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Martin Parsons

dblp:263/2619 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0002-4197-6857ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 56% Rendering · 44%
Artificial intelligence
1 paper
3D vision · 61% Face, body and person analysis · 39%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
avatar embodiment
0.712023
Meeting Your Virtual Twin: Effects of Photorealism and Personalization on Embodiment, Self-Identification and Perception of Self-Avatars in Virtual Reality · CHI 2023
Rendering
photorealism
0.712023
Meeting Your Virtual Twin: Effects of Photorealism and Personalization on Embodiment, Self-Identification and Perception of Self-Avatars in Virtual Reality · CHI 2023
Computer vision › Face, body and person analysis › human pose estimation
3d pose estimation
0.412020
RGBD-Dog: Predicting Canine Pose from RGBD Sensors · CVPR 2020
Computer vision › 3D vision › pose estimation › visual pose estimation
animal pose estimation
0.412020
RGBD-Dog: Predicting Canine Pose from RGBD Sensors · CVPR 2020
Computer vision › 3D vision › pose estimation › multi-modal pose estimation
RGB-D pose estimation
0.412020
RGBD-Dog: Predicting Canine Pose from RGBD Sensors · CVPR 2020
Virtual and augmented reality
presence
0.212023
Meeting Your Virtual Twin: Effects of Photorealism and Personalization on Embodiment, Self-Identification and Perception of Self-Avatars in Virtual Reality · CHI 2023
Computer vision › Face, body and person analysis
human pose estimation
0.112020
RGBD-Dog: Predicting Canine Pose from RGBD Sensors · CVPR 2020

Methods — techniques the papers use, named apart from their topics

user study · 0.7questionnaire · 0.7stacked hourglass network · 0.4shape and pose priors · 0.4
YearPublicationVenuePosition
2023 Meeting Your Virtual Twin: Effects of Photorealism and Personalization on Embodiment, Self-Identification and Perception of Self-Avatars in Virtual Reality
abstract
Embodying virtual twins – photorealistic and personalized avatars – will soon be easily achievable in consumer-grade VR. For the first time, we explored how photorealism and personalization impact self-identification, as well as embodiment, avatar perception and presence. Twenty participants were individually scanned and, in a two-hour session, embodied four avatars (high photorealism personalized, low photorealism personalized, high photorealism generic, low photorealism generic). Questionnaire responses revealed stronger mid-immersion body ownership for the high photorealism personalized avatars compared to all other avatar types, and stronger embodiment for high photorealism compared to low photorealism avatars and for personalized compared to generic avatars. In a self-other face distinction task, participants took significantly longer to pause the face morphing videos of high photorealism personalized avatars, suggesting a stronger self-identification bias with these avatars. Photorealism and personalization were perceptually positive features; how employing these avatars in VR applications impacts users over time requires longitudinal investigation.
Anca Salagean, Eleanor Crellin, Martin Parsons, Darren Cosker, Danaë Emma Beckford Stanton Fraser
CHI3
2021 Ego-Interaction: Visual Hand-Object Pose Correction for VR Experiences
abstract
Immersive virtual reality (VR) experiences may track both a user’s hands and a physical object at the same time and use the information to animate computer generated representations of the two interacting. However, to render visually without artefacts requires highly accurate tracking of the hands and the objects themselves as well as their relative locations – made even more difficult when the objects are articulated or deformable. If this tracking is incorrect, then the quality and immersion of the visual experience is reduced. In this paper we turn the problem around – instead of focusing on producing quality renders of hand-object interactions by improving tracking quality, we acknowledge there will be tracking errors and just focus on fixing the visualisations. We propose a Deep Neural Network (DNN) that modifies hand pose based on its relative position with the object. However, to train the network we require sufficient labelled data. We therefore also present a new dataset of hand-object interactions – Ego-Interaction. This is the first hand-object interaction dataset with egocentric RGBD videos and 3D ground truth data for both rigid and non-rigid objects. The Ego-Interaction dataset contains 92 sequences with 4 rigid, 1 articulated and 4 non-rigid objects and demonstrates hand-object interactions with 1 and 2 hands carefully captured, rigged and animated using motion capture. We provide our dataset as a general resource for researchers in the VR and AI community interested in other hand-object and egocentric tracking related problems.
Catherine Taylor, Murray Evans, Eleanor Crellin, Martin Parsons, Darren Cosker
MIG4
2020 RGBD-Dog: Predicting Canine Pose from RGBD Sensors
abstract
The automatic extraction of animal 3D pose from images without markers is of interest in a range of scientific fields. Most work to date predicts animal pose from RGB images, based on 2D labelling of joint positions. However, due to the difficult nature of obtaining training data, no ground truth dataset of 3D animal motion is available to quantitatively evaluate these approaches. In addition, a lack of 3D animal pose data also makes it difficult to train 3D pose-prediction methods in a similar manner to the popular field of body-pose prediction. In our work, we focus on the problem of 3D canine pose estimation from RGBD images, recording a diverse range of dog breeds with several Microsoft Kinect v2s, simultaneously obtaining the 3D ground truth skeleton via a motion capture system. We generate a dataset of synthetic RGBD images from this data. A stacked hourglass network is trained to predict 3D joint locations, which is then constrained using prior models of shape and pose. We evaluate our model on both synthetic and real RGBD images and compare our results to previously published work fitting canine models to images. Finally, despite our training set consisting only of dog data, visual inspection implies that our network can produce good predictions for images of other quadrupeds - e.g. horses or cats - when their pose is similar to that contained in our training set.
Sinead Kearney, Wenbin Li 0002, Martin Parsons, Kwang In Kim, Darren Cosker
CVPR3