FixationNet: Forecasting Eye Fixations in Task-Oriented Virtual Environments

Author(s):  
Zhiming Hu ◽  
Andreas Bulling ◽  
Sheng Li ◽  
Guoping Wang
1981 ◽  
Vol 52 (2) ◽  
pp. 515-522 ◽  
Author(s):  
Amos S. Cohen

Car drivers' eye fixations were registered while driving a car on the road or when in the viewing a slide which showed the same traffic situation. Even when the subjects of the second group were instructed to observe the slide presented as if they were driving there, they fixated their eyes on well-defined targets with quite different frequencies than those motorists who actually drove the car on the road. Furthermore, prolonged fixation times were observed in the laboratory as compared to the road-driving condition. The magnitude of the obtained differences was rather great. The results suggest that the subjects on the road fixated more task-oriented targets and also picked up more information per time unit than their counterparts in the laboratory. The results are discussed in relation to the experimental design.


Author(s):  
Luis Casillas ◽  
Adriana Peña ◽  
Alfredo Gutierrez

Virtual environments for multi-users, collaborative virtual environments (CVE), support geographical distant people to experience collaborative learning and team training. In this context, monitoring collaboration provides valuable, and in time, information regarding individual and group indicators, helpful for human instructors or intelligent tutor systems. CVE enable people to share a virtual space, interacting with an avatar, generating nonverbal behavior such as gaze-direction or deictic gestures, a potential means to understand collaboration. This chapter presents an automated model and its inference mechanisms to evaluate collaboration in CVE based on expert human rules of nonverbal participants' activity. The model is a multi-layer analysis that includes data filtering, fuzzy classification, and rule-based inference producing a high-level assessment of group collaboration. This approach was applied to a task-oriented session, where two participants assembled cubes in a CVE to create a figure.


1996 ◽  
Vol 5 (2) ◽  
pp. 163-172 ◽  
Author(s):  
Andrew Liu ◽  
Alex P. Pentland

This paper describes a set of experiments investigating the interaction between the location of eye fixations and the detection of unexpected motion while driving. Both psychophysical and real-world observations indicate that there are differences between the upper and lower visual fields with respect to driving. We began with psychophysical experiments to test whether the detection of unexpected motion Is inherently different in the upper and lower visual fields. No difference was found. However, when texture was added to the driving surface, a large difference was found, possibly due to optokinetic nystagmus stimulated by the texture. These results were confirmed in a driving simulator, and their implications for head-up displays (HUDs) explored. We found that the same upper/lower field asymmetry could be found with digital HUDs but not with analog HUDs. These experiments illustrate how virtual environment technology can connect knowledge from psychophysical experimentation to more realistic situations.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


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