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

arXiv: https://arxiv.org/abs/2404.18934 · HTML: https://mlsanity.com/paper/2404.18934/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 21 of its 93 references that are in the map.
- First posted on arXiv 15 Feb 2024.

## Builds on (most cited first, 21 of 21)

- [Microsoft COCO: Common Objects in Context](https://mlsanity.com/paper/1405.0312/) (2014)
- [Visual Genome: Connecting Language and Vision Using Crowdsourced Dense Image Annotations](https://mlsanity.com/paper/1602.07332/) (2016)
- [Ego4D: Around the World in 3,000 Hours of Egocentric Video](https://mlsanity.com/paper/2110.07058/) (2021)
- [The "something something" video database for learning and evaluating visual common sense](https://mlsanity.com/paper/1706.04261/) (2017)
- [Semantic Understanding of Scenes through the ADE20K Dataset](https://mlsanity.com/paper/1608.05442/) (2016)
- [MediaPipe: A Framework for Building Perception Pipelines](https://mlsanity.com/paper/1906.08172/) (2019)
- [Rescaling Egocentric Vision](https://mlsanity.com/paper/2006.13256/) (2020)
- [Large image datasets: A pyrrhic win for computer vision?](https://mlsanity.com/paper/2006.16923/) (2020)
- [The THUMOS Challenge on Action Recognition for Videos "in the Wild"](https://mlsanity.com/paper/1604.06182/) (2016)
- [Does Object Recognition Work for Everyone?](https://mlsanity.com/paper/1906.02659/) (2019)
- [Charades-Ego: A Large-Scale Dataset of Paired Third and First Person Videos](https://mlsanity.com/paper/1804.09626/) (2018)
- [Understanding and Evaluating Racial Biases in Image Captioning](https://mlsanity.com/paper/2106.08503/) (2021)
- [Every Moment Counts: Dense Detailed Labeling of Actions in Complex Videos](https://mlsanity.com/paper/1507.05738/) (2015)
- [A Deeper Look at Dataset Bias](https://mlsanity.com/paper/1505.01257/) (2015)
- [You2Me: Inferring Body Pose in Egocentric Video via First and Second Person Interactions](https://mlsanity.com/paper/1904.09882/) (2019)
- [From Lifestyle Vlogs to Everyday Interactions](https://mlsanity.com/paper/1712.02310/) (2017)
- [Gender and Racial Bias in Visual Question Answering Datasets](https://mlsanity.com/paper/2205.08148/) (2022)
- [TEyeD: Over 20 million real-world eye images with Pupil, Eyelid, and Iris 2D and 3D Segmentations, 2D and 3D Landmarks, 3D Eyeball, Gaze Vector, and Eye Movement Types](https://mlsanity.com/paper/2102.02115/) (2021)
- [Gaze-in-wild: A dataset for studying eye and head coordination in everyday activities](https://mlsanity.com/paper/1905.13146/) (2019)
- [Detecting Engagement in Egocentric Video](https://mlsanity.com/paper/1604.00906/) (2016)
- [Prediction of Satisfied User Ratio for Compressed Video](https://mlsanity.com/paper/1710.11090/) (2017)

## Built on by (most cited first, 4 of 4)

- [Human Gaze Boosts Object-Centered Representation Learning](https://mlsanity.com/paper/2501.02966/) (2025)
- [Temporal Slowness in Central Vision Drives Semantic Object Learning](https://mlsanity.com/paper/2602.04462/) (2026)
- [Real Eyes Realize Faster: Gaze Stability and Pupil Novelty for Efficient Egocentric Learning](https://mlsanity.com/paper/2603.04098/) (2026)
- [Gaze-Regularized VLMs for Ego-Centric Behavior Understanding](https://mlsanity.com/paper/2603.23190/) (2026)

## Abstract (arXiv)

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.
