Eye gaze in virtual environments: evaluating the need and initial work on implementation

Eye gaze in virtual environments: evaluating the need and initial work on implementation
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虚拟环境中的眼睛注视:评估需求和实施的初步工作

DOI:
10.1002/cpe.1396
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发表时间:
2009
期刊:
Practice and Experience
影响因子:
--
通讯作者:
Murray N
Murray N
中科院分区:
--
文献类型:
--
作者:
Murray N

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对于参与者之间的有效协作,眼睛注视被视为交互的关键。视频会议要么不尝试支持眼睛凝视(例如AcessGrid),要么仅在圆桌条件下近似于眼睛凝视(例如真人大小的远程呈现)。沉浸式协作虚拟环境通过跟踪其跟踪运动的化身来表示远程参与者。通过另外跟踪人的眼睛并在他们的化身上表示他们的运动,可以忠实地再现视线,而不是近似。本文介绍了初步的工作,测试的结果,如果注视的焦点可以更准确地衡量,如果跟踪眼球运动被添加到在沉浸式虚拟环境中观察到的头像的头部。进行了一个实验,以评估用户的能力之间的差异,以判断什么对象的化身正在看只有头部运动被显示,而眼睛保持静止,并与眼睛凝视和头部运动信息被显示。实验结果表明,在沉浸式虚拟环境中,眼睛注视对被试正确识别一个人在看什么至关重要。随后介绍了在实验取得积极成果后正在开展的工作。我们讨论了更适合沉浸式移动的使用的眼动仪的集成,以及开发用于将用户的真实的世界眼球运动集成到沉浸式虚拟世界中的校准眼球凝视中的软件和技术。这将用于创建一个沉浸式协作虚拟环境,支持眼睛凝视及其正在进行的实验。版权所有© 2009约翰威利父子有限公司。
For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people's eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed in an immersive VE. An experiment was conducted to assess the difference between user's abilities to judge what objects an avatar is looking at with only head movements being displayed, while the eyes remained static, and with eye gaze and head movement information being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects correctly identifying what a person is looking at in an immersive virtual environment. This is followed by a description of the work that is now being undertaken following the positive results from the experiment. We discuss the integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real‐world eye movements into calibrated eye gaze in an immersive virtual world. This is to be used in the creation of an immersive collaborative virtual environment supporting eye gaze and its ongoing experiments. Copyright © 2009 John Wiley & Sons, Ltd.
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发表时间: 2003-04-01
影响因子: 1.5
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