眼动合成与1/f粉红噪声

A. Duchowski, S. Jörg, Aubrey Lawson, Takumi Bolte, Lech Swirski, Krzysztof Krejtz
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引用次数: 18

摘要

眼球运动是非语言行为的重要组成部分。非玩家角色(npc)会出现在许多游戏中,通过对话和非语言行为与玩家交流,并对玩家体验甚至玩法产生重大影响。在本文中,我们提出了一个程序模型来合成眼球运动的微妙之处。更具体地说,我们的模型在标准主序列中加入了由1/f粉红噪声建模的微眼球抖动和瞳孔不动。在一个感知双选项强迫选择(2AFC)实验中,我们通过比较在极近镜头和近镜头距离下记录的眼球运动的合成运动和呈现运动来探索不同粉红噪声参数的感知自然性。我们的研究结果表明,平均而言,数据驱动的运动被认为是最自然的,其次是参数化的粉红噪声,而缺乏微差抖动的运动被一致地选择为最不自然的外观。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Eye movement synthesis with 1/f pink noise
Eye movements are an essential part of non-verbal behavior. Non-player characters (NPCs), as they occur in many games, communicate with the player through dialogues and non-verbal behavior and can have a strong influence on the player experience or even on gameplay. In this paper we propose a procedural model to synthesize the subtleties of eye motions. More specifically, our model adds microsaccadic jitter and pupil unrest both modeled by 1/f or pink noise to the standard main sequence. In a perceptual two-alternative forced-choice (2AFC) experiment we explore the perceived naturalness of different parameters of pink noise by comparing synthesized motions to rendered motion of recorded eye movements at extreme close shot and close shot distances. Our results show that, on average, data-driven motion is perceived as most natural, followed by parameterized pink noise, with motion lacking microsaccadic jitter being consistently selected as the least natural in appearance.
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