Transcript
Page 1: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

Modeling Perceptual Attention

in Virtual Humans

Randall W. Hill, Jr.University of Southern California

Information Sciences Institute

Page 2: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

Introduction

• Virtual humans are proliferating– Military simulations– Games– Animated characters for entertainment– Immersive training environments

Page 3: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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?

Page 4: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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!

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Tale of the Apache Pilot

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Pilot Behavior Modeled with Soar

ModSAF Simulator

Soar

HelicopterFlight dynamics, weapons, visual sensor

Simulation Network

Entity State

Motor Commands Percepts

Soar-ModSAF Interface

Rules for Pilot Behavior

Working Memory

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Engagement Area

Battle Position

HoldingArea Phase Line

LD

~5 km

~70 km

Army Deep Attack Mission

Assembly

Area

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Engage Targets

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The Pilot Who Saw Too Much

Page 10: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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

Page 11: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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

Page 12: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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

Page 13: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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

Page 14: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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)

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Low Resolution

Page 16: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

Perceptual Grouping

• Preattentive• Gestalt grouping

– Involuntary– Proximity-based– Other features

• Dynamic• Voluntary grouping

K

K

K

Page 17: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

Group Features

• Quantity and composition• Activity

– Moving– Shooting

• Location– Center-of-mass– Bounding-box

• Geometric relationships wrt pilot– Slant-range, azimuth, etc.

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High Resolution

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8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

Entity Features

• 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

Page 20: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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

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Soar Decision Cycle

Perception Cognition Motor

Input Phase

Elaboration Phase

Output Phase

Decision Phase

• Fire rules

• Generate preferences

• Update working memory

• Evaluate operator preferences

• Select new operator OR

• Create new state

• Sense & update entities

• Cluster & update groups

• Apply entity filters

• Compute entity attributes

• Assert to WM

• Command effectors

• Adjust entity filters

Page 22: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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)

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Goal-driven Attention

Sea

LandOverwatchPosition

OverwatchPosition Transport Carrier

Escort Carrier

Rendezvous Point

Escort task• Orient on group

• Voluntary grouping

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Low Resolution

Stimulus-driven Control

High Resolution

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No Attention versus Attention

525

Page 26: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

Summary

• Focus of attention– Zoom lens model– Perceptual grouping

• Controls over perceptual processing– Stages of attention– Filtering

• Controlling attention– Goal-driven– Stimulus-driven

Page 27: Modeling  Perceptual Attention  in Virtual Humans

8th CGF & BR Conference11 - 13 May 1999

Copyright 1999 Institute for Simulation & Training

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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