We present AA, a multi-view multimodal dataset for screen-based gaze estimation. The dataset captures synchronized facial observations from eight fixed screen-mounted cameras and two additional side-view cameras, paired with precise screen-space gaze targets collected under controlled fixation conditions. Each sample contains multi-view face observations together with structured facial region crops, enabling multimodal learning from both global and local visual cues. Unlike existing single-view gaze datasets, AA provides multi-view coverage from both screen-mounted and side-mounted perspectives, enabling more robust modeling under viewpoint variation and occlusion. The dataset includes subject-independent evaluation splits and a standardized data processing pipeline to support reproducible research in gaze estimation.
Multimodal large language models (MLLMs) are increasingly expected to automate visualization development by generating code directly from visual designs. However, existing evaluations mainly focus on single-chart generation and overlook coordinated multi-view interface constructi…
Gaze target estimation, the task of predicting where a person is looking in a scene, is crucial to understanding human attention and intent. It is a challenging task that combines high-level understanding of global scene semantics and precise spatial reasoning using human appeara…
Free-viewing gaze data provides a rich, task-free window into human visual attention. Conventional exploratory data analysis of the data provides user attention patterns through fixations and areas of interest. However, despite the richness of this gaze data, its human-informatio…
Deep gaze estimation works well in controlled capture but degrades in unconstrained settings, where systems must reject unreliable predictions. Single-pass uncertainty (e.g., heteroscedastic regression) infers uncertainty from pixels without explicit input-validity cues, while sa…
How different populations visually explore artworks bears on cognitive science and on accessibility design, yet most eye-tracking work in autism has used social scenes rather than art, and has analysed where the eyes land while ignoring when and in what order. We present a compar…
Human motion capture from head-mounted devices (HMDs) offers a scalable way to acquire real-world human motion and interaction data, which is crucial for applications in embodied AI and VR/AR. Existing approaches focus on either egocentric body tracking, estimating the motion of…