Matthias Bernhard
Vienna University of Technology
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Matthias Bernhard.
tests and proofs | 2010
Matthias Bernhard; Efstathios Stavrakis; Michael Wimmer
Gaze analysis and prediction in interactive virtual environments, such as games, is a challenging topic since the 3D perspective and variations of the viewpoint as well as the current task introduce many variables that affect the distribution of gaze. In this article, we present a novel pipeline to study eye-tracking data acquired from interactive 3D applications. The result of the pipeline is an importance map which scores the amount of gaze spent on each object. This importance map is then used as a heuristic to predict a users visual attention according to the object properties present at runtime. The novelty of this approach is that the analysis is performed in object space and the importance map is defined in the feature space of high-level properties. High-level properties are used to encode task relevance and other attributes, such as eccentricity, which may have an impact on gaze behavior. The pipeline has been tested with an exemplary study on a first-person shooter game. In particular, a protocol is presented describing the data acquisition procedure, the learning of different importance maps from the data, and finally an evaluation of the performance of the derived gaze predictors. A metric measuring the degree of correlation between attention predicted by the importance map and the actual gaze yielded clearly positive results. The correlation becomes particularly strong when the player is attentive to an in-game task.
eye tracking research & application | 2014
Matthias Bernhard; Camillo Dell'mour; Michael Hecher; Efstathios Stavrakis; Michael Wimmer
With the emergence of affordable 3D displays, stereoscopy is becoming a commodity. However, often users report discomfort even after brief exposures to stereo content. One of the main reasons is the conflict between vergence and accommodation that is caused by 3D displays. We investigate dynamic adjustment of stereo parameters in a scene using gaze data in order to reduce discomfort. In a user study, we measured stereo fusion times after abrupt manipulation of disparities using gaze data. We found that gaze-controlled manipulation of disparities can lower fusion times for large disparities. In addition we found that gaze-controlled disparity adjustment should be applied in a personalized manner and ideally performed only at the extremities or outside the comfort zone of subjects. These results provide important insight on the problems associated with fast disparity manipulation and are essential for developing appealing gaze-contingent and gaze-controlled applications.
Game Analytics, Maximizing the Value of Player Data | 2013
Veronica Sundstedt; Matthias Bernhard; Efstathios Stavrakis; Erik Reinhard; Michael Wimmer
In the design of interactive applications, notably games, a recent trend is to understand player behavior by investigating telemetry logs as is the focus of many chapters in this book or by integrating the use of psychophysics as is the subject of Chaps. 26 and 27. In addition to these valuable methods, measuring, where players are likely to focus, could be a very useful tool in the arsenal of game designers. This knowledge can be utilized to help game designers decide how and where to allocate computing resources, such as rendering and various kinds of simulations of physical properties. This leaves as many computing cycles as possible free to carry out other tasks. Therefore, the perceived realism of a game can be increased by perceptually optimizing calculations that are computationally intensive, including physically based lighting (e.g. ray-tracing Cater et al. 2003), animations (e.g. crowds of characters McDonnell et al. 2009), physically correct simulations of the interaction of materials (e.g. collision detection (O’Sullivan 2005), natural behavior of clothes or fluids etc.). Level of Detail variants of simulation or rendering techniques can be used in regions which are less attended by the player, while accurate simulations can be used within the expected focus of a user. Verifying or improving game mechanics and AI could be other uses.
IEEE Transactions on Visualization and Computer Graphics | 2014
Manuela Waldner; Mathieu Le Muzic; Matthias Bernhard; Werner Purgathofer; Ivan Viola
Focus-context techniques provide visual guidance in visualizations by giving strong visual prominence to elements of interest while the context is suppressed. However, finding a visual feature to enhance for the focus to pop out from its context in a large dynamic scene, while leading to minimal visual deformation and subjective disturbance, is challenging. This paper proposes Attractive Flicker, a novel technique for visual guidance in dynamic narrative visualizations. We first show that flicker is a strong visual attractor in the entire visual field, without distorting, suppressing, or adding any scene elements. The novel aspect of our Attractive Flicker technique is that it consists of two signal stages: The first “orientation stage” is a short but intensive flicker stimulus to attract the attention to elements of interest. Subsequently, the intensive flicker is reduced to a minimally disturbing luminance oscillation (“engagement stage”) as visual support to keep track of the focus elements. To find a good trade-off between attraction effectiveness and subjective annoyance caused by flicker, we conducted two perceptual studies to find suitable signal parameters. We showcase Attractive Flicker with the parameters obtained from the perceptual statistics in a study of molecular interactions. With Attractive Flicker, users were able to easily follow the narrative of the visualization on a large display, while the flickering of focus elements was not disturbing when observing the context.
