Task-dependent learning of attention
Neural Networks
A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
Visibility-based interest management in collaborative virtual environments
Proceedings of the 4th international conference on Collaborative virtual environments
Selective quality rendering by exploiting human inattentional blindness: looking but not seeing
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation
IEEE Transactions on Visualization and Computer Graphics
A Framework for Optimising Network Usage for Plausible Distributed Virtual Environments
Virtual Reality: Cognitive Foundations, Technological Issues & Philosophical Implications
A Goal Oriented Attention Guidance Model
BMCV '02 Proceedings of the Second International Workshop on Biologically Motivated Computer Vision
An AR Workbench for Experimenting with Attentive User Interfaces
ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
Real-time tracking of visually attended objects in interactive virtual environments
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
A Context-Aware AR Navigation System Using Wearable Sensors
Proceedings of the 13th International Conference on Human-Computer Interaction. Part III: Ubiquitous and Intelligent Interaction
The case of the missed icon: change blindness on mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Incorporating subliminal perception in synthetic environments
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Spotlight interest management for distributed virtual environments
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
Interest management for distributed virtual environments: A survey
ACM Computing Surveys (CSUR)
Hi-index | 0.01 |
The central goal in Distributed Virtual Environments (DVEs) is to provide an experience of the shared world that is perceptually plausible for the immersed user. This has to be achieved in the face of network issues such as bandwidth limitations and latencies which make total synchronism impossible. Techniques have been devised to help; some optimise network use by limiting what is transmitted, others try to disguise the effects of network 'glitches' at the user's client machine - for example smoothing policies. To date such techniques tend to be system-based rather than user-oriented. Yet there is an active body of psychological research, for example in visual attention, which has successfully been employed by the graphics community to yield better perceived results for a given resource. Immersive DVEs are even more critically dependent upon the users' perceived experience. We may expect therefore that such 'psychologically' oriented approaches have even more to offer here. In this paper a visual attention model which exploits the peculiarities of the human visual system is presented. It is based on previous work, and on a series of carefully designed experiments which are used to guide the implementation of the model and to design architectures for DVEs. The proposed architectures are then tested using different DVE experimental applications, which include a highly populated virtual city. The results demonstrate that the characteristics of the human visual system can be exploited to improve network usage and generate a more perceptually plausible environment in the face of incomplete synchronisation.