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Understanding Human Player:


Attention, Perception and Motivation
Sergei Savchenko


Bethesda Game Studios
Sergei Savchenko
• Sr. Technical Lead at Bethesda Game Studios


• Also worked at:


• Warner Bros.


• EA


• 3DO


• Consoles, Handhelds and Mobiles


• Wrote a book on computer graphics years back
What does it have to do with game dev?
• Human perception is limited by attentional resources and speci
fi
cs of the
visual system


• Humans may also not be motivated enough to use these resources in the
fi
rst place…


• Creative intent and dev $$ may not be hitting the mark if the limits are
not respected
Working memory
• Very limited (~7 pieces of
information)


• Shared between different circuits
(e.g. visuospatial and
phonological)


• We cannot multitask well! (in a
limited manner when the tasks are
of different types)
Working


Memory
Visuospatial


Sketchpad
Phonological


Loop
Episodic


Buffer
Sensors &


Sensory memory
Longterm


memory
Inattentional Blindness
• Very signi
fi
cant events may be
unnoticed if attention is focused
elsewhere!


• How many features that we build are
Gorillas?
Image from Selective Attention Test, Simons and Chabris 1999
Chunking
• 123456789 - more than 7 digits but
easy to remember


• Several pieces of information may be
chunked into a single piece


• Prior knowledge reduces working
memory load


• But: 10 NPCs is a crowed (one piece of
information) and 12 NPCs is still a
crowd…
Working


Memory
Visuospatial


Sketchpad
Phonological


Loop
Episodic


Buffer
Sensors &


Sensory memory
Longterm


memory
Affordances
• Shapes or concepts with well known
function or meaning reduce load on
working memory


• These require less attention to
perceive
Forgetting Curve
• Longer term memory is fragile


• We only remember about 60% after
just 20 min


• Only ~30% after one day!


• Recently learned concepts do not
provide easy affordances
100
20
60
30
~20 min
1 day
Now
~30 days
The Gamer’s Brain
Solid overview of how player’s brain
works with the focus on UX design.
Dr. Celia Hodent
Image by Fibonacci, CC BY-CA 3.0
Image by Fibonacci, CC BY-CA 3.0
Image by António Miguel de Campos, Public Domain
Image by António Miguel de Campos, Public Domain
Image by Pinna, B, CC BY-SA 3.0
Image by Pinna, B, CC BY-SA 3.0
Image by Cmglee based on work by Kitaoka Akiyoshi, CC BY-SA 3.0
Image by Cmglee based on work by Kitaoka Akiyoshi, CC BY-SA 3.0
Human vision, while effective, is not accurate!
The Eye
• Incoming light is focused by a two
lens system of cornea and the lens
of variable curvature


• Light is projected on to the retina,
primarily focused in the foveal pit


• Fovea is depressed to minimize light
pollution and reduce light scattering


• There is a blind spot that we are
psychologically unaware of
Image by Holly Fischer CC BY 3.0
Vision Fidelity
• Detail vision is very narrow, central
and slow


• Peripheral vision is not sensitive to
detail but quite sensitive to motion
and change be it at course resolution
Image by Vanessa Ezekowitz BY-SA 3.0. Image by Zyxwv99 CC BY-SA 4.0
Cell Signals
On-
Horizontal


Cell
Bipolar


cells
On- Cells
Ganglion


cells
1.
2.
3.
4.
Receptive Fields
• Midget/parvocellulare pathways
(~90% of all RGCs)


• Achromatic and chromatic vision


• Slow temporal response


• Parasol/magnocellulare pathways
(~5% of all RGCs)


• Motion, change


• Fast temporal response
Midget system
Parasol system
Center illuminated
Oriented Edges
• Simple and complex cells are
wired to multiple retinal
receptive
fi
elds and respond to
oriented stimuli


• May respond to moving
oriented stimuli


• There may be more cells
responding to vertical and
horizontal stimuli!
Retina LGN Striate (V1)
Image by Mark Fairchild, CC BY-SA 3.0, Image by Pancrat, CC BY-SA 3.0, Image by Paul C. Foster, CC BY-SA 3.0
Color Vision
• We cannot see greenish reds or
yellowish blues


• Changes in greenish intensities
are easier to recognize


• Red and Blue may not be the best
for small foreground elements


• Colors are likely perceived by
much lower resolution compared
to edges
Edges
Blue/Yellow
Red/Green
Saccadic Movement
• Average saccade ~30ms


• functional blindness during the saccade


• Average
fi
xation (with micro-saccade drift)
~200-300ms


• Smooth pursuit movement to chase moving
targets
From Alfred Yarbus Eye Movement and Vision, 1967. Image by Lucs-Kho, Public Domain
Fixations
• Eye movement patterns are task
speci
fi
c


• Faces are almost always salient
(even in peripheral vision!)


