8th CGF & BR Conference 11 - 13 May 1999 Copyright 1999 Institute for Simulation & Training Modeling Perceptual Attention in Virtual Humans Randall W.

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Presentation transcript:

8th CGF & BR Conference 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

8th CGF & BR Conference May 1999 Copyright 1999 Institute for Simulation & Training Introduction Virtual humans are proliferating –Military simulations –Games –Animated characters for entertainment –Immersive training environments

8th CGF & BR Conference 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?

8th CGF & BR Conference 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!

Tale of the Apache Pilot

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

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

Engage Targets

The Pilot Who Saw Too Much

8th CGF & BR Conference May 1999 Copyright 1999 Institute for Simulation & Training Roots of the Problem Naïve vision model –Entity-level resolution only –Unrealistic field of view (360 o, 7 km radius) Perceptual-Cognitive imbalance –Too much perceptual processing –Cognitive system needs inputs, but … –It also needs time to respond to world events

8th CGF & BR Conference 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

8th CGF & BR Conference 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

8th CGF & BR Conference 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

8th CGF & BR Conference 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)

Low Resolution

8th CGF & BR Conference May 1999 Copyright 1999 Institute for Simulation & Training Perceptual Grouping Preattentive Gestalt grouping –Involuntary –Proximity-based –Other features Dynamic Voluntary grouping K K K

8th CGF & BR Conference 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.

High Resolution

8th CGF & BR Conference 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

8th CGF & BR Conference 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

Soar Decision Cycle PerceptionCognitionMotor 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

8th CGF & BR Conference 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)

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

Low Resolution Stimulus-driven Control High Resolution

No Attention versus Attention 525

8th CGF & BR Conference 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

8th CGF & BR Conference 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.