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John K. Tsotsos

Publications and source records attributed to John K. Tsotsos.

At least 19 recordsLinked to original sources

Passthrough Rigidity: The Behavioral and Visuomotor Costs of Mediated Perception

Broad public adoption of head-mounted displays using video passthrough remains elusive despite significant market investment. A precise understanding of why users experience persistent discomfort even as hardware factors such as resolution and latency have dramatically improved remains an open issue. This paper investigates the impact of viewing the world through video passthrough systems on human behavioral and physiological patterns through a large-scale multimodal study. We developed a novel protocol to capture synchronized oculomotor, kinematic, and physiological data during a block assembly task requiring complex hand-eye coordination. Using a within-subject design (N=110), we evaluated both natural and passthrough viewing conditions. Our results reveal a four-fold suppression of rotational head velocity and a pronounced decoupling of head-gaze coordination. This suggests motor caution being employed as an adaptive strategy - which we term "Passthrough Rigidity". This phenomenon appears to shift the information-gathering burden to the oculomotor system, resulting in significantly longer fixation durations and restricted visual search patterns. These kinematic shifts directly correlate with poorer task performance and measurable physiological cost, evidenced by a significant reduction in blink duration and increased reports of ocular strain and cognitive load. We conclude that current passthrough implementations induce a measurable shift from flexible exploration to motor caution, where task performance is preserved at the cost of user comfort and biomechanical efficiency. These findings provide a novel quantitative framework for evaluating and improving future XR devices, establishing that resolving "comfort" for passthrough requires addressing the deep-seated biomechanical compensations caused by mediated perception. Data available at https://data.nvision.eecs.yorku.ca/Passthrough

cs.HC↗

Disentangling Pictorial Cue Understanding from Language Bias in VLMs via Depth Ordering Task

In this paper, we study depth perception of vision-language models (VLMs) to isolate the effects of pictorial depth cues and disentangle vision and language influences on model performance. To this end, we combine depth-ordering and odd-one-out psychophysical tasks: the VLMs are presented with images where one object is at different depth relative to other, otherwise identical, objects, and must determine whether the odd-one-out target is closer or farther to the observer. To create stimuli, we generate 2D views from simulated and real 3D scenes while controlling the presence of individual pictorial depth cues, enabling a fine-grained analysis of cue-level contributions. Language effects are examined by varying referring expression clarity. We also introduce a novel metric to quantify vision-vs-language sensitivities. Applying this methodology, we create the Odd-One-Out Depth (O3-D) dataset with 37K real and synthetic images and 147K image-question pairs. Evaluation of 12 open-source and commercial models on O3-D shows under-utilization of depth cues and depth-ordering accuracies between 47% and 56%, with no model above chance level. At the same time, our metric reveals strong linguistic bias in the answers. Neither chain-of-thought (CoT) nor in-context learning (ICL) significantly improves performance, suggesting that static image data alone may be insufficient for depth understanding. All code, the image generation pipeline, and the O3-D dataset are publicly released at https://github.com/lyiqian/o3-d.

cs.CV↗

DIJIT: A Robotic Head for an Active Observer

We present DIJIT, a novel binocular robotic head expressly designed for mobile agents that behave as active observers. DIJIT's unique breadth of functionality enables active vision research and the study of human-like eye and head-neck motions, their interrelationships, and how each contributes to visual ability. DIJIT is also being used to explore the differences between how human vision employs eye/head movements to solve visual tasks and current computer vision methods. DIJIT's design features nine mechanical degrees of freedom, while the cameras and lenses provide an additional four optical degrees of freedom. The ranges and speeds of the mechanical design are comparable to human performance. DIJIT attains 85\% of the peak human saccade speed. Our design includes the ranges of motion required for convergent stereo, namely, vergence, version, and cyclotorsion. Here, we present DIJIT and some aspects of its performance. We also present a novel method for saccadic camera movements, using a direct relationship between camera orientation and motor values. The resulting saccadic camera movements are close to human movements in terms of their accuracy, with 1.17$^\circ$ and 1.14$^\circ$ mean error for the left and right cameras, respectively.

cs.RO↗

Boosting Reinforcement Learning in 3D Visuospatial Tasks Through Human-Informed Curriculum Design

