Skip navigation

Perception of volumetric characters' eye-gaze direction in head-mounted displays

Perception of volumetric characters' eye-gaze direction in head-mounted displays

MacQuarrie, Andrew and Steed, Anthony (2019) Perception of volumetric characters' eye-gaze direction in head-mounted displays. In: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Osaka, Japan. 23-27 March 2019. IEEE Xplore . IEEE, Piscataway, New York, pp. 645-654. ISBN 978-1728113777 ; 978-1728113784 ISSN 2642-5254 (Print), 2642-5246 (Online) (doi:https://doi.org/10.1109/VR.2019.8797852)

[img]
Preview
PDF (AAM)
35107_MacQUARRIE_Perception_of_volumetric_characters_eye_gaze.pdf - Accepted Version
Available under License Creative Commons Attribution No Derivatives.

Download (523kB) | Preview

Abstract

Volumetric capture allows the creation of near-video-quality content that can be explored with six degrees of freedom. Due to limitations in these experiences, such as the content being fixed at the point of filming, an understanding of eye-gaze awareness is critical. A repeated-measures experiment was conducted that explored users’ ability to evaluate where a volumetrically captured avatar (VCA) was looking. Wearing one of two head-mounted displays (HMDs), 36 participants rotated a VCA to look at a target. The HMD resolution, target position, and VCA’s eye-gaze direction were varied. Results did not show a difference in accuracy between HMD resolutions, while the task became significantly harder for target locations further away from the user. In contrast to real-world studies, participants consistently misjudged eye-gaze direction based on target location, but not based on the avatar’s head turn direction. Implications are discussed, as results for VCAs viewed in HMDs appear to differ from face-to-face scenarios.

Item Type: Conference Proceedings
Title of Proceedings: 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Osaka, Japan. 23-27 March 2019.
Additional Information: "‘For the purpose of open access, the author has applied a ‘Creative Commons Attribution (CC BY) licence (where permitted by UKRI, ‘Open Government Licence’ or ‘Creative Commons Attribution No-derivatives (CC BY-ND) licence’ may be stated instead) to any Author Accepted Manuscript version arising’"
Uncontrolled Keywords: user study, Virtual Reality, gaze perception
Subjects: N Fine Arts > N Visual arts (General) For photography, see TR
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Faculty / School / Research Centre / Research Group: Faculty of Engineering & Science
Faculty of Engineering & Science > School of Computing & Mathematical Sciences (CMS)
Related URLs:
Last Modified: 04 Mar 2022 13:06
URI: http://gala.gre.ac.uk/id/eprint/35107

Actions (login required)

View Item View Item

Downloads

Downloads per month over past year

View more statistics