Perception of Computer Generated Faces
Abstract Humans are considered "face experts", in that they are extremely sensitive to the realism of a presented face. We are interested in using eye tracking as a tool to identify the cues humans use while discerning if a face is photographic or computer-generated. Publications Pupil as a Perceptual Cue…... Read More
Creating Child-like Characters
PIs: Eakta Jain, Lisa Anthony This is a collaborative project between Jain Lab and INIT Lab. New! Dataset 2.0 now available. Abstract Children move very differently from adults. Yet, motion capture databases are largely comprised of adult motion. We aim to generate child-like motion by transforming adult motion capture data with the goal of creating…... Read More
Three-dimensional Proxies for Hand-drawn Characters
Link to Project Page: Three-dimensional Proxies for Hand-drawn Characters (cmu.edu)... Read More
Augmenting Hand Animation with Three-dimensional Secondary Motion
Link to Project Page: Augmenting Hand Animation with Three-dimensional Secondary Motion (cmu.edu)... Read More
Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation
Link to Project Page: Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation (cmu.edu)... Read More
Workforce & Safety Training in XR
Workforce & Safety Training in XR Projects Who do you look like? Gaze-based authentication for workers in VR "Who do you look like? Gaze-based authentication for workers in VR", Karina LaRubbio, Jeremiah Wright, Brendan David-John, Andreas Enqvist, Eakta Jain, IEEE Virtual Reality and 3D User Interfaces (VR), 2022. Paper (Preprint) (PDF) Poster (PDF)…... Read More
Eye-tracking for Online User Experience
Eye-tracking for Online User Experience PIs: Eakta Jain Abstract Cognitive scientists and psychologists have long noted the "picture superiority effect", that is, pictorial content is more likely to be remembered and more likely to lead to an increased understandingof the material. We investigated the relative importance of pictorial regions versus textual…... Read More
Measuring Behavioral and Physiological Responses in Videos and VR
Measuring Behavioral and Physiological Responses in Videos and VR Abstract Videos are very powerful at eliciting strong emotional responses from viewers. We are interested in measuring and understanding these responses. We are also interested in measuring responses from viewers in Virtual Reality. Projects Link to NSF #1566481 Project Page…... Read More
Eyetracking and Comics
Eyetracking and Comics Abstract Comic artists put in a lot of effort into directing the viewer's attention. We collected eyetracking data on a variety of legacy comic book panels, and used this corpus to study viewer gaze behavior, as well as, drive computational algorithms. Projects Creating Segments and Effects on…... Read More
Gaze-driven Video Re-editing
Project Home page: Gaze-driven Video Re-editing (cmu.edu)... Read More
Predicting Primary Gaze Behavior using Social Saliency Fields
Project Home Page: Social Charge (cmu.edu)... Read More
3D Social Saliency from Head-mounted Cameras
Project Home Page: Gaze Concurrences (cmu.edu)... Read More
Inferring Artistic Intention in Comic Art through Viewer Gaze
Project Home Page: Inferring Artistic Intention in Comic Art through Viewer Gaze (cmu.edu)... Read More