Reinforcement Learning is a mature technology, often suggested as a potential route towards Artificial General Intelligence, with the ambitious goal of replicating the wide range of abilities found in natural and artificial intelligence, including the complexities of human cognition. While RL had shown successes in relatively constrained environments, such as the classic Atari games and specific continuous control problems, recent years have seen efforts to expand its applicability. This work investigates the potential of RL in demonstrating intelligent behaviour and its progress in addressing more complex and less structured problem domains. We present an investigation into the capacity of modern RL frameworks in addressing a seemingly straightforward 3D Same-Different visuospatial task. While initial applications of state-of-the-art methods, including PPO, behavioural cloning and imitation learning, revealed challenges in directly learning optimal strategies, the successful implementation of curriculum learning offers a promising avenue. Effective learning was achieved by strategically designing the lesson plan based on the findings of a real-world human experiment.

cs.LG↗

SNAP: A Benchmark for Testing the Effects of Capture Conditions on Fundamental Vision Tasks

Generalization of deep-learning-based (DL) computer vision algorithms to various image perturbations is hard to establish and remains an active area of research. The majority of past analyses focused on the images already captured, whereas effects of the image formation pipeline and environment are less studied. In this paper, we address this issue by analyzing the impact of capture conditions, such as camera parameters and lighting, on DL model performance on 3 vision tasks -- image classification, object detection, and visual question answering (VQA). To this end, we assess capture bias in common vision datasets and create a new benchmark, SNAP (for $\textbf{S}$hutter speed, ISO se$\textbf{N}$sitivity, and $\textbf{AP}$erture), consisting of images of objects taken under controlled lighting conditions and with densely sampled camera settings. We then evaluate a large number of DL vision models and show the effects of capture conditions on each selected vision task. Lastly, we conduct an experiment to establish a human baseline for the VQA task. Our results show that computer vision datasets are significantly biased, the models trained on this data do not reach human accuracy even on the well-exposed images, and are susceptible to both major exposure changes and minute variations of camera settings. Code and data can be found at https://github.com/ykotseruba/SNAP

cs.CV↗

Do Saliency Models Detect Odd-One-Out Targets? New Datasets and Evaluations

Recent advances in the field of saliency have concentrated on fixation prediction, with benchmarks reaching saturation. However, there is an extensive body of works in psychology and neuroscience that describe aspects of human visual attention that might not be adequately captured by current approaches. Here, we investigate singleton detection, which can be thought of as a canonical example of salience. We introduce two novel datasets, one with psychophysical patterns and one with natural odd-one-out stimuli. Using these datasets we demonstrate through extensive experimentation that nearly all saliency algorithms do not adequately respond to singleton targets in synthetic and natural images. Furthermore, we investigate the effect of training state-of-the-art CNN-based saliency models on these types of stimuli and conclude that the additional training data does not lead to a significant improvement of their ability to find odd-one-out targets. Datasets are available at http://data.nvision2.eecs.yorku.ca/P3O3/.

cs.CV↗

Statistical Challenges with Dataset Construction: Why You Will Never Have Enough Images

Deep neural networks have achieved impressive performance on many computer vision benchmarks in recent years. However, can we be confident that impressive performance on benchmarks will translate to strong performance in real-world environments? Many environments in the real world are safety critical, and even slight model failures can be catastrophic. Therefore, it is crucial to test models rigorously before deployment. We argue, through both statistical theory and empirical evidence, that selecting representative image datasets for testing a model is likely implausible in many domains. Furthermore, performance statistics calculated with non-representative image datasets are highly unreliable. As a consequence, we cannot guarantee that models which perform well on withheld test images will also perform well in the real world. Creating larger and larger datasets will not help, and bias aware datasets cannot solve this problem either. Ultimately, there is little statistical foundation for evaluating models using withheld test sets. We recommend that future evaluation methodologies focus on assessing a model's decision-making process, rather than metrics such as accuracy.

cs.CV↗

Understanding and Modeling the Effects of Task and Context on Drivers' Gaze Allocation

