40,628 research outputs found

    Gaze Behaviour during Space Perception and Spatial Decision Making

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    A series of four experiments investigating gaze behavior and decision making in the context of wayfinding is reported. Participants were presented with screen-shots of choice points taken in large virtual environments. Each screen-shot depicted alternative path options. In Experiment 1, participants had to decide between them in order to find an object hidden in the environment. In Experiment 2, participants were first informed about which path option to take as if following a guided route. Subsequently they were presented with the same images in random order and had to indicate which path option they chose during initial exposure. In Experiment 1, we demonstrate (1) that participants have a tendency to choose the path option that featured the longer line of sight, and (2) a robust gaze bias towards the eventually chosen path option. In Experiment 2, systematic differences in gaze behavior towards the alternative path options between encoding and decoding were observed. Based on data from Experiments 1 & 2 and two control experiments ensuring that fixation patterns were specific to the spatial tasks, we develop a tentative model of gaze behavior during wayfinding decision making suggesting that particular attention was paid to image areas depicting changes in the local geometry of the environments such as corners, openings, and occlusions. Together, the results suggest that gaze during a wayfinding tasks is directed toward, and can be predicted by, a subset of environmental features and that gaze bias effects are a general phenomenon of visual decision making

    When Computer Vision Gazes at Cognition

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    Joint attention is a core, early-developing form of social interaction. It is based on our ability to discriminate the third party objects that other people are looking at. While it has been shown that people can accurately determine whether another person is looking directly at them versus away, little is known about human ability to discriminate a third person gaze directed towards objects that are further away, especially in unconstraint cases where the looker can move her head and eyes freely. In this paper we address this question by jointly exploring human psychophysics and a cognitively motivated computer vision model, which can detect the 3D direction of gaze from 2D face images. The synthesis of behavioral study and computer vision yields several interesting discoveries. (1) Human accuracy of discriminating targets 8{\deg}-10{\deg} of visual angle apart is around 40% in a free looking gaze task; (2) The ability to interpret gaze of different lookers vary dramatically; (3) This variance can be captured by the computational model; (4) Human outperforms the current model significantly. These results collectively show that the acuity of human joint attention is indeed highly impressive, given the computational challenge of the natural looking task. Moreover, the gap between human and model performance, as well as the variability of gaze interpretation across different lookers, require further understanding of the underlying mechanisms utilized by humans for this challenging task.Comment: Tao Gao and Daniel Harari contributed equally to this wor

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks

    Fourteenth Biennial Status Report: März 2017 - February 2019

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