• Feet position may also be salient


• Shape interiors are rarely
fi
xated
on…
From Alfred Yarbus Eye Movement and Vision, 1967. Image by Lucs-Kho, Public Domain
Image by Friedrich Frisch, CC BY-SA 4.0
Image by Friedrich Frisch, CC BY-SA 4.0
Lighting from Above
• Shape perception is trained on natural
lighting stimuli (hence lighting from above
perceptual bias)


• Lighting from above bias is not absolute
and easily compensated by perspective
and shadows clues
Image by Rob Bogaerts Image manipulation: Phonebox, Public Domain
Image by Rob Bogaerts Image manipulation: Phonebox, Public Domain
Shadows
• Shadows are generally not interpreted as
shapes


• Shadows provide strong positional clues
(sometimes stronger than perspective
clues)


• Shadows edges are nearly always softer
compared to object edges
Shadows and Illumination
Direction
• Inconsistencies in shadows direction/
length and illumination direction are not
always salient


• Humans in experiments may not pay
attention to inconsistencies as large as
45°
Shadows and Illumination
Direction
• Inconsistencies in shadows direction/
length and illumination direction are not
always salient


• Humans in experiments may not pay
attention to inconsistencies as large as
45°
Perception of Global Illumination
• Scenes are likely segmented in our
perception into areas where
illumination is perceived as mostly
the same


• There is evidence that people
mostly perceive in
fl
uence from one
or two light directions per object


• Diffuse to diffuse interactions (e.g.
small color bleeding) may be less
perceptually salient
Images by Barahag, CC BY-SA 4.0
Image by Cmglee based on work by Kitaoka Akiyoshi, CC BY-SA 3.0
Peripheral Drift Illusion
• Patterns with luminosity change may
be interpreted as motion in
peripheral vision likely due to eye
movement (including micro-saccades)


• Motion is perceived as proceeding
from dark to light areas
Image by Herbert and Faubert, CC BY-CA 3.0
Images by Mlechowicz, CC BY-CA 3.0
Orientation Sensitive
• Similarly to special circuitry related to
face recognition (Fusiform Gyrus) we
posses dedicated brain areas to
recognize biological movement (STS -
Superior Temporal Sulcus)
Images by Mlechowicz, CC BY-CA 3.0
Frame Rate
• Primates have multiple parallel vision systems
with different temporal behavior:


• Fine Detail, Color (Parvo?)


• General shape and motion (Magno?)


• Threat/
fl
ocking (Konio?)


• Day/night cycle (Konio, photosensitive
RGCs?)


• Attention shift eye movement, Pupillary
Light Re
fl
ex, Color and lightness constancy


• We know that:


• Detail vision, slow


• Rough shape vision/motion perception, fast
Midget system
Parasol system
Center illuminated
Flicker Fusion Rate
• Flicker fusion threshold depends on retinal
illumination level and stimuli size


• Generally fusion happens somewhere
between low 20hz and just under 60hz


• But, high intensity
fl
icker can be felt (not
necessarily perceived) even at 300+Hz


• LEDs in HDR TVs…
-3 2
-2 -1 0 1
0
10
20
30
40
50
Retinal Illumination


Log Trolands
3
60
Cycles per


seconds
Adapted from Hecht and Smith, Intermittent stimulation by light, 1936
4 5 6
19°
6°
2°
0.3°
Stimuli Size


Visual Field Deg
Flicker Fusion Eccentricity
• Central vision is less sensitive to
fl
icker
(slower midget RGCs?)


