Recent Text-to-Image (T2I) generation models such as Stable Diffusion and Imagen have made significant progress in generating high-resolution images based on text descriptions. However, many generated images still suffer from issues such as artifacts/implausibility, misalignment with text descriptions, and low aesthetic quality. Inspired by the success of Reinforcement Learning with Human Feedback (RLHF) for large language models, prior works collected human-provided scores as feedback on generated images and trained a reward model to improve the T2I generation. In this paper, we enrich the feedback signal by (i) marking image regions that are implausible or misaligned with the text, and (ii) annotating which words in the text prompt are misrepresented or missing on the image. We collect such rich human feedback on 18K generated images (RichHF-18K) and train a multimodal transformer to predict the rich feedback automatically. We show that the predicted rich human feedback can be leveraged to improve image generation, for example, by selecting high-quality training data to finetune and improve the generative models, or by creating masks with predicted heatmaps to inpaint the problematic regions. Notably, the improvements generalize to models (Muse) beyond those used to generate the images on which human feedback data were collected (Stable Diffusion variants). The RichHF-18K data set will be released in our GitHub repository: https://github.com/google-research/google-research/tree/master/richhf_18k.
Progress in human behavior modeling involves understanding both implicit, early-stage perceptual behavior, such as human attention, and explicit, later-stage behavior, such as subjective preferences or likes. Yet most prior research has focused on modeling implicit and explicit human behavior in isolation; and often limited to a specific type of visual content. We propose UniAR -- a unified model of human attention and preference behavior across diverse visual content. UniAR leverages a multimodal transformer to predict subjective feedback, such as satisfaction or aesthetic quality, along with the underlying human attention or interaction heatmaps and viewing order. We train UniAR on diverse public datasets spanning natural images, webpages, and graphic designs, and achieve SOTA performance on multiple benchmarks across various image domains and behavior modeling tasks. Potential applications include providing instant feedback on the effectiveness of UIs/visual content, and enabling designers and content-creation models to optimize their creation for human-centric improvements.
Atypical gaze patterns are a promising biomarker of autism spectrum disorder. To measure gaze accurately, however, it typically requires highly controlled studies in the laboratory using specialized equipment that is often expensive, thereby limiting the scalability of these approaches. Here we test whether a recently developed smartphone-based gaze estimation method could overcome such limitations and take advantage of the ubiquity of smartphones. As a proof-of-principle, we measured gaze while a small sample of well-assessed autistic participants and controls watched videos on a smartphone, both in the laboratory (with lab personnel) and in remote home settings (alone). We demonstrate that gaze data can be efficiently collected, in-home and longitudinally by participants themselves, with sufficiently high accuracy (gaze estimation error below 1° visual angle on average) for quantitative, feature-based analysis. Using this approach, we show that autistic individuals have reduced gaze time on human faces and longer gaze time on non-social features in the background, thereby reproducing established findings in autism using just smartphones and no additional hardware. Our approach provides a foundation for scaling future research with larger and more representative participant groups at vastly reduced cost, also enabling better inclusion of underserved communities.
We consider the task of producing heatmaps from users' aggregated data while protecting their privacy. We give a differentially private (DP) algorithm for this task and demonstrate its advantages over previous algorithms on real-world datasets. Our core algorithmic primitive is a DP procedure that takes in a set of distributions and produces an output that is close in Earth Mover's Distance to the average of the inputs. We prove theoretical bounds on the error of our algorithm under a certain sparsity assumption and that these are near-optimal.
Mental fatigue is an important aspect of alertness and wellbeing. Existing fatigue tests are subjective and/or time-consuming. Here, we show that smartphone-based gaze is significantly impaired with mental fatigue, and tracks the onset and progression of fatigue. A simple model predicts mental fatigue reliably using just a few minutes of gaze data. These results suggest that smartphone-based gaze could provide a scalable, digital biomarker of mental fatigue.
