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        "title": "Gaze-To-Object Mapping During Visual Search in 3D Virtual Environments ",
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        "abstract": "Stimuli obtained from highly dynamic 3D virtual environments and synchronous eye-tracking data are commonly used by algorithms that strive to correlate gaze to scene objects, a process referred to as Gaze-To-Object Mapping (GTOM). We propose to address this problem with a probabilistic approach using Bayesian inference. The desired result of the inference is a predicted probability density function (PDF) specifying for each object in the scene a probability to be attended by the user. To evaluate the quality of a predicted attention PDF, we present a methodology to assess the information value (i.e., likelihood) in the predictions of dierent approaches that can be used to infer object attention. To this end, we propose an experiment based on a visual search task which allows us to determine the object of attention at a certain point in time under controlled conditions.\nWe perform this experiment with a wide range of static and dynamic visual scenes to obtain a ground-truth evaluation data set, allowing us to assess GTOM techniques in a set of 30 particularly challenging cases.",
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        "event": "ACM Symposium on Applied Perception (SAP 2014)",
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        "title": "The Effects of Fast Disparity Adjustments in Gaze-Controlled Stereoscopic Applications",
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        "abstract": "With the emergence of affordable 3D displays, stereoscopy is becoming\na commodity. However, often users report discomfort even after brief exposures to stereo content. One of the main reasons is the conflict between vergence and accommodation that is caused by 3D displays. We investigate dynamic adjustment of stereo parameters\nin a scene using gaze data in order to reduce discomfort. In a user study, we measured stereo fusion times after abrupt manipulation of disparities using gaze data. We found that gaze-controlled manipulation of disparities can lower fusion times for large disparities. In addition we found that gaze-controlled disparity adjustment should be applied in a personalized manner and ideally performed only at the extremities or outside the comfort zone of subjects.\nThese results provide important insight on the problems associated with fast disparity manipulation and are essential for developing appealing gaze-contingent and gaze-controlled applications.",
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        "title": "Visual Attention and Gaze Behaviour in Games: An Object-Based Approach",
        "date": "2013-04",
        "abstract": "This chapter presents state-of-the-art methods that tap the potential of psychophysics for the purpose of understanding game players' behavior. Studying gaze behavior in gaming environments has recently gained momentum as it affords a better understanding of gamers' visual attention. However, while knowing where users are attending in a computer game would be useful at a basic level, it does not provide insight into what users are interested in, or why. An answer to these questions can be tremendously useful to game designers, enabling them to improve gameplay, selectively increase visual fidelity, and optimize the distribution of computing resources. Furthermore, this could be useful in verifying game mechanics, improving game AI and smart positioning of advertisements within games, all being applications widely desirable across the games industry. Techniques are outlined to collect gaze data, and map fixation points back to semantic objects in a gaming environment, enabling a deeper understanding of how players interact with games. ",
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        "title": "An Empirical Pipeline to Derive Gaze Prediction Heuristics for 3D Action Games",
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        "abstract": "Gaze analysis and prediction in interactive virtual environments, such as games, is a challenging topic since the 3D perspective and variations of the viewpoint as well as the current task introduce many variables that affect the distribution of gaze. In\r\nthis article, we present a novel pipeline to study eye-tracking data acquired from interactive 3D applications. The result of the\r\npipeline is an importance map which scores the amount of gaze spent on each object. This importance map is then used as a heuristic to predict a user’s visual attention according to the object properties present at runtime. The novelty of this approach is that the analysis is performed in object space and the importance map is defined in the feature space of high-level properties. High-level properties are used to encode task relevance and other attributes, such as eccentricity, which may have an impact on gaze behavior.\r\n\r\nThe pipeline has been tested with an exemplary study on a first-person shooter game. In particular, a protocol is presented describing the data acquisition procedure, the learning of different importance maps from the data, and finally an evaluation of the performance of the derived gaze predictors. A metric measuring the degree of correlation between attention predicted by the importance map and the actual gaze yielded clearly positive results. The correlation becomes particularly strong when the player is attentive to an in-game task.",
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        "title": "A Psychophysical Study of Fixation Behavior in a Computer Game",
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        "abstract": "Prediction of gaze behavior in gaming environments can be a tremendously useful asset to game designers, enabling them to improve gameplay, selectively increase visual fidelity, and optimize the distribution of computing resources. The use of saliency maps is currently being advocated as the method of choice for predicting visual attention, crucially under the assumption that no specific task is present. This is achieved by analyzing images for low-level features such as motion, contrast, luminance, etc. However, the majority of computer games are designed to be easily understood and pose a task readily apparent to most players. Our psychophysical experiment shows that in a task-oriented context such as gaming, the predictive power of saliency maps at design time can be weak. Thus, we argue that a more involved protocol utilizing eye tracking, as part of the computer game design cycle, can be sufficiently robust to succeed in predicting fixation behavior of players.",
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        "projects_workgroups": [
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        ],
        "url": "https://www.cg.tuwien.ac.at/research/publications/2008/SUNDSTEDT-2008-ASF/",
        "__class": "Publication"
    }
]