• Mid periphery appears the most sensitive
(faster parasol RGCs?) 0 100
20 40 60 80
20
30
40
50
60
70
Flicker


Hz
Eccentricity


Deg
Adapted from Rovamo & Raninen, Critical flicker frequency and M-scaling of stimulus size and retinal illuminance, 1984
Visual Perception From a Computer
Graphics Perspective
Extensive review of visual perception from
computer graphics perspective
William Thompson, Jeanine Kelly Stefanucci, Sarah Creem-Regehr, Roland Fleming
Theories of Motivation
Hierarchy of Needs (A. Maslow 1943)
Images by Androidmarsexpress, CC BY-SA 4.0
E.R.G. (Clayton Alderefer, 1969)
Existence
Needs
Relatedness
Needs
Growth


Needs
Theory of Needs (D. McClelland, 1960s)
Achievement
Needs
Power


Needs
Affiliation
Needs
Self Determination Theory (E. Deci and R. Ryan, 1985)
Intrinsic Extrinsic
Competence
Autonomy
Relatedness
Regulation
Introjection
Identification
Integrated
regulation
Controlling:
Autonomous:
In Practical Terms
• Competence: Goals clarity, feedback, accomplishments,
fl
ow


• Autonomy: Choices with consequences, openness and customizations


• Relatedness: Coopetition, visible prior achievement indicators


• External Regulation: Reward and punishment, timing of rewards


• Introjection: Impact of friends and In
fl
uencers…


• Identi
fi
cation: Game brand and company brand and values
In positive psychology, flow, also known as
the zone, is the mental state of operation
in which a person performing an activity is
fully immersed in a feeling of energized
focus, full involvement, and enjoyment in
the process of the activity. In essence, flow
is characterized by complete absorption in
what one does, and a resulting loss in
one's sense of space and time.



	
	
	
-Wikipedia
Flow
The psychology of optimal experiences
Dr. Mihaly Csikszentmihalyi
National/Cultural Differences
• JRPG vs. WRGP?


• Geert Hofstede, Dutch
researcher who worked for
IBM formulated dimensions
outlining cultural differences


• Importantly these are not
individual traits but re
fl
ective
of prevalent societal attitudes
Image by Piotrus, CC BY-SA 4.0
Thanks!


Sergei Savchenko


sergei.savchenko@bethesdastudios.com

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Understanding Human Player: Attention, Perception and Motivation / Sergei Savchenko (Bethesda Game Studios)

