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Modeling Perceptual Attention in Virtual Humans

Modeling Perceptual Attention in Virtual Humans. Randall W. Hill, Jr. University of Southern California Information Sciences Institute. Introduction. Virtual humans are proliferating Military simulations Games Animated characters for entertainment Immersive training environments.

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Modeling Perceptual Attention in Virtual Humans

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  1. Modeling Perceptual Attention in Virtual Humans Randall W. Hill, Jr. University of Southern California Information Sciences Institute

  2. Introduction • Virtual humans are proliferating • Military simulations • Games • Animated characters for entertainment • Immersive training environments

  3. What We Want From Virtual Humans • Realistic behavior • Perform within range of human capability • Superman need not apply …. • No drones, either! • Believability • Does the agent’s behavior enable me to believe that the agent could be a human?

  4. Challenges for Realistic Behavior • Synthetic battlespace is information rich • 100’s of other entities • Vehicle instruments • Terrain, weather, buildings, etc. • Communications (messages) • Amount of information will continue to increase …. • Perceive, understand, decide and act • Comprehend dynamic, complex situations • Decide what to do next • Do it!

  5. Tale of the Apache Pilot

  6. Pilot Behavior Modeled with Soar ModSAF Simulator Soar Rules for Pilot Behavior Working Memory Soar-ModSAF Interface Motor Commands Percepts Helicopter Flight dynamics, weapons, visual sensor Entity State Simulation Network

  7. Army Deep Attack Mission Engagement Area ~5 km Assembly Area ~70 km Battle Position LD Holding Area Phase Line

  8. Engage Targets

  9. The Pilot Who Saw Too Much

  10. Roots of the Problem • Naïve vision model • Entity-level resolution only • Unrealistic field of view (360o, 7 km radius) • Perceptual-Cognitive imbalance • Too much perceptual processing • Cognitive system needs inputs, but … • It also needs time to respond to world events

  11. How Do Humans Do It? • Employ perceptual attention • Discard excess information • Focus perceptual processing on limited regions / objects • Zoom lens metaphor • Process percepts in stages • Preattentive stage: segment, group, filter • Attentive stage: search, fixate, track • Control the focus of attention • Goal-directed versus stimulus-driven

  12. Virtual Humans Need Attention, Too! • ATTENTION is at the nexus between cognition and perception • Consists of a set of mechanisms • Spans perceptual and cognitive systems • Cognition orients and controls perceptual processing • Perception influences cognition • Operationalize attention in pilot • Use human attention model to guide virtual human attention

  13. Approach • Create a focus of attention • Entity perception initially • Zoom lens model (covert attention) • Provide controls over processing • Stages of attention: preattentive & attentive • Filtering • Control the focus of attention • Goal-driven • Stimulus-driven

  14. Zoom Lens Model of Attention(Eriksen & Yeh, 1985) • Attention limited in scope • Multi-resolution focus • Magnification inversely proportional to field of view • Low resolution • Large region, encompassing more objects, fewer details • Perceive groups of entities as a coherent whole • High resolution • Small region, fewer objects, more details • Perceive individual entities (e.g., tank, truck, soldier)

  15. Low Resolution

  16. K K K Perceptual Grouping • Preattentive • Gestalt grouping • Involuntary • Proximity-based • Other features • Dynamic • Voluntary grouping

  17. Group Features • Quantity and composition • Activity • Moving • Shooting • Location • Center-of-mass • Bounding-box • Geometric relationships wrt pilot • Slant-range, azimuth, etc.

  18. High Resolution

  19. Location (GCS) Speed Velocity Orientation Slant Range Force Object, Object Type Vehicle Class Function Sense Name Altitude Angle Off Target Aspect Magnetic bearing Heading Status Lateral Range Lateral Separation Closing Velocity Vertical Separation Entity Features

  20. Stages of Attention • Preattentive • Sense entities with ModSAF visual sensor • Update location, range, and speed features of entities • Cluster newly sensed entities into groups • Update group features • Attentive • Apply selective filter to entities • Compute and assert features to Working Memory • Match Soar productions on entity/group features

  21. Elaboration Phase Output Phase Decision Phase Soar Decision Cycle Perception Cognition Motor • Fire rules • Generate preferences • Update working memory Input Phase • Sense & update entities • Cluster & update groups • Apply entity filters • Compute entity attributes • Assert to WM • Command effectors • Adjust entity filters • Evaluate operator preferences • Select new operator OR • Create new state

  22. Control of Attention • Goal-driven control • Agent controls the focus / resolution of attention • Low resolution: Scouting groups of enemy; escorting group • High resolution: Search for air-defense entities; engage target • Sets filters that select entities for WM • Stimulus-driven control • Attention can be captured involuntarily by a visual event • Muzzle flash (luminance contrast, abrupt onset) • Sudden motion (abrupt onset)

  23. Overwatch Position Land Sea Overwatch Position Transport Carrier Rendezvous Point Escort Carrier Goal-driven Attention • Escort task • Orient on group • Voluntary grouping

  24. High Resolution Low Resolution Stimulus-driven Control

  25. 525 No AttentionversusAttention

  26. Summary • Focus of attention • Zoom lens model • Perceptual grouping • Controls over perceptual processing • Stages of attention • Filtering • Controlling attention • Goal-driven • Stimulus-driven

  27. Current Work • More realistic model of vision • Foveal, parafoveal, and peripheral visual fields • Visual search strategies • Tracking and projection • Situation awareness • Perceptual learning • Where should I look? • How long do I need to look? • What do I see? Learning by experience.

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