Kamran Binaee

h-index9
2papers

2 Papers

CVFeb 15, 2024
The Visual Experience Dataset: Over 200 Recorded Hours of Integrated Eye Movement, Odometry, and Egocentric Video

Michelle R. Greene, Benjamin J. Balas, Mark D. Lescroart et al.

We introduce the Visual Experience Dataset (VEDB), a compilation of over 240 hours of egocentric video combined with gaze- and head-tracking data that offers an unprecedented view of the visual world as experienced by human observers. The dataset consists of 717 sessions, recorded by 58 observers ranging from 6-49 years old. This paper outlines the data collection, processing, and labeling protocols undertaken to ensure a representative sample and discusses the potential sources of error or bias within the dataset. The VEDB's potential applications are vast, including improving gaze tracking methodologies, assessing spatiotemporal image statistics, and refining deep neural networks for scene and activity recognition. The VEDB is accessible through established open science platforms and is intended to be a living dataset with plans for expansion and community contributions. It is released with an emphasis on ethical considerations, such as participant privacy and the mitigation of potential biases. By providing a dataset grounded in real-world experiences and accompanied by extensive metadata and supporting code, the authors invite the research community to utilize and contribute to the VEDB, facilitating a richer understanding of visual perception and behavior in naturalistic settings.

HCFeb 10, 2022
FirstPersonScience: Quantifying Psychophysics for First Person Shooter Tasks

Josef Spjut, Ben Boudaoud, Kamran Binaee et al.

In the emerging field of esports research, there is an increasing demand for quantitative results that can be used by players, coaches and analysts to make decisions and present meaningful commentary for spectators. We present FirstPersonScience, a software application intended to fill this need in the esports community by allowing scientists to design carefully controlled experiments and capture accurate results in the First Person Shooter esports genre. An experiment designer can control a variety of parameters including target motion, weapon configuration, 3D scene, frame rate, and latency. Furthermore, we validate this application through careful end-to-end latency analysis and provide a case study showing how it can be used to demonstrate the training effect of one user given repeated task performance.