  • 1. Understanding Human Player: Attention, Perception and Motivation Sergei Savchenko Bethesda Game Studios
  • 2. Sergei Savchenko • Sr. Technical Lead at Bethesda Game Studios • Also worked at: • Warner Bros. • EA • 3DO • Consoles, Handhelds and Mobiles • Wrote a book on computer graphics years back
  • 3.
  • 4.
  • 5.
  • 6.
  • 7. What does it have to do with game dev? • Human perception is limited by attentional resources and speci fi cs of the visual system • Humans may also not be motivated enough to use these resources in the fi rst place… • Creative intent and dev $$ may not be hitting the mark if the limits are not respected
  • 8. Working memory • Very limited (~7 pieces of information) • Shared between different circuits (e.g. visuospatial and phonological) • We cannot multitask well! (in a limited manner when the tasks are of different types) Working Memory Visuospatial Sketchpad Phonological Loop Episodic Buffer Sensors & Sensory memory Longterm memory
  • 9. Inattentional Blindness • Very signi fi cant events may be unnoticed if attention is focused elsewhere! • How many features that we build are Gorillas? Image from Selective Attention Test, Simons and Chabris 1999
  • 10. Chunking • 123456789 - more than 7 digits but easy to remember • Several pieces of information may be chunked into a single piece • Prior knowledge reduces working memory load • But: 10 NPCs is a crowed (one piece of information) and 12 NPCs is still a crowd… Working Memory Visuospatial Sketchpad Phonological Loop Episodic Buffer Sensors & Sensory memory Longterm memory
  • 11. Affordances • Shapes or concepts with well known function or meaning reduce load on working memory • These require less attention to perceive
  • 12. Forgetting Curve • Longer term memory is fragile • We only remember about 60% after just 20 min • Only ~30% after one day! • Recently learned concepts do not provide easy affordances 100 20 60 30 ~20 min 1 day Now ~30 days
  • 13. The Gamer’s Brain Solid overview of how player’s brain works with the focus on UX design. Dr. Celia Hodent
  • 14. Image by Fibonacci, CC BY-CA 3.0
  • 15. Image by Fibonacci, CC BY-CA 3.0
  • 16.
  • 17.
  • 18. Image by António Miguel de Campos, Public Domain
  • 19. Image by António Miguel de Campos, Public Domain
  • 20. Image by Pinna, B, CC BY-SA 3.0
  • 21. Image by Pinna, B, CC BY-SA 3.0
  • 22. Image by Cmglee based on work by Kitaoka Akiyoshi, CC BY-SA 3.0
  • 23. Image by Cmglee based on work by Kitaoka Akiyoshi, CC BY-SA 3.0
  • 24. Human vision, while effective, is not accurate!
  • 25. The Eye • Incoming light is focused by a two lens system of cornea and the lens of variable curvature • Light is projected on to the retina, primarily focused in the foveal pit • Fovea is depressed to minimize light pollution and reduce light scattering • There is a blind spot that we are psychologically unaware of Image by Holly Fischer CC BY 3.0
  • 26. Vision Fidelity • Detail vision is very narrow, central and slow • Peripheral vision is not sensitive to detail but quite sensitive to motion and change be it at course resolution Image by Vanessa Ezekowitz BY-SA 3.0. Image by Zyxwv99 CC BY-SA 4.0
  • 28. Receptive Fields • Midget/parvocellulare pathways (~90% of all RGCs) • Achromatic and chromatic vision • Slow temporal response • Parasol/magnocellulare pathways (~5% of all RGCs) • Motion, change • Fast temporal response Midget system Parasol system Center illuminated
  • 29. Oriented Edges • Simple and complex cells are wired to multiple retinal receptive fi elds and respond to oriented stimuli • May respond to moving oriented stimuli • There may be more cells responding to vertical and horizontal stimuli! Retina LGN Striate (V1) Image by Mark Fairchild, CC BY-SA 3.0, Image by Pancrat, CC BY-SA 3.0, Image by Paul C. Foster, CC BY-SA 3.0
  • 30.
  • 31.
  • 32.
  • 33. Color Vision • We cannot see greenish reds or yellowish blues • Changes in greenish intensities are easier to recognize • Red and Blue may not be the best for small foreground elements • Colors are likely perceived by much lower resolution compared to edges Edges Blue/Yellow Red/Green
  • 34. Saccadic Movement • Average saccade ~30ms • functional blindness during the saccade • Average fi xation (with micro-saccade drift) ~200-300ms • Smooth pursuit movement to chase moving targets From Alfred Yarbus Eye Movement and Vision, 1967. Image by Lucs-Kho, Public Domain
  • 35. Fixations • Eye movement patterns are task speci fi c • Faces are almost always salient (even in peripheral vision!) • Feet position may also be salient • Shape interiors are rarely fi xated on… From Alfred Yarbus Eye Movement and Vision, 1967. Image by Lucs-Kho, Public Domain
  • 36. Image by Friedrich Frisch, CC BY-SA 4.0
  • 37. Image by Friedrich Frisch, CC BY-SA 4.0
