IEEE Conference on Virtual Reality and 3D User Interfaces

 

Research  

 

GTI Data   

 

Open databases created and software developed by the GTI and supplemental material to papers.  

 

Databases  


SportCLIP (2025): Multi-sport dataset for text-guided video summarization.
Ficosa (2024):
The FNTVD dataset has been generated using the Ficosa's recording car.
MATDAT (2023):  More than 90K labeled images of martial arts tricking.
SEAW – DATASET (2022): 3 stereoscopic contents in 4K resolution at 30 fps.
UPM-GTI-Face dataset (2022): 11 different subjects captured in 4K, under 2 scenarios, and 2 face mask conditions.
LaSoDa (2022): 60 annotated images from soccer matches in five stadiums with different characteristics and light conditions.
PIROPO Database (2021):People in Indoor ROoms with Perspective and Omnidirectional cameras.
EVENT-CLASS (2021): High-quality 360-degree videos in the context of tele-education.
Parking Lot Occupancy Database (2020)
Nighttime Vehicle Detection database (NVD) (2019)
Hand gesture dataset (2019): Multi-modal Leap Motion dataset for Hand Gesture Recognition.
ViCoCoS-3D (2016): VideoConference Common Scenes in 3D.
LASIESTA database (2016): More than 20 sequences to test moving object detection and tracking algorithms.
Hand gesture database (2015): Hand-gesture database composed by high-resolution color images acquired with the Senz3D sensor.
HRRFaceD database (2014):Face database composed by high resolution images acquired with Microsoft Kinect 2 (second generation).
Lab database (2012): Set of 6 sequences to test moving object detection strategies.
Vehicle image database (2012)More than 7000 images of vehicles and roads.           

 

Software  


Empowering Computer Vision in Higher Education(2024)A Novel Tool for Enhancing Video Coding Comprehension.
Engaging students in audiovisual coding through interactive MATLAB GUIs (2024)

TOP-Former: A Multi-Agent Transformer Approach for the Team Orienteering Problem (2023)

Solving Routing Problems for Multiple Cooperative Unmanned Aerial Vehicles using Transformer Networks (2023)
Vision Transformers and Traditional Convolutional Neural Networks for Face Recognition Tasks (2023)
Faster GSAC-DNN (2023): A Deep Learning Approach to Nighttime Vehicle Detection Using a Fast Grid of Spatial Aware Classifiers.
SETForSeQ (2020): Subjective Evaluation Tool for Foreground Segmentation Quality. 
SMV Player for Oculus Rift (2016)

Bag-D3P (2016): 
Face recognition using depth information. 
TSLAB (2015): 
Tool for Semiautomatic LABeling.   
 

   

Supplementary material  


Soccer line mark segmentation and classification with stochastic watershed transform (2022)
A fully automatic method for segmentation of soccer playing fields (2022)
Grass band detection in soccer images for improved image registration (2022)
Evaluating the Influence of the HMD, Usability, and Fatigue in 360VR Video Quality Assessments (2020)
Automatic soccer field of play registration (2020)   
Augmented reality tool for the situational awareness improvement of UAV operators (2017)
Detection of static moving objects using multiple nonparametric background-foreground models on a Finite State Machine (2015)
Real-time nonparametric background subtraction with tracking-based foreground update (2015)  
Camera localization using trajectories and maps (2014)

 

                                                                                                                                                                                                                             
 
                                                                   
 
                                                                                                                                                             
 
      

 

 

IEEE Conference on Virtual Reality and 3D User Interfaces

Three outstanding researchers from the Grupo de Tratamiento de Imágenes of the UPM: Carlos Cortés, Jesús Gutiérrez and Marta Goyena (from Nokia), represented our team at the prestigious IEEE Conference on Virtual Reality and 3D User Interfaces, held in Orlando (USA) from March 16 to 21. During those days, they not only shared their knowledge, but also demonstrated how technology can make a difference in the field of mental health.

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During this event, they demonstrated an immersive behavioral therapy application designed to address bathophobia in people with intellectual disabilities. This innovative application is a testament to the transformative potential of virtual reality in the field of mental health.

Orlando4

In addition, Jesús Gutiérrez had the honor of giving a talk on immersive serious games and biosignals in cognitive therapy for people with intellectual disabilities (related to the PhD of Matteo Dal Magro) at the III Workshop on Inclusion, Diversity, Equity, Accessibility, Transparency, and Ethics in XR (IDEATEXR). This event provided an invaluable platform to discuss how technology can contribute to the inclusion and well-being of people with diverse abilities.

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Both presented Works during the conference are closely linked to our Incluverso5G project, which seeks to use 5G technology to promote inclusion and improve the quality of life of people with disabilities. For more information on the Incluverso5G project, visit its official website: http://www.incluverso-5g.es/


In summary, the GTI participation in this conference not only represented a milestone in their research, but also underscored the scientific community's continued commitment to finding innovative and accessible solutions to improve the quality of life for all people.