GazeFS is a model that predicts and stabilizes target‑centered gaze trajectories using a variable‑length gaze‑head history, without requiring target information during inference. It maps this history to the next target‑center direction and a short‑horizon Search/Focus estimate, improving focus target centering and reducing residual gaze error. Across 7,960 acquisition episodes from 30 participants, GazeFS reduces Focus episode bias, dispersion, and P90 target error by 0.182°, 0.257°, and 0.400°, respectively, while maintaining high phase‑balanced accuracy and AUPRC.
By Yaozheng Xia, Zaiping Zhu, Bo Pang, Minghao Xie, Hui Li, Shaorong Wang, Sheng Li
The paper presents a framework that uses saliency maps to create hierarchical attention profiles, tracking how deep reinforcement learning agents allocate attention over time. By comparing these attention trajectories across different conditions and linking them to behavioral metrics, the study reveals algorithm‑specific biases, unintended reward‑driven strategies, and overfitting to redundant sensory inputs. Experiments on Atari 2600 games, custom Pong environments, and biomechanical visuomotor simulations demonstrate that these attention patterns correspond to measurable behavioral differences, establishing attention trajectories as a diagnostic tool beyond traditional performance metrics.
By Charlotte Beylier, Hannah Selder, Arthur Fleig, Simon M. Hofmann, Nico Scherf
arXiv:2610.00922v1 Announce Type: new
Abstract: Gaze estimation under natural head-eye motion underpins applications from driver monitoring to human-computer interaction. Single-frame methods predict...
By Jungmin Lee, Niamat Ullah, Yoseob Han
arXiv:2602. 14834v2 Announce Type: replace-cross Abstract: Human eye movements in visual recognition reflect a balance between foveal sampling and peripheral context.
By Pengcheng Pan, Yonekura Shogo, Yasuo Kuniyosh
The paper introduces the Causal Context-Gated Forecaster (CCGF) for predicting a driver's gaze during dashboard-mounted tracker dropouts. CCGF uses a 60‑frame history of gaze and head pose combined with DINOv3 scene features, and a learned reliability gate adjusts the influence of these inputs as the dropout progresses. Experiments on 2,047 naturalistic driving events show that live scene updates reduce median error by 33% compared to history‑only forecasting, while frozen scene input yields higher error, demonstrating the value of real‑time scene information.
By Shabnam Shabani, Ghazal Farhani
GameWAM is the first World-Action Model designed for native closed-loop gameplay and GUI control in modern video games. It jointly generates future visual observations and executable keyboard-mouse trajectories using parallel visual and action generative processes, block-causal conditioning, and flow matching. The model predicts gameplay/GUI mode at each step, handles heterogeneous native controls, and employs block-cycle control for long-horizon interaction, achieving competitive task success with fewer native actions than prior agents.
By Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo, Weijia Li