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Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

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Chapter 8. Conclusion<br />

8.1.2 Gaze Attention Behaviors for Crowds<br />

Our second main contribution is the development of gaze attention behaviors for crowds of<br />

characters. This consists of an extra layer added to an existing crowd animation. Our method<br />

automatically detects the points which are interesting to look at for the virtual characters<br />

using features such as distance, orientation, and speed. We use the character trajectories only<br />

in order to define our interest points. It then consists of adapting the character motions to<br />

satisfy the automatically defined gaze constraints in a smooth and natural way. The method<br />

we have proposed allows the definition of the where, the when and the how to gaze for<br />

hundreds of characters.<br />

8.1.3 Gaze Interaction for Agoraphobia<br />

Our third contribution is the development of gaze attention behaviors for crowds in real time.<br />

The main idea of the method is the same as the one we have proposed to create gaze attention<br />

behaviors for crowds, but reconsidered in order to meet online requirements. In this system,<br />

not only are the characters able to look at each other or at objects in the scene, but also at the<br />

user walking around in their environment. This application allows the determination of the<br />

amount of characters which should perform gaze behaviors. It also allows the definition of<br />

different modes of interest for the characters, i.e. gaze at the user, gaze at the user’s interest<br />

point, randomly gaze at any character, or a mix of any of these modes. Finally, we allow a<br />

very immersive setup in a CAVE environment where a user can interact with characters in a<br />

crowd using gaze and gestures.<br />

8.1.4 Experimental Validations<br />

Finally, we have discussed various studies to validate our applications in the con<strong>text</strong> of social<br />

phobia and agoraphobia with crowds. Our first validation experiment evaluated the use of VR<br />

to treat social phobia and more specifically, fear of public speaking. We have also validated<br />

the use of eye-tracking as an assessment tool for therapists, as it allows the visualization of<br />

where a patient has been looking throughout an exposure session.<br />

Our second validation experiment focused on the use of eye-tracking as a diagnosis and<br />

assessment tool for the treatment of social phobia; and more specifically, fear of public<br />

speaking. Since abnormal eye contact behavior is a known feature present in social phobia,<br />

this consists in an objective evaluation tool. We validated the use of this tool with an<br />

experiment conducted over a phobic population and a control group population.<br />

Our third validation experiment consisted in evaluating the application we have developed<br />

for interaction between a user and a virtual character in the con<strong>text</strong> of fear of public<br />

speaking. We have tested our application on a group of healthy people and conducted a case<br />

study on a young girl suffering from Asperger syndrome.<br />

Finally, our last experiment consisted in validating our application allowing the interaction<br />

with crowds of characters in a CAVE environment. We have tested this on a group of<br />

healthy people and discussed its application to agoraphobic patients.<br />

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