Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Leveraging technology-based interventions with varying levels of immersion for the assessment of low back pain: a scoping review.

Journal of bodywork and movement therapies·2026
Same author

Properties of pedestrians walking in line without density constraint.

Physical review. E·2026
Same author

Effects of situational and social factors on locomotor behavior in chronic non-specific low back pain patients walking through apertures.

Scientific reports·2025
Same author

Quality Assessment of 3D Human Animation: Subjective and Objective Evaluation.

IEEE transactions on visualization and computer graphics·2025
Same author

Classification of first recovery steps after quiet standing following external perturbation from different directions.

Journal of biomechanics·2025
Same author

Collision avoidance behaviours in chronic non-specific low back pain participants: A prospective cohort study.

Human movement science·2025
Same journal

MesoSplats: Texture Synthesis with Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

GLLA: A Unified Force-Directed Graph Layout Framework Supporting Local Adjustments.

IEEE transactions on visualization and computer graphics·2026
Same journal

Multi-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation.

IEEE transactions on visualization and computer graphics·2026
Same journal

Hiding in Plain Sight: Camouflaging Real-world Objects.

IEEE transactions on visualization and computer graphics·2026
Same journal

RTF2Mesh: Restricted Tangent Face Based Mesh Compression With Neural Displacement Fields.

IEEE transactions on visualization and computer graphics·2026
Same journal

Practical Occluder Generation for Mobile Games.

IEEE transactions on visualization and computer graphics·2026
See all related articles

Related Experiment Video

Updated: Aug 4, 2025

Gaze in Action: Head-mounted Eye Tracking of Children's Dynamic Visual Attention During Naturalistic Behavior
07:09

Gaze in Action: Head-mounted Eye Tracking of Children's Dynamic Visual Attention During Naturalistic Behavior

Published on: November 14, 2018

10.7K

Real-Time Multi-Map Saliency-Driven Gaze Behavior for Non-Conversational Characters.

Ific Goude, Alexandre Bruckert, Anne-Helene Olivier

    IEEE Transactions on Visualization and Computer Graphics
    |April 6, 2023
    PubMed
    Summary
    This summary is machine-generated.

    This study introduces a new method for realistic virtual character gaze behavior in real-time applications. The developed model generates gaze animations indistinguishable from those of real actors, enhancing immersion in virtual experiences.

    More Related Videos

    Eye Tracking During Visually Situated Language Comprehension: Flexibility and Limitations in Uncovering Visual Context Effects
    07:36

    Eye Tracking During Visually Situated Language Comprehension: Flexibility and Limitations in Uncovering Visual Context Effects

    Published on: November 30, 2018

    15.8K
    Eye Tracking During A Complex Aviation Task For Insights Into Information Processing
    07:48

    Eye Tracking During A Complex Aviation Task For Insights Into Information Processing

    Published on: April 4, 2025

    450

    Related Experiment Videos

    Last Updated: Aug 4, 2025

    Gaze in Action: Head-mounted Eye Tracking of Children's Dynamic Visual Attention During Naturalistic Behavior
    07:09

    Gaze in Action: Head-mounted Eye Tracking of Children's Dynamic Visual Attention During Naturalistic Behavior

    Published on: November 14, 2018

    10.7K
    Eye Tracking During Visually Situated Language Comprehension: Flexibility and Limitations in Uncovering Visual Context Effects
    07:36

    Eye Tracking During Visually Situated Language Comprehension: Flexibility and Limitations in Uncovering Visual Context Effects

    Published on: November 30, 2018

    15.8K
    Eye Tracking During A Complex Aviation Task For Insights Into Information Processing
    07:48

    Eye Tracking During A Complex Aviation Task For Insights Into Information Processing

    Published on: April 4, 2025

    450

    Area of Science:

    • Computer Graphics
    • Human-Computer Interaction
    • Artificial Intelligence

    Background:

    • Realistic gaze behavior in virtual characters is crucial for immersion and realism in video games and virtual reality.
    • Automated generation of lifelike gaze is a complex challenge, with existing methods falling short in interactive contexts.
    • Gaze direction influences character interaction, non-verbal cues, and overall perceived aliveness.

    Purpose of the Study:

    • To develop a novel method for generating realistic, real-time gaze behaviors for non-conversational virtual characters.
    • To improve the immersion and believability of virtual characters in interactive applications.
    • To provide user control for customizing gaze animations.

    Main Methods:

    • A multi-map saliency-driven model integrating visual saliency, attention mechanisms, saccadic behavior modeling, and head-gaze animation.
    • Objective evaluation using an eye-tracking dataset to compare simulated gaze with ground truth.
    • Subjective evaluation comparing generated gaze animations with those of real actors.

    Main Results:

    • The proposed method achieves real-time, realistic gaze behaviors for virtual characters.
    • Objective evaluation demonstrated the accuracy of the gaze simulation against eye-tracking data.
    • Subjective evaluation confirmed that the generated gaze animations are indistinguishable from real actor data.

    Conclusions:

    • The novel method successfully generates realistic and coherent gaze animations for real-time applications.
    • This advancement enables more natural and intuitive design of virtual characters.
    • The findings pave the way for enhanced realism and immersion in virtual environments.