Eye tracking has been widely used for decades in vision research, language and usability. However, most prior research has focused on large desktop displays using specialized eye trackers that are expensive and cannot scale. Little is known about eye movement behavior on phones, despite their pervasiveness and large amount of time spent. We leverage machine learning to demonstrate accurate smartphone-based eye tracking without any additional hardware. We show that the accuracy of our method is comparable to state-of-the-art mobile eye trackers that are 100x more expensive. Using data from over 100 opted-in users, we replicate key findings from previous eye movement research on oculomotor tasks and saliency analyses during natural image viewing. In addition, we demonstrate the utility of smartphone-based gaze for detecting reading comprehension difficulty. Our results show the potential for scaling eye movement research by orders-of-magnitude to thousands of participants (with explicit consent), enabling advances in vision research, accessibility and healthcare.
Building fast and accurate gaze estimation models without additional specialized hardware is a hard problem. In this paper, we present on-device few-shot personalization methods for 2D gaze estimation. The proposed supervised method achieves better accuracy using as few as 2-5 calibration points per user compared to prior methods that require more than 13 calibration points. In addition, we propose an unsupervised personalization method which uses only unlabeled facial images to improve gaze estimation accuracy. Our best personalized model achieves 24-26% better accuracy (measured by mean error) on phones compared to the state-of-the-art using <=5 calibration points per user. It is also computationally efficient, requiring 20x fewer FLOPS when compared to prior methods. This unlocks a variety of important real world applications such as using gaze for accessibility, gaming and human-computer interaction while running entirely on-device in real-time.
How can we reliably infer web users' interest and evaluate the content relevance when lacking active user interaction such as click behavior? In this paper, we investigate the relationship between mobile users' implicit interest inferred from attention metrics, such as eye gaze or viewport time, and explicit interest expressed by users. We present the first quantitative gaze tracking study using front-facing camera of mobile devices instead of specialized, expensive eye-tracking devices. We focus on multi-column digital media pages in Google Play Store that display 30+ items per page belonging to diverse categories. In such pages, we find significantly different distribution of gaze metrics on items that users rate as interesting vs. not. We leverage this insight by building a prediction model that is able to infer a user's interest ratings from the the non-click actions of the user. Our model is able to attain AUC of 90.32% in predicting user interest at an individual item level. In addition, our experiments on collection item re-ranking show how user gaze and viewport signals can be used to personalize item ranking on the collection page. Beyond understanding users' attention behavior in novel contexts such as multi-column digital media pages in Google Play Store, the findings in this study have implications for the design of a novel personalization and recommendation mechanism by (1) prioritizing items that are most likely of interest to users based on historical attention signals, and (2) prioritizing positions receiving significant portion of gaze attention.
Recent research has demonstrated the ability to estimate gaze on mobile devices by performing inference on the image from the phone's front-facing camera, and without requiring specialized hardware. While this offers wide potential applications such as in human-computer interaction, medical diagnosis and accessibility (e.g., hands free gaze as input for patients with motor disorders), current methods are limited as they rely on collecting data from real users, which is a tedious and expensive process that is hard to scale across devices. There have been some attempts to synthesize eye region data using 3D models that can simulate various head poses and camera settings, however these lack in realism. In this paper, we improve upon a recently suggested method, and propose a generative adversarial framework to generate a large dataset of high resolution colorful images with high diversity (e.g., in subjects, head pose, camera settings) and realism, while simultaneously preserving the accuracy of gaze labels. The proposed approach operates on extended regions of the eye, and even completes missing parts of the image. Using this rich synthesized dataset, and without using any additional training data from real users, we demonstrate improvements over state-of-the-art for estimating 2D gaze position on mobile devices. We further demonstrate cross-device generalization of model performance, as well as improved robustness to diverse head pose, blur and distance.
Mobile Search experiences have evolved significantly from a few blue links that require users to click. Recent search and ad units surface instant information to the user in a variety of visually rich formats that include images, horizontal swipes, and vertical scrolls. These innovative experiences call for new metrics and models to better understand searcher behavior on mobile phones. In this paper, we study how the presence of ads and their formats impacts searcher's gaze and satisfaction. We systematically vary presentation format of the sponsored result, while controlling for other factors, such as position and quality of organic results. We experiment with several configurations of text ad and rich ad formats. Our findings indicate that showing rich ad formats improve search experience, by drawing more attention to the information-rich ad and allowing users to interact to view more offers, which increases user satisfaction with search. In addition, we extend prior work by comparing the performance of various models to infer user's gaze from viewport data. Our models improve accuracy of existing viewport-based gaze inference methods by 30% in Pearson's correlation. Together, our findings show that viewport data can be used for fast, accurate and scalable measurement of user attention on a per-element basis, for both ads as well as organic search results.