  • 38. Lighting from Above • Shape perception is trained on natural lighting stimuli (hence lighting from above perceptual bias) • Lighting from above bias is not absolute and easily compensated by perspective and shadows clues
  • 39. Image by Rob Bogaerts Image manipulation: Phonebox, Public Domain
  • 40. Image by Rob Bogaerts Image manipulation: Phonebox, Public Domain
  • 41. Shadows • Shadows are generally not interpreted as shapes • Shadows provide strong positional clues (sometimes stronger than perspective clues) • Shadows edges are nearly always softer compared to object edges
  • 42.
  • 43. Shadows and Illumination Direction • Inconsistencies in shadows direction/ length and illumination direction are not always salient • Humans in experiments may not pay attention to inconsistencies as large as 45°
  • 44. Shadows and Illumination Direction • Inconsistencies in shadows direction/ length and illumination direction are not always salient • Humans in experiments may not pay attention to inconsistencies as large as 45°
  • 45. Perception of Global Illumination • Scenes are likely segmented in our perception into areas where illumination is perceived as mostly the same • There is evidence that people mostly perceive in fl uence from one or two light directions per object • Diffuse to diffuse interactions (e.g. small color bleeding) may be less perceptually salient Images by Barahag, CC BY-SA 4.0
  • 46.
  • 47. Image by Cmglee based on work by Kitaoka Akiyoshi, CC BY-SA 3.0
  • 48. Peripheral Drift Illusion • Patterns with luminosity change may be interpreted as motion in peripheral vision likely due to eye movement (including micro-saccades) • Motion is perceived as proceeding from dark to light areas Image by Herbert and Faubert, CC BY-CA 3.0
  • 49. Images by Mlechowicz, CC BY-CA 3.0
  • 50. Orientation Sensitive • Similarly to special circuitry related to face recognition (Fusiform Gyrus) we posses dedicated brain areas to recognize biological movement (STS - Superior Temporal Sulcus) Images by Mlechowicz, CC BY-CA 3.0
  • 51. Frame Rate • Primates have multiple parallel vision systems with different temporal behavior: • Fine Detail, Color (Parvo?) • General shape and motion (Magno?) • Threat/ fl ocking (Konio?) • Day/night cycle (Konio, photosensitive RGCs?) • Attention shift eye movement, Pupillary Light Re fl ex, Color and lightness constancy • We know that: • Detail vision, slow • Rough shape vision/motion perception, fast Midget system Parasol system Center illuminated
  • 52. Flicker Fusion Rate • Flicker fusion threshold depends on retinal illumination level and stimuli size • Generally fusion happens somewhere between low 20hz and just under 60hz • But, high intensity fl icker can be felt (not necessarily perceived) even at 300+Hz • LEDs in HDR TVs… -3 2 -2 -1 0 1 0 10 20 30 40 50 Retinal Illumination Log Trolands 3 60 Cycles per seconds Adapted from Hecht and Smith, Intermittent stimulation by light, 1936 4 5 6 19° 6° 2° 0.3° Stimuli Size Visual Field Deg
  • 53. Flicker Fusion Eccentricity • Central vision is less sensitive to fl icker (slower midget RGCs?) • Mid periphery appears the most sensitive (faster parasol RGCs?) 0 100 20 40 60 80 20 30 40 50 60 70 Flicker Hz Eccentricity Deg Adapted from Rovamo & Raninen, Critical flicker frequency and M-scaling of stimulus size and retinal illuminance, 1984
  • 54. Visual Perception From a Computer Graphics Perspective Extensive review of visual perception from computer graphics perspective William Thompson, Jeanine Kelly Stefanucci, Sarah Creem-Regehr, Roland Fleming
  • 56. Hierarchy of Needs (A. Maslow 1943) Images by Androidmarsexpress, CC BY-SA 4.0
  • 57. E.R.G. (Clayton Alderefer, 1969) Existence Needs Relatedness Needs Growth Needs
  • 58. Theory of Needs (D. McClelland, 1960s) Achievement Needs Power Needs Affiliation Needs
  • 59. Self Determination Theory (E. Deci and R. Ryan, 1985) Intrinsic Extrinsic Competence Autonomy Relatedness Regulation Introjection Identification Integrated regulation Controlling: Autonomous:
  • 60. In Practical Terms • Competence: Goals clarity, feedback, accomplishments, fl ow • Autonomy: Choices with consequences, openness and customizations • Relatedness: Coopetition, visible prior achievement indicators • External Regulation: Reward and punishment, timing of rewards • Introjection: Impact of friends and In fl uencers… • Identi fi cation: Game brand and company brand and values
  • 61. In positive psychology, flow, also known as the zone, is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does, and a resulting loss in one's sense of space and time. 
 
 -Wikipedia
  • 62. Flow The psychology of optimal experiences Dr. Mihaly Csikszentmihalyi
  • 63. National/Cultural Differences • JRPG vs. WRGP? • Geert Hofstede, Dutch researcher who worked for IBM formulated dimensions outlining cultural differences • Importantly these are not individual traits but re fl ective of prevalent societal attitudes Image by Piotrus, CC BY-SA 4.0