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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 4. Simulating Visual Attention for Crowds<br />

Relative speed: a person will be more prone to set his/her attention on something<br />

moving at a very different speed than his/her own velocity.<br />

Relative orientation: we are more attentive to objects coming towards us than moving<br />

away from us. This is also related to size since something coming towards us seems to<br />

become larger.<br />

Periphery: we are very sensitive to movements occurring in the peripheral vision.<br />

More specifically, to objects or people entering the field of vision.<br />

p c (t+1)<br />

d c (t)<br />

β<br />

p (t) c<br />

α<br />

d e (t)<br />

d ce (t)<br />

p e (t+1)<br />

d e (t)<br />

p e (t)<br />

Figure 4.2: Schematic representation of the parameters used for the elementary scoring. p c(t)<br />

is the character position at time t, p e(t) is the entity position at time t, α is the entity orientation<br />

in the character’s field of view, and β is the angle between the character and the entity forward<br />

directions.<br />

In order to decide where a given character will look at a given time, we evaluate all<br />

entities in terms of the above mentioned criteria. As depicted in Figure 4.2, we first evaluate<br />

a set of parameters for each of these entities, namely the distance dce(t), the relative speed<br />

rs(t) defined by forward differentiation as ||de(t) − dc(t)||, which is actually the difference<br />

in distance traveled by the character and the entity in one frame, the orientation in the field<br />

of view α(t), and the relative direction β(t). Similarly to Sung et al. [Sung et al., <strong>20</strong>04],<br />

we combine these simple parameters to create more complex scoring functions that evaluate<br />

each of the criteria we have chosen: Sp for proximity, Ss for speed, So for orientation, and<br />

Spe for periphery. These are described in detail in Sections 4.3.1 to 4.3.4. We thus assign<br />

a set of elementary scores to each entity. At this point, we can define, for each parameter<br />

individually, which entity is the most interesting for each character at each frame. However,<br />

these criteria need to be evaluated as a whole for them to have a meaning. To this end, we<br />

define a final scoring function. Moreover, in order to obtain variety in the gaze behaviors<br />

of the characters, we want to bring in subtle changes in the importance of each parameter.<br />

The subscores can therefore be weighted to have more or less influence on the overall score.<br />

These weights are assigned randomly by the application on a per-character basis. Our overall<br />

scoring function is thus defined as:<br />

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