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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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