A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
Investigation of a sensorimotor system for saccadic scene analysis: an integrated approach
Proceedings of the fifth international conference on simulation of adaptive behavior on From animals to animats 5
Algorithms for Defining Visual Regions-of-Interest: Comparison with Eye Fixations
IEEE Transactions on Pattern Analysis and Machine Intelligence
Vision in natural and virtual environments
ETRA '02 Proceedings of the 2002 symposium on Eye tracking research & applications
On-road driver eye movement tracking using head-mounted devices
ETRA '02 Proceedings of the 2002 symposium on Eye tracking research & applications
Bottom-Up Visual Attention for Virtual Human Animation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Predictive real-time perceptual compression based on eye-gaze-position analysis
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Fixation-identification in dynamic scenes: comparing an automated algorithm to manual coding
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
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 2010 Symposium on Eye-Tracking Research & Applications
Algorithm for discriminating aggregate gaze points: comparison with salient regions-of-interest
ACCV'10 Proceedings of the 2010 international conference on Computer vision - Volume Part I
A decision theoretic approach to motion saliency in computer animations
MIG'11 Proceedings of the 4th international conference on Motion in Games
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Next-generation immersive virtual environments and video games will require virtual agents with human-like visual attention and gaze behaviors. A critical step is to devise efficient visual processing heuristics to select locations that would attract human gaze in complex dynamic environments. One promising approach to designing such heuristics draws on ideas from computational neuroscience. We compared several such heuristics with eye movement recordings from five observers playing video games, and found that heuristics which detect outliers from the global distribution of visual features were better predictors of human gaze than were purely local heuristics. Heuristics sensitive to dynamic events performed best overall. Further, heuristic prediction power differed more between games than between different human observers. Our findings suggest simple neurally-inspired algorithmic methods to predict where humans look while playing video games.