Web Search has seen two big changes recently: rapid growth in mobile search traffic, and an increasing trend towards providing answer-like results for relatively simple information needs (e.g., [weather today]). Such results display the answer or relevant information on the search page itself without requiring a user to click. While clicks on organic search results have been used extensively to infer result relevance and search satisfaction, clicks on answer-like results are often rare (or meaningless), making it challenging to evaluate answer quality. Together, these call for better measurement and understanding of search satisfaction on mobile devices. In this paper, we studied whether tracking the browser viewport (visible portion of a web page) on mobile phones could enable accurate measurement of user attention at scale, and provide good measurement of search satisfaction in the absence of clicks. Focusing on answer-like results in web search, we designed a lab study to systematically vary answer presence and relevance (to the user's information need), obtained satisfaction ratings from users, and simultaneously recorded eye gaze and viewport data as users performed search tasks. Using this ground truth, we identified increased scrolling past answer and increased time below answer as clear, measurable signals of user dissatisfaction with answers. While the viewport may contain three to four results at any given time, we found strong correlations between gaze duration and viewport duration on a per result basis, and that the average user attention is focused on the top half of the phone screen, suggesting that we may be able to scalably and reliably identify which specific result the user is looking at, from viewport data alone.
As search pages are becoming increasingly complex, with images and nonlinear page layouts, understanding how users examine the page is important. We present a lab study on the effect of a rich informational panel to the right of the search result column, on eye and mouse behavior. Using eye and mouse data, we show that the flow of user attention on nonlinear page layouts is different from the widely believed top-down linear examination order of search results. We further demonstrate that the mouse, like the eye, is sensitive to two key attributes of page elements -- their position (layout), and their relevance to the user's task. We identify mouse measures that are strongly correlated with eye movements, and develop models to predict user attention (eye gaze) from mouse activity. These findings show that mouse tracking can be used to infer user attention and information flow patterns on search pages. Potential applications include ranking, search page optimization, and UI evaluation.
The potential for user-relevant, context-appropriate, targeted advertising on mobile devices is enormous given device improvements and advances in personal and location-based data collection. However, little is known about how users experience display advertisements ('ads') on mobile devices, or what factors drive mobile ad effectiveness. In this paper, we investigate users' experiences of display advertising on mobile devices. We consider three factors that are often studied in desktop settings the ad's level of personal relevance to the user, its relevance to the page content, and within-ad properties, with a particular focus on the level of animation in the ad. Our findings reveal a few surprises. First, personal relevance to the user has little or no impact on ad efficacy measured by recall. Instead, content relevance boosts ad recall. Second, user relevance leads to a more pleasant and interesting experience, but content relevance has no effect. Third, contrary to the popular notion that animation often leads to more effective ads by garnering more user attention, we find that a simple type of animation, such as blinking animation, negatively affects user experience and reduces ad recall. Our findings, while focused on advertising, offer insights for design of mobile content presentation in general.
Display advertising has been a significant source of revenue for publishers and ad networks in online advertising ecosystem. One of the main goals in display advertising is to maximize user response rate for advertising campaigns, such as click through rates (CTR) or conversion rates. Although in the online advertising industry we believe that the visual appearance of ads (creatives) matters for propensity of user response, there is no published work so far to address this topic via a systematic data-driven approach. In this paper we quantitatively study the relationship between the visual appearance and performance of creatives using large scale data in the world's largest display ads exchange system, RightMedia. We designed a set of 43 visual features, some of which are novel and some are inspired by related work. We extracted these features from real creatives served on RightMedia. We also designed and conducted a series of experiments to evaluate the effectiveness of visual features for CTR prediction, ranking and performance classification. Based on the evaluation results, we selected a subset of features that have the most important impact on CTR. We believe that the findings presented in this paper will be very useful for the online advertising industry in designing high-performance creatives. It also provides the research community with the first ever data set, initial insights into visual appearance's effect on user response propensity, and evaluation benchmarks for further study.