Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL
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8.2. Perspectives and Future Work<br />
8.2 Perspectives and Future Work<br />
There are several different work directions which could be undertaken with respect to the<br />
contributions described in this thesis.<br />
8.2.1 Gaze Interaction for Social Phobia<br />
As mentioned in Chapter 3.3, we could enhance our existing algorithm by filtering the eyetracking<br />
data in order to have a more overall view of the gaze behaviors, and thus, a more<br />
appropriate response in the virtual character behaviors. Concerning the experimental validation,<br />
presented in Chapter 6.4, a direction for future work would consist in conducting this<br />
study on a phobic population, as we have only done it on a healthy one. Due to the strong<br />
reaction we have obtained from our case study subject, we believe that the effect of these<br />
character behavior changes could be much more important on a phobic population than in<br />
the case of healthy subjects. Moreover, it would be interesting to see if a phobic population<br />
would present the same bias towards always attentive characters, as the healthy population<br />
did. However, we do not think this would be the case.<br />
8.2.2 Gaze Attention Behaviors for Crowds<br />
Regarding our application on attention behaviors for crowds, described in Chapter 4, a first<br />
research direction would be to try to add other interest criteria such as color or intensity. It<br />
could also be interesting to add sound. Characters could thus react to different sounds depending<br />
on the direction they come from. We believe this could greatly enhance the realism<br />
of character behaviors. Finally, it could be possible to use our method for navigation, in order<br />
for characters to change their behaviors with regards to what they see. Also, our architecture<br />
could benefit from a set of top-down rules to attend to specific things or seek for objects or<br />
other characters.<br />
Another interesting future work direction would be to combine eye-tracking with motion<br />
capture in order to animate characters. This would allow the achievement of realistic eye<br />
movements and cues on frequency and duration of gaze attention behaviors. This is actually<br />
work which is currently in progress. A statistical model of gaze attention behaviors and<br />
gestures for crowd characters could then be developed using these captured data. Finally,<br />
such a model could be compared to the one proposed in this thesis in order to evaluate the<br />
pros and cons of each and to possibly improve simulated gaze attention behaviors.<br />
8.2.3 Gaze Interaction for Agoraphobia<br />
Concerning our application which allows for interaction with virtual crowd characters in a<br />
CAVE environment, presented in Chapter 5, several improvements could be done. As previously<br />
mentioned, instead of having a random mode, an automatic detection of interest points<br />
could be added to the application. Eye-tracking could also be used to create more elaborate<br />
interactions between the user and the virtual characters, as was done in our application on interaction<br />
for social phobia. Concerning the experimental validation, presented in Chapter 7,<br />
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