Perception of Volumetric Characters' Eye-Gaze Direction in Head-Mounted Displays

2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)(2019)

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摘要
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.
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关键词
User study,Virtual reality,Gaze perception,1.1.1 [Human-centered computing]—Empirical studies in HCI,1.1.3.2 [Human-centered computing]: Interaction devices—Displays and imagers,1.1.4 [Human-centered computing]—HCI theory, concepts and models
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