gaze estimation
- Computational visual behaviour analysis
- Attention modelling and next fixation prediction
- Eye-based human-computer interaction
- Human and wearable devices interaction
- Symbiotic human-machine vision systems
- Affective computing with respect to wearable devices
- Interactive AR/VR and Egocentric perception
- Augmented human performance
- Interactive AR/VR and Egocentric perception
- (Eye-based) daily life and activity monitoring
- Benchmarking and quantitative evaluation with human subject experiments
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