To further advance driver monitoring and assistance systems, it is important to understand how drivers allocate their attention, in other words, where do they tend to look and why. Traditionally, factors affecting human visual attention have been divided into bottom-up (involuntary attraction to salient regions) and top-down (driven by the demands of the task being performed). Although both play a role in directing drivers' gaze, most of the existing models for drivers' gaze prediction apply techniques developed for bottom-up saliency and do not consider influences of the drivers' actions explicitly. Likewise, common driving attention benchmarks lack relevant annotations for drivers' actions and the context in which they are performed. Therefore, to enable analysis and modeling of these factors for drivers' gaze prediction, we propose the following: 1) we correct the data processing pipeline used in DR(eye)VE to reduce noise in the recorded gaze data; 2) we then add per-frame labels for driving task and context; 3) we benchmark a number of baseline and SOTA models for saliency and driver gaze prediction and use new annotations to analyze how their performance changes in scenarios involving different tasks; and, lastly, 4) we develop a novel model that modulates drivers' gaze prediction with explicit action and context information. While reducing noise in the DR(eye)VE gaze data improves results of all models, we show that using task information in our proposed model boosts performance even further compared to bottom-up models on the cleaned up data, both overall (by 24% KLD and 89% NSS) and on scenarios that involve performing safety-critical maneuvers and crossing intersections (by up to 10--30% KLD). Extended annotations and code are available at https://github.com/ykotseruba/SCOUT.

cs.CV↗

Data Limitations for Modeling Top-Down Effects on Drivers' Attention

Driving is a visuomotor task, i.e., there is a connection between what drivers see and what they do. While some models of drivers' gaze account for top-down effects of drivers' actions, the majority learn only bottom-up correlations between human gaze and driving footage. The crux of the problem is lack of public data with annotations that could be used to train top-down models and evaluate how well models of any kind capture effects of task on attention. As a result, top-down models are trained and evaluated on private data and public benchmarks measure only the overall fit to human data. In this paper, we focus on data limitations by examining four large-scale public datasets, DR(eye)VE, BDD-A, MAAD, and LBW, used to train and evaluate algorithms for drivers' gaze prediction. We define a set of driving tasks (lateral and longitudinal maneuvers) and context elements (intersections and right-of-way) known to affect drivers' attention, augment the datasets with annotations based on the said definitions, and analyze the characteristics of data recording and processing pipelines w.r.t. capturing what the drivers see and do. In sum, the contributions of this work are: 1) quantifying biases of the public datasets, 2) examining performance of the SOTA bottom-up models on subsets of the data involving non-trivial drivers' actions, 3) linking shortcomings of the bottom-up models to data limitations, and 4) recommendations for future data collection and processing. The new annotations and code for reproducing the results is available at https://github.com/ykotseruba/SCOUT.

cs.CV↗

SCOUT+: Towards Practical Task-Driven Drivers' Gaze Prediction

Accurate prediction of drivers' gaze is an important component of vision-based driver monitoring and assistive systems. Of particular interest are safety-critical episodes, such as performing maneuvers or crossing intersections. In such scenarios, drivers' gaze distribution changes significantly and becomes difficult to predict, especially if the task and context information is represented implicitly, as is common in many state-of-the-art models. However, explicit modeling of top-down factors affecting drivers' attention often requires additional information and annotations that may not be readily available. In this paper, we address the challenge of effective modeling of task and context with common sources of data for use in practical systems. To this end, we introduce SCOUT+, a task- and context-aware model for drivers' gaze prediction, which leverages route and map information inferred from commonly available GPS data. We evaluate our model on two datasets, DR(eye)VE and BDD-A, and demonstrate that using maps improves results compared to bottom-up models and reaches performance comparable to the top-down model SCOUT which relies on privileged ground truth information. Code is available at https://github.com/ykotseruba/SCOUT.

cs.CV↗

The Psychophysics of Human Three-Dimensional Active Visuospatial Problem-Solving

Our understanding of how visual systems detect, analyze and interpret visual stimuli has advanced greatly. However, the visual systems of all animals do much more; they enable visual behaviours. How well the visual system performs while interacting with the visual environment and how vision is used in the real world have not been well studied, especially in humans. It has been suggested that comparison is the most primitive of psychophysical tasks. Thus, as a probe into these active visual behaviours, we use a same-different task: are two physical 3D objects visually the same? This task seems to be a fundamental cognitive ability. We pose this question to human subjects who are free to move about and examine two real objects in an actual 3D space. Past work has dealt solely with a 2D static version of this problem. We have collected detailed, first-of-its-kind data of humans performing a visuospatial task in hundreds of trials. Strikingly, humans are remarkably good at this task without any training, with a mean accuracy of 93.82%. No learning effect was observed on accuracy after many trials, but some effect was seen for response time, number of fixations and extent of head movement. Subjects demonstrated a variety of complex strategies involving a range of movement and eye fixation changes, suggesting that solutions were developed dynamically and tailored to the specific task.

