# US 8,542,232 B2 · Method and apparatus for monitoring user attention with a computer-generated virtual environment

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- Number: US 8,542,232 B2
- Document ID: US8542232B2
- Status: Granted
- Kind: B2
- Application number: 12/344,522
- Filed: 2008-12-28
- Published: 2010-07-01
- Granted: 2013-09-24
- Earliest claimed: 2008-12-28
- Assignees: Avaya Inc.
- Applicants: Arn Hyndman; Nicholas Sauriol
- Inventors: Arn Hyndman; Nicholas Sauriol
- Web page: https://patentgrep.com/patent/US8542232B2

## CPC

- G06Q 10/08: Logistics, e.g. warehousing, loading or distribution; Inventory or stock management
- G06F 3/011: {Arrangements for interaction with the human body, e.g. for user immersion in virtual reality (blind teaching G09B21/00)}
- G06F 3/04815: Interaction with a metaphor-based environment or interaction object displayed as three-dimensional [3D], e.g. changing the user viewpoint with respect to the environment or object
- G06T 7/70: Determining position or orientation of objects or cameras (camera calibration G06T7/80)
- G06Q: INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- G06T: IMAGE DATA PROCESSING OR GENERATION, IN GENERAL

## Abstract

Avatars focal points are monitored as the Avatars move within a virtual environment to determine, statistically, where users are looking at in the virtual environment. The Avatar's focal point may be used to control a virtual brush that may paint the virtual environment in an attention monitoring function. A statistical distribution about the focal point is used to affect the coloration, and other known information about the virtual environment may be used to affect the statistics. As attention records from multiple users are collected, they may be overlaid to obtain a very accurate picture of how users are interacting with the virtual environment and with objects in the virtual environment. The attention monitoring function may generate a thermal overlay to the virtual environment to visually show where users tend to focus within the virtual environment. Users' attention on three dimensional and graphic objects may be monitored as well.

## Claims

### Claim 1

A computer-implemented method of evaluating user perception using a virtual environment, the method comprising the steps of:
continuously monitoring an Avatar focal point over time as an Avatar moves within the virtual environment to obtain focal point information associated with the Avatar's interaction in the virtual environment, the Avatar focal point being based on the Avatar's orientation and focus within the virtual environment;
applying a statistical function to the Avatar focal point based on a probability density function centered on the Avatar focal point to create a statistical map containing statistical information related to where the user was likely to have been looking while interacting in the virtual environment, wherein the probability density function includes relatively low to high variance levels based on perception of the avatar; and
aggregating the statistical information related to where the user was likely to have been looking with statistical information related to where other users were likely to have been looking while interacting in the virtual environment to determine where users associated with the Avatars are likely to be focused while interacting in the virtual environment, the statistical information related to where other users were likely to have been looking being based on focal point information of other Avatars;
wherein the step of monitoring is performed in connection with a physical object within the virtual environment to determine which aspects of the physical object are focused on by users of the virtual environment to obtain feedback on a design of the physical object by monitoring user interaction with the physical object.

### Claim 2 (depends on 1)

The method of claim 1, wherein the statistical map is affected by a size of field of view of the Avatar.

### Claim 3 (depends on 1)

The method of claim 1, wherein the statistical map is affected by a depth of the field of view of the Avatar.

### Claim 4 (depends on 1)

The method of claim 1, wherein the statistical map is affected by objects in the virtual environment.

### Claim 5 (depends on 4)

The method of claim 4, wherein the statistical map is affected by rendered sizes of the objects in the virtual environment.

### Claim 6 (depends on 1)

The method of claim 1, wherein the statistical map is affected by a location of a user's mouse cursor.

### Claim 7 (depends on 1)

The method of claim 1, wherein statistics are not collected during a period of inactivity.

### Claim 8 (depends on 1)

The method of claim 1, wherein the step of monitoring Avatar focal point is performed in connection with the virtual environment to determine which aspects of the virtual environment are focused on by users of the virtual environment.

### Claim 9 (depends on 8)

The method of claim 8, wherein the step of monitoring is used to determine locations for advertising content within the virtual environment.

### Claim 10 (depends on 8)

The method of claim 8, wherein the step of monitoring is used to optimize navigation and interaction with the virtual environment.

### Claim 11 (depends on 8)

The method of claim 8, wherein the step of monitoring is used to count Avatars that view advertisements within the virtual environment.

### Claim 12

A computer-implemented method of evaluating user perception using a virtual environment, the method comprising the steps of:
monitoring an Avatar focal point as an Avatar moves within the virtual environment to obtain focal point information associated with the Avatar's interaction in the virtual environment, the Avatar focal point being based on the Avatar's orientation and focus within the virtual environment;
applying a statistical function to the Avatar focal point based on a probability density function centered on the Avatar focal point to create statistical information related to where the user was likely to have been looking while interacting in the virtual environment, wherein the probability density function includes relatively low to high variance levels based on perception of the avatar; and
aggregating the statistical information related to where the user was likely to have been looking with statistical information related to where other users were likely to have been looking while interacting in the virtual environment to determine where users associated with the Avatars are likely to be focused while interacting in the virtual environment, the statistical information related to where other users were likely to have been looking being based on focal point information of other Avatars;
wherein the step of monitoring is performed in connection with a graphical object within the virtual environment to determine which aspects of the graphical object are focused on by users of the virtual environment to obtain feedback on a design of the graphical object by monitoring user interaction with the graphical object.

### Claim 13 (depends on 12)

The method of claim 12, wherein the graphical object is an advertisement.

### Claim 14 (depends on 12)

The method of claim 12, wherein the graphical object is a web page.

### Claim 15 (depends on 12)

The method of claim 12, wherein the graphical object is a user interface for a software application.
