Prediction-based attention computing: a proof of concept study.

IF 5.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2026-01-01 Epub Date: 2026-01-19 DOI:10.1007/s10055-025-01307-w
T Arthur, D Borg, Y Wang, D Harris, S Vine, G Buckingham, M Wilson, M Brosnan
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引用次数: 0

Abstract

Recent advancements in extended reality (XR) and data modelling present new opportunities for adaptive simulation solutions, which can measure and respond to individual neuropsychological states. However, questions remain about the optimal metrics for real-time data capture and the applicability of these solutions for enhancing user experiences. The present research examined a novel form of adaptive XR, called "prediction-based attention computing" (PbAC), which tailors simulations based on computational models of the brain and, thus, the dynamic sensorimotor processes theorised to underpin human perception and learning. Specifically, this study aimed to demonstrate whether PbAC can adaptively capture users' internal state predictions and modulate associated neuropsychological responses. To test this, we used an XR-based racquetball paradigm, in which participants were tasked with intercepting virtual balls that emerged from different starting locations. For PbAC conditions, in-situ eye tracking data assessments were utilised to index participant's prior beliefs and manipulate levels of expectedness (i.e., prediction error) on each trial. Various measures of predictive sensorimotor behaviour were then extracted and compared with data from probability-controlled and matched-order control conditions. Results showed that sensorimotor responses were affected by the expectedness of XR stimuli, and that clear, prediction-related biases emerged within PbAC conditions. The novel computing software also provoked marked surprisal responses on trials designed to elicit high levels of prediction error, and these surprisal effects were similar, or even greater than, those in our comparison conditions. Together, the findings provide proof of concept for PbAC and support its development within future research and technology innovations.

Supplementary information: The online version contains supplementary material available at 10.1007/s10055-025-01307-w.

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基于预测的注意力计算:概念验证研究。
扩展现实(XR)和数据建模的最新进展为自适应仿真解决方案提供了新的机会,这些解决方案可以测量和响应个体的神经心理状态。然而,关于实时数据捕获的最佳指标以及这些解决方案对增强用户体验的适用性的问题仍然存在。目前的研究考察了一种新的适应性XR形式,称为“基于预测的注意力计算”(PbAC),它根据大脑的计算模型量身定制模拟,因此,动态感觉运动过程理论化,以支撑人类的感知和学习。具体来说,本研究旨在证明PbAC是否能够自适应地捕捉用户的内部状态预测并调节相关的神经心理反应。为了验证这一点,我们使用了基于xr的壁球范式,其中参与者的任务是拦截从不同起始位置出现的虚拟球。对于PbAC条件,使用现场眼动追踪数据评估来索引参与者的先验信念,并在每次试验中操纵期望水平(即预测误差)。然后提取预测感觉运动行为的各种措施,并与概率控制和匹配顺序控制条件下的数据进行比较。结果表明,感觉运动反应受到XR刺激预期的影响,并且在PbAC条件下出现了明显的预测相关偏差。这种新颖的计算软件还在旨在引发高水平预测误差的试验中引发了显著的意外反应,这些意外效果与我们的比较条件相似,甚至更大。总之,这些发现为PbAC的概念提供了证据,并支持其在未来研究和技术创新中的发展。补充信息:在线版本包含补充资料,提供地址:10.1007/s10055-025-01307-w。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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