q-bio.NC↗

Self-attention in Vision Transformers Performs Perceptual Grouping, Not Attention

Recently, a considerable number of studies in computer vision involves deep neural architectures called vision transformers. Visual processing in these models incorporates computational models that are claimed to implement attention mechanisms. Despite an increasing body of work that attempts to understand the role of attention mechanisms in vision transformers, their effect is largely unknown. Here, we asked if the attention mechanisms in vision transformers exhibit similar effects as those known in human visual attention. To answer this question, we revisited the attention formulation in these models and found that despite the name, computationally, these models perform a special class of relaxation labeling with similarity grouping effects. Additionally, whereas modern experimental findings reveal that human visual attention involves both feed-forward and feedback mechanisms, the purely feed-forward architecture of vision transformers suggests that attention in these models will not have the same effects as those known in humans. To quantify these observations, we evaluated grouping performance in a family of vision transformers. Our results suggest that self-attention modules group figures in the stimuli based on similarity in visual features such as color. Also, in a singleton detection experiment as an instance of saliency detection, we studied if these models exhibit similar effects as those of feed-forward visual salience mechanisms utilized in human visual attention. We found that generally, the transformer-based attention modules assign more salience either to distractors or the ground. Together, our study suggests that the attention mechanisms in vision transformers perform similarity grouping and not attention.

cs.CV↗

Learning a model of shape selectivity in V4 cells reveals shape encoding mechanisms in the brain

The mechanisms involved in transforming early visual signals to curvature representations in V4 are unknown. We propose a hierarchical model that reveals V1/V2 encodings that are essential components for this transformation to the reported curvature representations in V4. Then, by relaxing the often-imposed prior of a single Gaussian, V4 shape selectivity is learned in the last layer of the hierarchy from Macaque V4 responses. We found that V4 cells integrate multiple shape parts from the full spatial extent of their receptive fields with similar excitatory and inhibitory contributions. Our results uncover new details in existing data about shape selectivity in V4 neurons that with further experiments can enhance our understanding of processing in this area. Accordingly, we propose designs for a stimulus set that allow removing shape parts without disturbing the curvature signal to isolate part contributions to V4 responses.

q-bio.NC↗

Probing the Effect of Selection Bias on Generalization: A Thought Experiment

Learned systems in the domain of visual recognition and cognition impress in part because even though they are trained with datasets many orders of magnitude smaller than the full population of possible images, they exhibit sufficient generalization to be applicable to new and previously unseen data. Since training data sets typically represent small sampling of a domain, the possibility of bias in their composition is very real. But what are the limits of generalization given such bias, and up to what point might it be sufficient for a real problem task? Although many have examined issues regarding generalization, this question may require examining the data itself. Here, we focus on the characteristics of the training data that may play a role. Other disciplines have grappled with these problems, most interestingly epidemiology, where experimental bias is a critical concern. The range and nature of data biases seen clinically are really quite relatable to learned vision systems. One obvious way to deal with bias is to ensure a large enough training set, but this might be infeasible for many domains. Another approach might be to perform a statistical analysis of the actual training set, to determine if all aspects of the domain are fairly captured. This too is difficult, in part because the full set of variables might not be known, or perhaps not even knowable. Here, we try a different approach in the tradition of the Thought Experiment, whose most famous instance may be Schrödinger's Cat. There are many types of bias as will be seen, but we focus only on one, selection bias. The point of the thought experiment is not to demonstrate problems with all learned systems. Rather, this might be a simple theoretical tool to probe into bias during data collection to highlight deficiencies that might then deserve extra attention either in data collection or system development.

cs.CV↗

Video action recognition for lane-change classification and prediction of surrounding vehicles

