Demo Data from SIGIR 2026 / reviewers in the wild / expert
Robert J. Peters
dblp:10/253
· DBLP profile ↗
4ranked-venue papers
4as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author
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.
| Artificial intelligence
2 papers |
Deep learning architectures and training · 100% | |
| Human-computer interaction and pervasive computing
2 papers |
Wearable and physiological sensing · 77% Games and playful interaction · 23% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Deep learning architectures and training › attention mechanism
visual attention |
0.1 | 2 | 2007 | Congruence between model and human attention reveals unique signatures of critical visual events · NIPS 2007 Beyond bottom-up: Incorporating task-dependent influences into a computational model of spatial attention · CVPR 2007 |
Machine learning › Deep learning architectures and training › attention mechanism › visual attention
spatial attention |
0.1 | 1 | 2007 | Beyond bottom-up: Incorporating task-dependent influences into a computational model of spatial attention · CVPR 2007 |
Wearable and physiological sensing
eye tracking |
0.1 | 1 | 2007 | Congruence between model and human attention reveals unique signatures of critical visual events · NIPS 2007 |
Wearable and physiological sensing › eye tracking
gaze behavior modeling |
0.1 | 1 | 2007 | Congruence between model and human attention reveals unique signatures of critical visual events · NIPS 2007 |
Games and playful interaction › game playing
video game playing |
0.0 | 2 | 2007 | Congruence between model and human attention reveals unique signatures of critical visual events · NIPS 2007 Beyond bottom-up: Incorporating task-dependent influences into a computational model of spatial attention · CVPR 2007 |
Methods — techniques the papers use, named apart from their topics
top-down task relevance · 0.1top-down relevance model · 0.1saliency map · 0.1event detection · 0.1bottom-up saliency · 0.1bottom-up salience model · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Applying computational tools to predict gaze direction in interactive visual environmentsabstractFuture interactive virtual environments will be “attention-aware,” capable of predicting, reacting to, and ultimately influencing the visual attention of their human operators. Before such environments can be realized, it is necessary to operationalize our understanding of the relevant aspects of visual perception, in the form of fully automated computational heuristics that can efficiently identify locations that would attract human gaze in complex dynamic environments. One promising approach to designing such heuristics draws on ideas from computational neuroscience. We compared several neurobiologically inspired heuristics with eye-movement recordings from five observers playing video games, and found that human gaze was better predicted by heuristics that detect outliers from the global distribution of visual features than by purely local heuristics. Heuristics sensitive to dynamic events performed best overall. Further, heuristic prediction power differed more between games than between different human observers. While other factors clearly also influence eye position, our findings suggest that simple neurally inspired algorithmic methods can account for a significant portion of human gaze behavior in a naturalistic, interactive setting. These algorithms may be useful in the implementation of interactive virtual environments, both to predict the cognitive state of human operators, as well as to effectively endow virtual agents in the system with humanlike visual behavior. Robert J. Peters, Laurent Itti |
ACM Trans. Appl. Percept. | 1 |
| 2007 | Beyond bottom-up: Incorporating task-dependent influences into a computational model of spatial attentionabstractA critical function in both machine vision and biological vision systems is attentional selection of scene regions worthy of further analysis by higher-level processes such as object recognition. Here we present the first model of spatial attention that (1) can be applied to arbitrary static and dynamic image sequences with interactive tasks and (2) combines a general computational implementation of both bottom-up (BU) saliency and dynamic top-down (TD) task relevance; the claimed novelty lies in the combination of these elements and in the fully computational nature of the model. The BU component computes a saliency map from 12 low-level multi-scale visual features. The TD component computes a low-level signature of the entire image, and learns to associate different classes of signatures with the different gaze patterns recorded from human subjects performing a task of interest. We measured the ability of this model to predict the eye movements of people playing contemporary video games. We found that the TD model alone predicts where humans look about twice as well as does the BU model alone; in addition, a combined BU*TD model performs significantly better than either individual component. Qualitatively, the combined model predicts some easy-to-describe but hard-to-compute aspects of attentional selection, such as shifting attention leftward when approaching a left turn along a racing track. Thus, our study demonstrates the advantages of integrating BU factors derived from a saliency map and TD factors learned from image and task contexts in predicting where humans look while performing complex visually-guided behavior. Robert J. Peters, Laurent Itti |
CVPR | 1 |
| 2007 | Congruence between model and human attention reveals unique signatures of critical visual eventsabstractCurrent computational models of bottom-up and top-down components of atten- tion are predictive of eye movements across a range of stimuli and of simple, fixed visual tasks (such as visual search for a target among distractors). How- ever, to date there exists no computational framework which can reliably mimic human gaze behavior in more complex environments and tasks, such as driving a vehicle through traffic. Here, we develop a hybrid computational/behavioral framework, combining simple models for bottom-up salience and top-down rel- evance, and looking for changes in the predictive power of these components at different critical event times during 4.7 hours (500,000 video frames) of observers playing car racing and flight combat video games. This approach is motivated by our observation that the predictive strengths of the salience and relevance mod- els exhibit reliable temporal signatures during critical event windows in the task sequence—for example, when the game player directly engages an enemy plane in a flight combat game, the predictive strength of the salience model increases significantly, while that of the relevance model decreases significantly. Our new framework combines these temporal signatures to implement several event detec- tors. Critically, we find that an event detector based on fused behavioral and stim- ulus information (in the form of the model’s predictive strength) is much stronger than detectors based on behavioral information alone (eye position) or image in- formation alone (model prediction maps). This approach to event detection, based on eye tracking combined with computational models applied to the visual input, may have useful applications as a less-invasive alternative to other event detection approaches based on neural signatures derived from EEG or fMRI recordings. Robert J. Peters, Laurent Itti |
NIPS | 1 |
| 2006 | Computational mechanisms for gaze direction in interactive visual environmentsabstractNext-generation immersive virtual environments and video games will require virtual agents with human-like visual attention and gaze behaviors. A critical step is to devise efficient visual processing heuristics to select locations that would attract human gaze in complex dynamic environments. One promising approach to designing such heuristics draws on ideas from computational neuroscience. We compared several such heuristics with eye movement recordings from five observers playing video games, and found that heuristics which detect outliers from the global distribution of visual features were better predictors of human gaze than were purely local heuristics. Heuristics sensitive to dynamic events performed best overall. Further, heuristic prediction power differed more between games than between different human observers. Our findings suggest simple neurally-inspired algorithmic methods to predict where humans look while playing video games. Robert J. Peters, Laurent Itti |
ETRA | 1 |