TY - GEN
T1 - Real-time tracking of visually attended objects in interactive virtual environments
AU - Lee, Sungkil
AU - Kim, Gerard Jounghyun
AU - Choi, Seungmoon
PY - 2007
Y1 - 2007
N2 - This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) features, the framework also uses topdown (goal-directed) contexts to predict the human gaze. The framework first builds feature maps using preattentive features such as luminance, hue, depth, size, and motion. The feature maps are then integrated into a single saliency map using the center-surround difference operation. This pixel-level bottom-up saliency map is converted to an object-level saliency map using the item buffer. Finally, the top-down contexts are inferred from the user's spatial and temporal behaviors during interactive navigation and used to select the most plausibly attended object among candidates produced in the object saliency map. The computational framework was implemented using the GPU and exhibited extremely fast computing performance (5.68 msec for a 256X256 saliency map), substantiating its adequacy for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the visual attention tracking framework with respect to actual human gaze data. The attained accuracy level was well supported by the theory of human cognition for visually identifying a single and multiple attentive targets, especially due to the addition of top-down contextual information. The framework can be effectively used for perceptually based rendering without employing an expensive eye tracker, such as providing the depth-of-field effects and managing the level-of-detail in virtual environments.
AB - This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) features, the framework also uses topdown (goal-directed) contexts to predict the human gaze. The framework first builds feature maps using preattentive features such as luminance, hue, depth, size, and motion. The feature maps are then integrated into a single saliency map using the center-surround difference operation. This pixel-level bottom-up saliency map is converted to an object-level saliency map using the item buffer. Finally, the top-down contexts are inferred from the user's spatial and temporal behaviors during interactive navigation and used to select the most plausibly attended object among candidates produced in the object saliency map. The computational framework was implemented using the GPU and exhibited extremely fast computing performance (5.68 msec for a 256X256 saliency map), substantiating its adequacy for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the visual attention tracking framework with respect to actual human gaze data. The attained accuracy level was well supported by the theory of human cognition for visually identifying a single and multiple attentive targets, especially due to the addition of top-down contextual information. The framework can be effectively used for perceptually based rendering without employing an expensive eye tracker, such as providing the depth-of-field effects and managing the level-of-detail in virtual environments.
KW - attention tracking
KW - bottom-up feature
KW - saliency map
KW - top-down context
KW - virtual environment
KW - visual attention
UR - http://www.scopus.com/inward/record.url?scp=79956280346&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=79956280346&partnerID=8YFLogxK
U2 - 10.1145/1315184.1315187
DO - 10.1145/1315184.1315187
M3 - Conference contribution
AN - SCOPUS:79956280346
SN - 9781595938633
T3 - Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST
SP - 29
EP - 38
BT - Proceedings - VRST 2007, ACM Symposium on Virtual Reality Software and Technology
T2 - ACM Symposium on Virtual Reality Software and Technology, VRST 2007
Y2 - 5 November 2007 through 7 November 2007
ER -