论文标题
图像特征影响反应时间:扫视潜伏期的学习概率感知模型
Image Features Influence Reaction Time: A Learned Probabilistic Perceptual Model for Saccade Latency
论文作者
论文摘要
我们的目标是问并回答一个基本问题:“观察显示的视觉目标后我们对反应多快?”为此,我们提出了心理物理研究,这些研究表征了人类saccadic行为与空间视力之间的显着脱节。在我们的研究结果的基础上,我们开发了一种感知模型,以预测时间凝视行为,尤其是saccadic潜伏期,这是显示图像的统计数据的函数。具体而言,我们实施了一个受神经启发的概率模型,该模型模仿了导致感知决策的信心的积累。我们使用一系列的客观测量和用户研究验证了我们的模型,并使用眼睛跟踪的VR显示器来验证模型。结果表明,我们的模型预测与现实世界人类行为保持统计一致性。此外,我们确定图形管道中通常引入的许多子阈值修改也可能会显着改变人类反应时机,即使差异在视觉上是无法检测的。最后,我们证明我们的模型可以作为预测和改变交互式计算机图形应用程序用户的反应潜伏期的度量,因此可以改善凝视诱导的渲染,虚拟体验的设计以及电子体育中的玩家性能。我们用两个例子说明了这一点:在具有两种不同团队颜色的视频游戏中估算竞争公平性,并调整显示距离以最大程度地减少玩家的反应时间。
We aim to ask and answer an essential question "how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors and spatial visual acuity. Building on the results of our studies, we develop a perceptual model to predict temporal gaze behavior, particularly saccadic latency, as a function of the statistics of a displayed image. Specifically, we implement a neurologically-inspired probabilistic model that mimics the accumulation of confidence that leads to a perceptual decision. We validate our model with a series of objective measurements and user studies using an eye-tracked VR display. The results demonstrate that our model prediction is in statistical alignment with real-world human behavior. Further, we establish that many sub-threshold image modifications commonly introduced in graphics pipelines may significantly alter human reaction timing, even if the differences are visually undetectable. Finally, we show that our model can serve as a metric to predict and alter reaction latency of users in interactive computer graphics applications, thus may improve gaze-contingent rendering, design of virtual experiences, and player performance in e-sports. We illustrate this with two examples: estimating competition fairness in a video game with two different team colors, and tuning display viewing distance to minimize player reaction time.