Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment

Eye-tracking technology is a biometric tool that has found many commercial and research applications. The recent advent of affordable wearable sensors has considerably expanded the range of these possibilities to fields such as computer gaming, education, entertainment, health, neuromarketing, psych...

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Main Authors: Alexandros A. Lavdas, Nikos A. Salingaros, Ann Sussman
Format: Article
Language:English
Published: MDPI AG 2021-07-01
Series:Applied Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-3417/11/13/6197
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author Alexandros A. Lavdas
Nikos A. Salingaros
Ann Sussman
author_facet Alexandros A. Lavdas
Nikos A. Salingaros
Ann Sussman
author_sort Alexandros A. Lavdas
collection DOAJ
description Eye-tracking technology is a biometric tool that has found many commercial and research applications. The recent advent of affordable wearable sensors has considerably expanded the range of these possibilities to fields such as computer gaming, education, entertainment, health, neuromarketing, psychology, etc. The Visual Attention Software by 3M (3M-VAS) is an artificial intelligence application that was formulated using experimental data from eye-tracking. It can be used to predict viewer reactions to images, generating fixation point probability maps and fixation point sequence estimations, thus revealing pre-attentive processing of visual stimuli with a very high degree of accuracy. We have used 3M-VAS software in an innovative implementation to analyze images of different buildings, either in their original state or photographically manipulated, as well as various geometric patterns. The software not only reveals non-obvious fixation points, but also overall relative design coherence, a key element of Christopher Alexander’s theory of geometrical order. A more evenly distributed field of attention seen in some structures contrasts with other buildings being ignored, those showing instead unconnected points of splintered attention. Our findings are non-intuitive and surprising. We link these results to both Alexander’s theory and Neuroscience, identify potential pitfalls in the software’s use, and also suggest ways to avoid them.
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spelling doaj.art-2a195be74f614ac68db747a549e3da4f2023-11-22T02:35:04ZengMDPI AGApplied Sciences2076-34172021-07-011113619710.3390/app11136197Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built EnvironmentAlexandros A. Lavdas0Nikos A. Salingaros1Ann Sussman2Eurac Research, Institute for Biomedicine, Affiliated Institute of the University of Lübeck, Via Galvani 31, 39100 Bolzano, ItalyDepartment of Mathematics and Architecture, The University of Texas, San Antonio, TX 78249, USAThe Human Architecture & Planning Institute, Inc., 43 Bradford St., Concord, MA 01742, USAEye-tracking technology is a biometric tool that has found many commercial and research applications. The recent advent of affordable wearable sensors has considerably expanded the range of these possibilities to fields such as computer gaming, education, entertainment, health, neuromarketing, psychology, etc. The Visual Attention Software by 3M (3M-VAS) is an artificial intelligence application that was formulated using experimental data from eye-tracking. It can be used to predict viewer reactions to images, generating fixation point probability maps and fixation point sequence estimations, thus revealing pre-attentive processing of visual stimuli with a very high degree of accuracy. We have used 3M-VAS software in an innovative implementation to analyze images of different buildings, either in their original state or photographically manipulated, as well as various geometric patterns. The software not only reveals non-obvious fixation points, but also overall relative design coherence, a key element of Christopher Alexander’s theory of geometrical order. A more evenly distributed field of attention seen in some structures contrasts with other buildings being ignored, those showing instead unconnected points of splintered attention. Our findings are non-intuitive and surprising. We link these results to both Alexander’s theory and Neuroscience, identify potential pitfalls in the software’s use, and also suggest ways to avoid them.https://www.mdpi.com/2076-3417/11/13/6197eye-trackingvisual attentionpredictive engagementsubconscious attractiondesign toolscoherence
spellingShingle Alexandros A. Lavdas
Nikos A. Salingaros
Ann Sussman
Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment
Applied Sciences
eye-tracking
visual attention
predictive engagement
subconscious attraction
design tools
coherence
title Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment
title_full Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment
title_fullStr Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment
title_full_unstemmed Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment
title_short Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment
title_sort visual attention software a new tool for understanding the subliminal experience of the built environment
topic eye-tracking
visual attention
predictive engagement
subconscious attraction
design tools
coherence
url https://www.mdpi.com/2076-3417/11/13/6197
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