In highway scenarios, an alert human driver will typically anticipate early cut-in/cut-out maneuvers of surrounding vehicles using visual cues mainly. Autonomous vehicles must anticipate these situations at an early stage too, to increase their safety and efficiency. In this work, lane-change recognition and prediction tasks are posed as video action recognition problems. Up to four different two-stream-based approaches, that have been successfully applied to address human action recognition, are adapted here by stacking visual cues from forward-looking video cameras to recognize and anticipate lane-changes of target vehicles. We study the influence of context and observation horizons on performance, and different prediction horizons are analyzed. The different models are trained and evaluated using the PREVENTION dataset. The obtained results clearly demonstrate the potential of these methodologies to serve as robust predictors of future lane-changes of surrounding vehicles proving an accuracy higher than 90% in time horizons of between 1-2 seconds.

cs.CV↗

Active Observer Visual Problem-Solving Methods are Dynamically Hypothesized, Deployed and Tested

The STAR architecture was designed to test the value of the full Selective Tuning model of visual attention for complex real-world visuospatial tasks and behaviors. However, knowledge of how humans solve such tasks in 3D as active observers is lean. We thus devised a novel experimental setup and examined such behavior. We discovered that humans exhibit a variety of problem-solving strategies whose breadth and complexity are surprising and not easily handled by current methodologies. It is apparent that solution methods are dynamically composed by hypothesizing sequences of actions, testing them, and if they fail, trying different ones. The importance of active observation is striking as is the lack of any learning effect. These results inform our Cognitive Program representation of STAR extending its relevance to real-world tasks.

cs.CV↗

Blocks World Revisited: The Effect of Self-Occlusion on Classification by Convolutional Neural Networks

Despite the recent successes in computer vision, there remain new avenues to explore. In this work, we propose a new dataset to investigate the effect of self-occlusion on deep neural networks. With TEOS (The Effect of Self-Occlusion), we propose a 3D blocks world dataset that focuses on the geometric shape of 3D objects and their omnipresent challenge of self-occlusion. We designed TEOS to investigate the role of self-occlusion in the context of object classification. Even though remarkable progress has been seen in object classification, self-occlusion is a challenge. In the real-world, self-occlusion of 3D objects still presents significant challenges for deep learning approaches. However, humans deal with this by deploying complex strategies, for instance, by changing the viewpoint or manipulating the scene to gather necessary information. With TEOS, we present a dataset of two difficulty levels (L1 and L2 ), containing 36 and 12 objects, respectively. We provide 738 uniformly sampled views of each object, their mask, object and camera position, orientation, amount of self-occlusion, as well as the CAD model of each object. We present baseline evaluations with five well-known classification deep neural networks and show that TEOS poses a significant challenge for all of them. The dataset, as well as the pre-trained models, are made publicly available for the scientific community under https://nvision2.data.eecs.yorku.ca/TEOS.

cs.CV↗

Behavioral Research and Practical Models of Drivers' Attention

Driving is a routine activity for many, but it is far from simple. Drivers deal with multiple concurrent tasks, such as keeping the vehicle in the lane, observing and anticipating the actions of other road users, reacting to hazards, and dealing with distractions inside and outside the vehicle. Failure to notice and respond to the surrounding objects and events can cause accidents. The ongoing improvements of the road infrastructure and vehicle mechanical design have made driving safer overall. Nevertheless, the problem of driver inattention has remained one of the primary causes of accidents. Therefore, understanding where the drivers look and why they do so can help eliminate sources of distractions and identify unsafe attention patterns. Research on driver attention has implications for many practical applications such as policy-making, improving driver education, enhancing road infrastructure and in-vehicle infotainment systems, as well as designing systems for driver monitoring, driver assistance, and automated driving. This report covers the literature on changes in drivers' visual attention distribution due to factors, internal and external to the driver. Aspects of attention during driving have been explored across multiple disciplines, including psychology, human factors, human-computer interaction, intelligent transportation, and computer vision, each offering different perspectives, goals, and explanations for the observed phenomena. We link cross-disciplinary theoretical and behavioral research on driver's attention to practical solutions. Furthermore, limitations and directions for future research are discussed. This report is based on over 175 behavioral studies, nearly 100 practical papers, 20 datasets, and over 70 surveys published since 2010. A curated list of papers used for this report is available at \url{https://github.com/ykotseruba/attention_and_driving}.

cs.CV↗