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

机译:头戴式显示器中立体人物的视线方向感知

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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.
机译:体积捕获允许创建接近视频质量的内容,可以在六个自由度上对其进行浏览。由于这些体验的局限性,例如将内容固定在拍摄时,因此了解眼睛注视意识至关重要。进行了一项重复测量实验,该实验探索了用户评估体积捕获化身(VCA)所处位置的能力。戴着两个头戴式显示器(HMD)之一的36名参与者旋转了VCA来观察目标。 HMD分辨率,目标位置和VCA的视线方向有所不同。结果并未显示HMD分辨率之间的精度差异,而对于距离用户更远的目标位置,任务变得更加困难。与现实世界的研究相反,参与者始终根据目标位置而不是根据化身的头部转向来错误地判断视线方向。讨论了隐含意义,因为在HMD中查看的VCA的结果似乎与面对面的情况有所不同。

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