Gaze behavior and visual attention model when turning in virtual environments
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Perceptual visual quality metrics: A survey
Journal of Visual Communication and Image Representation
Saliency-Driven tactile effect authoring for real-time visuotactile feedback
EuroHaptics'12 Proceedings of the 2012 international conference on Haptics: perception, devices, mobility, and communication - Volume Part I
Short paper: exploring the object relevance of a gaze animation model
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Saliency detection in computer rendered images based on object-level contrast
Journal of Visual Communication and Image Representation
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This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user's spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in the object saliency map. The computational framework was implemented using GPU, exhibiting high computational performance adequate for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the tracking framework by comparing objects regarded as visually attended by the framework to actual human gaze collected with an eye tracker. The results indicated that the accuracy was in the level well supported by the theory of human cognition for visually identifying single and multiple attentive targets, especially owing to the addition of top-down contextual information. Finally, we demonstrate how the visual attention tracking framework can be applied to managing the level of details in virtual environments, without any hardware for head or eye tracking.