DMDaniel Martin

Daniel Martin

*This is an algorithmically generated author record based on publicly available information.

Current Organizations / Institutes

The organizations/institutes from the scholar's latest article


Daniel Martin has a total of 22 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Viewers perceive shape in pictures according to per-fixation perspective

    by Daniel Martin, Diego Gutierrez, Belen Masia, Stephen DiVerdi, Aaron Hertzmann

    How viewers interpret different pictorial projections has been a longstanding question affecting many disciplines, including psychology, art, computer science, and vision science. The most-prominent theories assume that viewers interpret pictures according to a single linear perspective projection. Yet, no existing theory accurately describes viewers’ perceptions across the wide variety of projections used throughout art history. Recently, Hertzmann hypothesized that pictorial 3D shape perception is interpreted according to a separate linear perspective for each eye fixation in a picture. We performed four experiments based on this hypothesis. The first two experiments found that viewers consider object depictions as more accurate when an object is projected according to its own local linear projection, rather than one consistent with the rest of the picture. In the third experiment, viewers exhibited change blindness to projections in peripheral vision, suggesting that perception of shape primarily occurs around fixations. The fourth experiment found surface slant compensation to be dependent on fixation. We conclude that pictorial shape perception operates according to per-fixation perspective.


  • Open Access

    Identifying Behavioral Correlates to Visual Discomfort

    by David Tovar, James Wilmott, Xiuyun Wu, Daniel Martin, Michael Proulx, Dave Lindberg, Yang Zhao, Olivier Mercier, Phillip Guan

    Outside of self-report surveys, there are no proven, reliable methods to quantify visual discomfort or visually induced motion sickness symptoms when using head-mounted displays. While valuable tools, self-report surveys suffer from potential biases and low sensitivity due to variability in how respondents may assess and report their experience. Consequently, extreme visual-vestibular conflicts are generally used to induce discomfort symptoms large enough to measure reliably with surveys (e.g., stationary participants riding virtual roller coasters). An emerging area of research is the prediction of discomfort survey results from physiological and behavioral markers. However, the signals derived from experimental paradigms that are explicitly designed to be uncomfortable may not generalize to more naturalistic experiences where comfort is prioritized. In this work we introduce a custom VR headset designed to introduce significant near-eye optical distortion (i.e., pupil swim) to induce visual discomfort during more typical VR experiences. We evaluate visual comfort in our headset while users play the popular VR title Job Simulator and show that eye-tracked dynamic distortion correction improves visual comfort in a multi-session, within-subjects user study. We additionally use representational similarity analysis to highlight changes in head and gaze behavior that are potentially more sensitive to visual discomfort than surveys.


  • Open Access

    SAL3D: a model for saliency prediction in 3D meshes

    by Daniel Martin, Andres Fandos, Belen Masia, Ana Serrano

    Advances in virtual and augmented reality have increased the demand for immersive and engaging 3D experiences. To create such experiences, it is crucial to understand visual attention in 3D environments, which is typically modeled by means of saliency maps. While attention in 2D images and traditional media has been widely studied, there is still much to explore in 3D settings. In this work, we propose a deep learning-based model for predicting saliency when viewing 3D objects, which is a first step toward understanding and predicting attention in 3D environments. Previous approaches rely solely on low-level geometric cues or unnatural conditions, however, our model is trained on a dataset of real viewing data that we have manually captured, which indeed reflects actual human viewing behavior. Our approach outperforms existing state-of-the-art methods and closely approximates the ground-truth data. Our results demonstrate the effectiveness of our approach in predicting attention in 3D objects, which can pave the way for creating more immersive and engaging 3D experiences.


  • Task-Dependent Visual Behavior in Immersive Environments: A Comparative Study of Free Exploration, Memory and Visual Search

    by Sandra Malpica, Daniel Martin, Ana Serrano, Diego Gutierrez, Belen Masia

    Visual behavior depends on both bottom-up mechanisms, where gaze is driven by the visual conspicuity of the stimuli, and top-down mechanisms, guiding attention towards relevant areas based on the task or goal of the viewer. While this is well-known, visual attention models often focus on bottom-up mechanisms. Existing works have analyzed the effect of high-level cognitive tasks like memory or visual search on visual behavior; however, they haveoften done so with different stimuli, methodology, metrics and participants, which makes drawing conclusions and comparisons between tasks particularly difficult. In this work we present a systematic study of how different cognitive tasks affect visual behavior in a novel within-subjects design scheme. Participants performed free exploration, memory and visual search tasks in three different scenes while their eye and head movements were being recorded. We found significant, consistent differences between tasks in the distributions of fixations, saccades and head movements. Our findings can provide insights for practitioners and content creators designing task-oriented immersive applications.


  • D-SAV360: A Dataset of Gaze Scanpaths on 360° Ambisonic Videos

    by Edurne Bernal-Berdun, Daniel Martin, Sandra Malpica, Pedro J. Perez, Diego Gutierrez, Belen Masia, Ana Serrano

    Understanding human visual behavior within virtual reality environments is crucial to fully leverage their potential. While previous research has provided rich visual data from human observers, existing gaze datasets often suffer from the absence of multimodal stimuli. Moreover, no dataset has yet gathered eye gaze trajectories (i.e., scanpaths) for dynamic content with directional ambisonic sound, which is a critical aspect of sound perception by humans. To address this gap, we introduce D-SAV360, a dataset of 4,609 head and eye scanpaths for 360° videos with first-order ambisonics. This dataset enables a more comprehensive study of multimodal interaction on visual behavior in virtual reality environments. We analyze our collected scanpaths from a total of 87 participants viewing 85 different videos and show that various factors such as viewing mode, content type, and gender significantly impact eye movement statistics. We demonstrate the potential of D-SAV360 as a benchmarking resource for state-of-the-art attention prediction models and discuss its possible applications in further research. By providing a comprehensive dataset of eye movement data for dynamic, multimodal virtual environments, our work can facilitate future investigations of visual behavior and attention in virtual reality.


  • A Study of Change Blindness in Immersive Environments

    by Daniel Martin, Xin Sun, Diego Gutierrez, Belen Masia

    Human performance is poor at detecting certain changes in a scene, a phenomenon known as change blindness. Although the exact reasons of this effect are not yet completely understood, there is a consensus that it is due to our constrained attention and memory capacity: We create our own mental, structured representation of what surrounds us, but such representation is limited and imprecise. Previous efforts investigating this effect have focused on 2D images; however, there are significant differences regarding attention and memory between 2D images and the viewing conditions of daily life. In this work, we present a systematic study of change blindness using immersive 3D environments, which offer more natural viewing conditions closer to our daily visual experience. We devise two experiments; first, we focus on analyzing how different change properties (namely type, distance, complexity, and field of view) may affect change blindness. We then further explore its relation with the capacity of our visual working memory and conduct a second experiment analyzing the influence of the number of changes. Besides gaining a deeper understanding of the change blindness effect, our results may be leveraged in several VR applications such as redirected walking, games, or even studies on saliency or attention prediction.