
Manipulating Attention in Computer Games
Matthias Bernhard, Le Zhang, Michael WimmerManipulating Attention in Computer Games
In Proceedings of the IEEE IVMSP Workshop on Perception and Visual Signal Analysis, pages 153-158. June 2011.
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Information
- Publication Type: Conference Paper
- Date (from): 16.06.2011
- Date (to): 17.06.2011
- ISBN: 9781457712852
- Lecturer: Matthias Bernhard
- Location: Ithaca, NY
- Publisher: IEEE
- Keywords: saliency, attention guidance, inattentional blindness, in-game advertising, guided search
Abstract
In computer games, a user’s attention is focused on the current task, and task-irrelevant details remain unnoticed. This behavior, known as inattentional blindness, is a main problem for the optimal placement of information or advertisements. We propose a guiding principle based on Wolfe’s theory of Guided Search, which predicts the saliency of objects during a visual search task. Assuming that computer games elicit visual search tasks frequently, we applied this model in a “reverse†direction: Given a target item (e.g., advertisement) which should be noticed by the user, we choose a frequently searched game item and modify it so that it shares some perceptual features (e.g., color or orientation) with the target item. A memory experiment with 36 participants showed that in an action video game, advertisements were more noticeable to users when this method is applied.Additional Files and Images
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@inproceedings{bernhard-2011-maicg,
title = "Manipulating Attention in Computer Games",
author = "Matthias Bernhard and Le Zhang and Michael Wimmer",
year = "2011",
abstract = "In computer games, a user’s attention is focused on
the current task, and task-irrelevant details remain
unnoticed. This behavior, known as inattentional blindness,
is a main problem for the optimal placement of information
or advertisements. We propose a guiding principle based on
Wolfe’s theory of Guided Search, which predicts the
saliency of objects during a visual search task. Assuming
that computer games elicit visual search tasks frequently,
we applied this model in a “reverse†direction:
Given a target item (e.g., advertisement) which should be
noticed by the user, we choose a frequently searched game
item and modify it so that it shares some perceptual
features (e.g., color or orientation) with the target item.
A memory experiment with 36 participants showed that in an
action video game, advertisements were more noticeable to
users when this method is applied.",
pages = "153--158",
month = jun,
booktitle = "Proceedings of the IEEE IVMSP Workshop on Perception and
Visual Signal Analysis",
isbn = "9781457712852",
publisher = "IEEE",
location = "Ithaca, NY",
keywords = "saliency, attention guidance, inattentional blindness,
in-game advertising, guided search",
URL = "http://www.cg.tuwien.ac.at/research/publications/2011/bernhard-2011-maicg/",
}