Information
- Publication Type: Conference Paper
- Workgroup(s)/Project(s):
- Date: June 2011
- ISBN: 9781457712852
- Publisher: IEEE
- Location: Ithaca, NY
- Lecturer: Matthias Bernhard
- Booktitle: Proceedings of the IEEE IVMSP Workshop on Perception and Visual Signal Analysis
- Conference date: 16. June 2011 – 17. June 2011
- Pages: 153 – 158
- Keywords: saliency, attention guidance, inattentional blindness, in-game advertising, guided search
Abstract
In computer games, a user’s 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 Wolfe’s 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.Additional Files and Images
Weblinks
No further information available.BibTeX
@inproceedings{bernhard-2011-maicg, title = "Manipulating Attention in Computer Games", author = "Matthias Bernhard and Le Zhang and Michael Wimmer", year = "2011", abstract = "In computer games, a user’s 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 Wolfe’s 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.", month = jun, isbn = "9781457712852", publisher = "IEEE", location = "Ithaca, NY", booktitle = "Proceedings of the IEEE IVMSP Workshop on Perception and Visual Signal Analysis", pages = "153--158", keywords = "saliency, attention guidance, inattentional blindness, in-game advertising, guided search", URL = "https://www.cg.tuwien.ac.at/research/publications/2011/bernhard-2011-maicg/", }