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Antoine Coutrot

dblp:140/6726 · DBLP profile ↗
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11ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0001-9569-3548ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 50% Image and video processing · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing
saliency detection
0.312017
Visual Attention Saccadic Models Learn to Emulate Gaze Patterns From Childhood to Adulthood · IEEE Trans. Image Process. 2017
Visualization and visual analytics › visual attention
visual attention modeling
0.312017
Visual Attention Saccadic Models Learn to Emulate Gaze Patterns From Childhood to Adulthood · IEEE Trans. Image Process. 2017

Methods — techniques the papers use, named apart from their topics

saccade amplitude-orientation distribution modeling · 0.3fixation data training · 0.3
YearPublicationVenuePosition
2025 Association between cognitive reserve and spatial ability across the lifespan
Syrine Salouhou, Victor Gilles, Eloïn Camussi, Rémi Vallée, Romain Vuillemot, Antoine Garnier-Crussard, Antoine Coutrot
CogSci7
2024 The Salient360! toolbox: Handling gaze data in 3D made easy
abstract
Eye tracking has historically been a very popular tool. The data it records allow us to understand how people behave and what they attend to within our visual world; under this perspective the experiments, applications and use-cases are endless. Therefore, it is not surprising to witness a strong rise in the use of eXtended Reality (XR) devices with embedded eye trackers in research. These devices allow for less obtrusive experimenting conditions, and a significantly higher experimental control compared to traditional desktop testing. The use of eye tracking in XR is increasing and so is the need for a toolbox enabling consensus about eye tracking methods in 3D. We present the Salient360! toolbox: it implements functions to identify saccades and fixations and output gaze features (e.g., saccade directions) to generate saliency maps, fixation maps, and scanpath data. It implements comparisons of gaze data with methods adapted to 3D. We plan continuous improvements of the toolbox as the community develops new tools and methods dedicated to 360°gaze tracking. We hope that this toolbox will spark discussions about the methodology of 3D gaze processing, facilitate running experiments, and improve studying gaze in 3D. https://github.com/David-Ef/salient360Toolbox
Erwan J. David, Jesús Gutiérrez 0001, Melissa Le-Hoa Vo, Antoine Coutrot, Matthieu Perreira Da Silva, Patrick Le Callet
Comput. Graph.4
2023 The Salient360! Toolbox: Processing, Visualising and Comparing Gaze Data in 3D
abstract
Eye tracking can serve as a gateway to studying the mind. For this reason it has been adopted by a diverse range of scientific communities. With the improvement of the quality of head-mounted virtual reality devices (HMDs) over the past 10 years, eye tracking has been added to capture gaze in immersive environments. The use of HMDs with eye tracking is increasing significantly and so is the need for a toolbox enabling consensus about eye tracking methods in 3D. We present the Salient360! toolbox: it implements functions to identify saccades and fixations and output gaze characteristics (e.g., fixation duration or saccade directions), to generate saliency maps, fixation maps, and scanpath data. It also implements routines made to compare gaze data that were adapted to 3D. We hope that this toolbox will spark discussions about the methodology of 3D gaze processing, facilitate running experiments, and improve the gaze study in 3D. https://github.com/David-Ef/salient360Toolbox
Erwan J. David, Jesús Gutiérrez 0001, Melissa Le-Hoa Vo, Antoine Coutrot, Matthieu Perreira Da Silva, Patrick Le Callet
ETRA4
2021 Visualizing navigation difficulties in video game experiences
abstract
When developing video games, gameplay metrics allow to track and analyze the behaviors of users interacting with the game. Here, we propose to harness player's spatial trajectories to objectively quantity their gaming experience. Spatial trajectories are complex signals that are determined both by the players and by the topology of the virtual spaces they evolve in. In this paper, we propose a new methodology to measure and visualize how the entropy of trajectories is distributed in virtual spaces, and explain how it can inform game developers on the design of the game levels. We apply our method on the Sea Hero Quest dataset, consisting of the trajectories of over 4 millions players finding their way in water mazes.
Hippolyte Dubois, Patrick Le Callet, Antoine Coutrot
QoMEX3
2019 Accurate small bowel lesions detection in wireless capsule endoscopy images using deep recurrent attention neural network
abstract
Wireless capsule endoscopy (WCE) allows medical doctors to examine the interior of the small intestine with a noninvasive procedure. This methodology is particularly important for Crohn's disease (CD), where an early diagnosis improves treatment outcomes. However, the viewing and evaluation of WCE videos is a time-consuming process for the medical experts. In this work, we present a recurrent attention neural network for the detection in WCE images of CD lesions in the small bowel. Our classifier reaches 90.85% accuracy on our own dataset annotated by experts from the Hospital of Nantes. The model has also been tested on a public endoscopic dataset, the CAD-CAP database used for the GIANA competition, and achieves high performance on detection task with an accuracy of 99.67%. This automatic lesion classifier will greatly reduce the amount of time spent by gastroenterologists in reviewing WCE videos, which will likely foster the development of this technique and speed-up the diagnosis of CD.
Rémi Vallée, Astrid de Maissin, Antoine Coutrot, Nicolas Normand, Arnaud Bourreille, Harold Mouchère
MMSP3
2018 A dataset of head and eye movements for 360° videos
abstract
