30,541 research outputs found

    How does image noise affect actual and predicted human gaze allocation in assessing image quality?

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    A central research question in natural vision is how to allocate fixation to extract informative cues for scene perception. With high quality images, psychological and computational studies have made significant progress to understand and predict human gaze allocation in scene exploration. However, it is unclear whether these findings can be generalised to degraded naturalistic visual inputs. In this eye-tracking and computational study, we methodically distorted both man-made and natural scenes with Gaussian low-pass filter, circular averaging filter and Additive Gaussian white noise, and monitored participants’ gaze behaviour in assessing perceived image qualities. Compared with original high quality images, distorted images attracted fewer numbers of fixations but longer fixation durations, shorter saccade distance and stronger central fixation bias. This impact of image noise manipulation on gaze distribution was mainly determined by noise intensity rather than noise type, and was more pronounced for natural scenes than for man-made scenes. We furthered compared four high performing visual attention models in predicting human gaze allocation in degraded scenes, and found that model performance lacked human-like sensitivity to noise type and intensity, and was considerably worse than human performance measured as inter-observer variance. Furthermore, the central fixation bias is a major predictor for human gaze allocation, which becomes more prominent with increased noise intensity. Our results indicate a crucial role of external noise intensity in determining scene-viewing gaze behaviour, which should be considered in the development of realistic human-vision-inspired attention models

    How does image noise affect actual and predicted human gaze allocation in assessing image quality?

    Get PDF
    A central research question in natural vision is how to allocate fixation to extract informative cues for scene perception. With high quality images, psychological and computational studies have made significant progress to understand and predict human gaze allocation in scene exploration. However, it is unclear whether these findings can be generalised to degraded naturalistic visual inputs. In this eye-tracking and computational study, we methodically distorted both man-made and natural scenes with Gaussian low-pass filter, circular averaging filter and Additive Gaussian white noise, and monitored participants’ gaze behaviour in assessing perceived image qualities. Compared with original high quality images, distorted images attracted fewer numbers of fixations but longer fixation durations, shorter saccade distance and stronger central fixation bias. This impact of image noise manipulation on gaze distribution was mainly determined by noise intensity rather than noise type, and was more pronounced for natural scenes than for man-made scenes. We furthered compared four high performing visual attention models in predicting human gaze allocation in degraded scenes, and found that model performance lacked human-like sensitivity to noise type and intensity, and was considerably worse than human performance measured as inter-observer variance. Furthermore, the central fixation bias is a major predictor for human gaze allocation, which becomes more prominent with increased noise intensity. Our results indicate a crucial role of external noise intensity in determining scene-viewing gaze behaviour, which should be considered in the development of realistic human-vision-inspired attention models

    What has been missed for predicting human attention in viewing driving clips?

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    Recent research progress on the topic of human visual attention allocation in scene perception and its simulation is based mainly on studies with static images. However, natural vision requires us to extract visual information that constantly changes due to egocentric movements or dynamics of the world. It is unclear to what extent spatio-temporal regularity, an inherent regularity in dynamic vision, affects human gaze distribution and saliency computation in visual attention models. In this free-viewing eye-tracking study we manipulated the spatio-temporal regularity of traffic videos by presenting them in normal video sequence, reversed video sequence, normal frame sequence, and randomised frame sequence. The recorded human gaze allocation was then used as the ‘ground truth’ to examine the predictive ability of a number of state-of-the-art visual attention models. The analysis revealed high inter-observer agreement across individual human observers, but all the tested attention models performed significantly worse than humans. The inferior predictability of the models was evident from indistinguishable gaze prediction irrespective of stimuli presentation sequence, and weak central fixation bias. Our findings suggest that a realistic visual attention model for the processing of dynamic scenes should incorporate human visual sensitivity with spatio-temporal regularity and central fixation bias

    Visual routines and attention

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.Includes bibliographical references (leaves 90-93).by Satyajit Rao.Ph.D

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development
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