Related papers: Saccade crossing avoidance as a visual search stra…
In real-world scene perception human observers generate sequences of fixations to move image patches into the high-acuity center of the visual field. Models of visual attention developed over the last 25 years aim to predict two-dimensional…
Scene viewing is used to study attentional selection in complex but still controlled environments. One of the main observations on eye movements during scene viewing is the inhomogeneous distribution of fixation locations: While some parts…
One of the limitations of transformer networks is the sequence length due to the quadratic nature of the attention matrix. Classical self attention uses the entire sequence length, however, the actual attention being used is sparse. Humans…
Humans constantly move their eyes, even during visual fixations, where miniature (or fixational) eye movements occur involuntarily. Fixational eye movements comprise slow components (physiological drift and tremor) and fast components…
Random walks have been proposed as a simple method of efficiently searching, or disseminating information throughout, communication and sensor networks. In nature, animals (such as ants) tend to follow correlated random walks, i.e., random…
Computer-based simulation of pedestrian dynamics reached meaningful results in the last decade, thanks to empirical evidences and acquired knowledge fitting fundamental diagram constraints and space utilization. Moreover, computational…
Modern Redirected Walking (RDW) techniques significantly outperform classical solutions. Nevertheless, they are often limited by their heavy reliance on eye-tracking hardware embedded within the VR headset to reveal redirection…
Eye-tracking technology is an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques exploiting eye patterns to gaze-contingent…
Movement is a fundamental behaviour of organisms that brings about beneficial encounters with resources and mates, but at the same time exposes the organism to dangerous encounters with predators. The movement patterns adopted by organisms…
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…
The presence of temporal correlations in random movement trajectories is a widespread phenomenon across biological, chemical and physical systems. The ubiquity of persistent and anti-persistent motion in many natural and synthetic systems…
Visuospatial attention and gaze control depend on the interaction of foveal and peripheral processing. The foveal and peripheral regions of the visual field are differentially sensitive to parts of the spatial-frequency spectrum. In two…
In an experiment involving semantic search, the visual movements of sample populations subjected to visual and aural input were tracked in a taskless paradigm. The probability distributions of saccades and fixations were obtained and…
We examine how the saccade mechanism from biological vision can be used to make deep neural networks more efficient for classification and object detection problems. Our proposed approach is based on the ideas of attention-driven visual…
In empirical studies of random walks, continuous trajectories of animals or individuals are usually sampled over a finite number of points in space and time. It is however unclear how this partial observation affects the measured…
The statistics of self-avoiding random walks have been used to model polymer physics for decades. A self-avoiding walk that grows one step at a time on a lattice will eventually trap itself, which occurs after an average of 71 steps on a…
We investigate searching efficiency of different kinds of random walk on complex networks which rely on local information and one-step memory. For the studied navigation strategies we obtained theoretical and numerical values for the graph…
The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar…
Current research on pedestrian behavior understanding focuses on the dynamics of pedestrians and makes strong assumptions about their perceptual abilities. For instance, it is often presumed that pedestrians have omnidirectional view of the…
In this paper, controlled experiments have been conducted to make deep analysis on the obstacle evading behavior of individual pedestrians affected by one obstacle. Results of Fourier Transform show that with the increase of obstacle width,…