tSPM-Net: A probabilistic spatio-temporal approach for scanpath prediction

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Daniel Martin, Diego Gutierrez, Belen Masia
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引用次数: 0

Abstract

Predicting the path followed by the viewer’s eyes when observing an image (a scanpath) is a challenging problem, particularly due to the inter- and intra-observer variability and the spatio-temporal dependencies of the visual attention process. Most existing approaches have focused on progressively optimizing the prediction of a gaze point given the previous ones. In this work we propose instead a probabilistic approach, which we call tSPM-Net. We build our method to account for observers’ variability by resorting to Bayesian deep learning and a probabilistic approach. Besides, we optimize our model to jointly consider both spatial and temporal dimensions of scanpaths using a novel spatio-temporal loss function based on a combination of Kullback–Leibler divergence and dynamic time warping. Our tSPM-Net yields results that outperform those of current state-of-the-art approaches, and are closer to the human baseline, suggesting that our model is able to generate scanpaths whose behavior closely resembles those of the real ones.

Abstract Image

tSPM-Net:扫描路径预测的时空概率方法
预测观察者在观察图像时眼睛所走的路径(扫描路径)是一个具有挑战性的问题,特别是由于观察者之间和观察者内部的差异性以及视觉注意力过程的时空依赖性。现有的大多数方法都侧重于根据之前的预测逐步优化注视点的预测。在这项工作中,我们提出了一种概率方法,我们称之为 tSPM-Net。通过贝叶斯深度学习和概率方法,我们建立了自己的方法来考虑观察者的可变性。此外,我们还利用基于库尔贝克-莱布勒发散和动态时间扭曲相结合的新型时空损失函数,对模型进行了优化,以共同考虑扫描路径的空间和时间维度。我们的 tSPM-Net 得出的结果优于目前最先进的方法,而且更接近人类基线,这表明我们的模型能够生成行为与真实路径非常相似的扫描路径。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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