tests and proofs | 2014
Matthias Bernhard; Efstathios Stavrakis; Michael Hecher; Michael Wimmer
Stimuli obtained from highly dynamic 3D virtual environments and synchronous eye-tracking data are commonly used by algorithms that strive to correlate gaze to scene objects, a process referred to as gaze-to-object mapping (GTOM). We propose to address this problem with a probabilistic approach using Bayesian inference. The desired result of the inference is a predicted probability density function (PDF) specifying for each object in the scene a probability to be attended by the user. To evaluate the quality of a predicted attention PDF, we present a methodology to assess the information value (i.e., likelihood) in the predictions of different approaches that can be used to infer object attention. To this end, we propose an experiment based on a visual search task, which allows us to determine the object of attention at a certain point in time under controlled conditions. We perform this experiment with a wide range of static and dynamic visual scenes to obtain a ground-truth evaluation dataset, allowing us to assess GTOM techniques in a set of 30 particularly challenging cases.
2011 IEEE 10th IVMSP Workshop: Perception and Visual Signal Analysis | 2011
Matthias Bernhard; L. Zhang; Michael Wimmer
In computer games, a users attention is focused on the current task, and task-irrelevant details remain unnoticed. This behavior, known as inattentional blindness, is a main problem for the optimal placement of information or advertisements. We propose a guiding principle based on Wolfes theory of Guided Search, which predicts the saliency of objects during a visual search task. Assuming that computer games elicit visual search tasks frequently, we applied this model in a “reverse” direction: Given a target item (e.g., advertisement) which should be noticed by the user, we choose a frequently searched game item and modify it so that it shares some perceptual features (e.g., color or orientation) with the target item. A memory experiment with 36 participants showed that in an action video game, advertisements were more noticeable to users when this method is applied.
tests and proofs | 2014
Michael Hecher; Matthias Bernhard; Oliver Mattausch; Daniel Scherzer; Michael Wimmer
We performed a perceptual user study of algorithms that approximate soft shadows in real time. Although a huge body of soft-shadow algorithms have been proposed, to our knowledge this is the first methodical study for comparing different real-time shadow algorithms with respect to their plausibility and visual appearance. We evaluated soft-shadow properties like penumbra overlap with respect to their relevance to shadow perception in a systematic way, and we believe that our results can be useful to guide future shadow approaches in their methods of evaluation. In this study, we also capture the predominant case of an inexperienced user observing shadows without comparing to a reference solution, such as when watching a movie or playing a game. One important result of this experiment is to scientifically verify that real-time soft-shadow algorithms, despite having become physically based and very realistic, can nevertheless be intuitively distinguished from a correct solution by untrained users.
Computers & Graphics | 2016
Nicholas Waldin; Matthias Bernhard; Peter Rautek; Ivan Viola
2D color maps are often used to visually encode complex data characteristics such as heat or height. The comprehension of color maps in visualization is affected by the display (e.g., a monitor) and the perceptual abilities of the viewer. In this paper we present a novel method to measure a users ability to distinguish colors of a two-dimensional color map on a given monitor. We show how to adapt the color map to the user and display to optimally compensate for the measured deficiencies. Furthermore, we improve user acceptance of the calibration procedure by transforming the calibration into a game. The user has to sort colors along a line in a 3D color space in a competitive fashion. The errors the user makes in sorting these lines are used to adapt the color map to his perceptual capabilities. Graphical abstractDisplay Omitted HighlightsA personalization of 2D color maps to individuals with color vision deficiencies.Measurements based on a game for increased enjoyment.Novel method for altering color maps for any personalization method.
IEEE Computer Graphics and Applications | 2016
Matthias Bernhard; Manuela Waldner; Paskal Plank; Veronika Solteszova; Ivan Viola
The gauge-figure task (GFT) is a widespread method used to study surface perception for evaluating rendering and visualization techniques. The authors investigate how accurately slant angles probed on well-defined objects align with the ground truth (GT) in monoscopic and stereoscopic displays. Their results show that the GFT probes taken with well-defined objects align well with the GT in the all-monoscopic and all-stereoscopic conditions. However, they found that a GF rendered in stereo over a monoscopic stimulus results in a strong slant underestimation and that an overestimation occurred in the inverse case (monoscopic GF andstereoscopic stimulus). They discuss how their findings affect the interpretation of absolute GFT measures, compared to the GT normal.
spring conference on computer graphics | 2016
Nicholas Waldin; Matthias Bernhard; Peter Rautek; Ivan Viola
2D color maps are often used to visually encode complex data characteristics such as heat or height. The comprehension of color maps in visualization is affected by the display (e.g., a monitor) and the perceptual abilities of the viewer. People with color vision deficiencies, such as red-green blindness, face difficulties when using conventional color maps. We propose a novel method for adapting a color map to an individual person, by having the user sort lines extracted from a given color map.