An assessment of eye-gaze potential within immersive virtual environments

An assessment of eye-gaze potential within immersive virtual environments
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沉浸式虚拟环境中眼睛注视潜力的评估

DOI:
10.1145/1314303.1314311
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发表时间:
2007
期刊:
ACM Transactions on Multimedia Computing, Communications, and Applications
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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在协作情境中,眼睛凝视是支持和完成许多活动和角色的关键行为元素。在目前的计算机支持的协作系统中,眼睛凝视的支持很差。即使在像接入网格这样的最先进的视频会议系统中,尽管人们可以看到用户的脸,但眼睛凝视的大部分交流能力已经丧失。本文概述了一些初步工作,这些工作着眼于将眼睛凝视集成到身临其境的协作虚拟环境中,并评估这将对此类系统的用户之间的交互产生的影响。三个实验被用来评估沉浸式虚拟环境中眼睛凝视的效果。在每个实验中,受试者在一个大屏幕上观察化身的眼睛凝视行为。该化身的眼睛凝视行为之前是通过使用头盔眼睛跟踪器从用户那里记录下来的。第一个实验是为了评估用户判断化身正在看什么对象的能力之间的差异,仅通过观看头部凝视和显示眼睛和头部凝视数据来判断。实验结果表明,眼睛凝视对受试者至关重要,可以正确识别出一个人在身临其境的虚拟环境中看的是什么。第二个实验考察了是否需要单眼或双眼眼球追踪器。这是通过测试受试者识别化身单独从他们的眼睛方向看向哪里的能力,或者通过眼睛方向结合会聚的能力来检验的。这项实验表明,融合对受试者识别化身看向哪里的能力有重大影响。最后一项实验观察了立体和单声道观看场景的效果,受试者被要求识别化身正在看的地方。这项实验表明,受试者察觉化身凝视方向的能力没有差别。随后描述了眼睛跟踪系统如何融入身临其境的协作虚拟环境,以及使用这种系统取得的一些初步成果。
In collaborative situations, eye gaze is a critical element of behavior which supports and fulfills many activities and roles. In current computer-supported collaboration systems, eye gaze is poorly supported. Even in a state-of-the-art video conferencing system such as the access grid, although one can see the face of the user, much of the communicative power of eye gaze is lost. This article gives an overview of some preliminary work that looks towards integrating eye gaze into an immersive collaborative virtual environment and assessing the impact that this would have on interaction between the users of such a system. Three experiments were conducted to assess the efficacy of eye gaze within immersive virtual environments. In each experiment, subjects observed on a large screen the eye-gaze behavior of an avatar. The eye-gaze behavior of that avatar had previously been recorded from a user with the use of a head-mounted eye tracker. The first experiment was conducted to assess the difference between users' abilities to judge what objects an avatar is looking at with only head gaze being viewed and also with eye- and head-gaze data 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. The second experiment examined whether a monocular or binocular eye-tracker would be required. This was examined by testing subjects' ability to identify where an avatar was looking from their eye direction alone, or by eye direction combined with convergence. This experiment showed that convergence had a significant impact on the subjects' ability to identify where the avatar was looking. The final experiment looked at the effects of stereo and mono-viewing of the scene, with the subjects being asked to identify where the avatar was looking. This experiment showed that there was no difference in the subjects' ability to detect where the avatar was gazing. This is followed by a description of how the eye-tracking system has been integrated into an immersive collaborative virtual environment and some preliminary results from the use of such a system.
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