Research on visual attention in 360° content is crucial to understand how people perceive and interact with this immersive type of content and to develop efficient techniques for processing, encoding, delivering and rendering. And also to offer a high quality of experience to end users. The availability of public datasets is essential to support and facilitate research activities of the community. Recently, some studies have been presented analyzing exploration behaviors of people watching 360° videos, and a few datasets have been published. However, the majority of these works only consider head movements as proxy for gaze data, despite the importance of eye movements in the exploration of omnidirectional content. Thus, this paper presents a novel dataset of 360° videos with associated eye and head movement data, which is a follow-up to our previous dataset for still images [14]. Head and eye tracking data was obtained from 57 participants during a free-viewing experiment with 19 videos. In addition, guidelines on how to obtain saliency maps and scanpaths from raw data are provided. Also, some statistics related to exploration behaviors are presented, such as the impact of the longitudinal starting position when watching omnidirectional videos was investigated in this test. This dataset and its associated code are made publicly available to support research on visual attention for 360° content.
Erwan J. David, Jesús Gutiérrez 0001, Antoine Coutrot, Matthieu Perreira Da Silva, Patrick Le Callet
MMSys3
2018 Introducing UN Salient360! Benchmark: A platform for evaluating visual attention models for 360° contents
abstract
Virtual Reality (VR) provides the users with new immersive media experiences, offering the possibility to freely explore 360° content. Understanding these new exploration behaviors is crucial for the development of efficient techniques for processing, coding, delivering and rendering omnidirectional content to offer the highest possible Quality of Experience (QoE). Progress has already been made on visual attention (VA) modeling for 360° content. In this paper we briefly review the current status of research on this topic that led us to propose a benchmarking platform for evaluating and comparing the performance of models for saliency and scanpath prediction for 360° content. This paper introduces the `UN Salient360! benchmark” platform featuring a dataset, a toolbox and a framework for evaluation of different class of models. This online platform can be found in httns://salient360.ls2n.fr/.
Jesús Gutiérrez 0001, Erwan J. David, Antoine Coutrot, Matthieu Perreira Da Silva, Patrick Le Callet
QoMEX3
2017 Audio-visual attention: Eye-tracking dataset and analysis toolbox
abstract
Although many visual attention models have been proposed, very few saliency models investigated the impact of audio information. To develop audio-visual attention models, researchers need to have a ground truth of eye movements recorded while exploring complex natural scenes in different audio conditions. They also need tools to compare eye movements and gaze patterns between these different audio conditions. This paper describes a toolbox that answer these needs by proposing a new eye-tracking dataset and its associated analysis ToolBox that contains common metrics to analysis eye movements. Our eye-tracking dataset contains the eye positions gathered during four eye-tracking experiments. A total of 176 observers were recorded while exploring 148 videos (mean duration = 22 s) split between different audio conditions (with or without sound) and visual categories (moving objects, landscapes and faces). Our ToolBox allows to visualize the temporal evolution of different metrics computed from the recorded eye positions. Both dataset and ToolBox are freely available to help design and assess visual saliency models for audiovisual dynamic stimuli.
Pierre Marighetto, Antoine Coutrot, Nicolas Riche, Nathalie Guyader, Matei Mancas, Bernard Gosselin, Robert Laganière
ICIP2
2017 Age-dependent saccadic models for predicting eye movements
abstract
How people look at visual information reveals fundamental information about themselves, their interests and their state of mind. While previous visual attention models output static 2-dimensional saliency maps, saccadic models predict not only what observers look at but also how they move their eyes to explore the scene. Here we demonstrate that saccadic models are a flexible framework that can be tailored to emulate the gaze patterns from childhood to adulthood. The proposed age-dependent saccadic model not only outputs human-like, i.e. age-specific visual scanpath, but also significantly outperforms other state-of-the-art saliency models.
Olivier Le Meur, Antoine Coutrot, Adrien Le Roch, Andrea Helo, Pia Rämä, Zhi Liu 0003
ICIP2
2017 Visual Attention Saccadic Models Learn to Emulate Gaze Patterns From Childhood to Adulthood
abstract
How people look at visual information reveals fundamental information about themselves, their interests and their state of mind. While previous visual attention models output static 2D saliency maps, saccadic models aim to predict not only where observers look at but also how they move their eyes to explore the scene. In this paper, we demonstrate that saccadic models are a flexible framework that can be tailored to emulate observer's viewing tendencies. More specifically, we use fixation data from 101 observers split into five age groups (adults, 8-10 y.o., 6-8 y.o., 4-6 y.o., and 2 y.o.) to train our saccadic model for different stages of the development of human visual system. We show that the joint distribution of saccade amplitude and orientation is a visual signature specific to each age group, and can be used to generate age-dependent scan paths. Our age-dependent saccadic model does not only output human-like, age-specific visual scan paths, but also significantly outperforms other state-of-the-art saliency models. We demonstrate that the computational modeling of visual attention, through the use of saccadic model, can be efficiently adapted to emulate the gaze behavior of a specific group of observers.
Olivier Le Meur, Antoine Coutrot, Zhi Liu 0003, Pia Rämä, Adrien Le Roch, Andrea Helo
IEEE Trans. Image Process.2
2014 An audiovisual attention model for natural conversation scenes
abstract
Classical visual attention models neither consider social cues, such as faces, nor auditory cues, such as speech. However, faces are known to capture visual attention more than any other visual features, and recent studies showed that speech turn-taking affects the gaze of non-involved viewers. In this paper, we propose an audiovisual saliency model able to predict the eye movements of observers viewing other people having a conversation. Thanks to a speaker diarization algorithm, our audiovisual saliency model increases the saliency of the speakers compared to the addressees. We evaluated our model with eye-tracking data, and found that it significantly outperforms visual attention models using an equal and constant saliency value for all faces.
Antoine Coutrot, Nathalie Guyader
ICIP1