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

机译:虚拟环境中的视线:评估实施的需求和初步工作

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摘要

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.
机译:对于参与者之间的有效协作,视线被视为互动的关键。视频会议要么不尝试支持视线(例如AcessGrid),要么仅在圆桌会议条件下(例如真人大小的智真)来近似视线。身临其境的协作虚拟环境通过跟踪他们的运动的化身代表远程参与者。通过另外跟踪人们的眼睛并在化身上表示他们的运动,可以忠实地再现注视线,而不是近似的。本文介绍了初步工作的结果,该结果测试了是否可以将跟踪的眼球运动添加到在沉浸式VE中观察到的化身的头部,是否可以更准确地测量凝视的焦点。进行了一项实验,以评估用户判断化身在看什么对象的能力之间的差异,仅显示头部运动,而保持眼睛静止,并显示眼睛凝视和头部运动信息。实验结果表明,凝视对于正确识别人在沉浸式虚拟环境中正在看什么至关重要。接下来是对根据实验的积极结果正在开展的工作的描述。我们将讨论更适合沉浸式移动使用的眼动仪的集成,以及为将用户的真实世界的眼动集成到沉浸式虚拟世界中经过校准的视线中而开发的软件和技术。这将用于创建支持视线的沉浸式协作虚拟环境及其正在进行的实验。

著录项

  • 来源
    《Concurrency and Computation》 |2009年第11期|1437-1449|共13页
  • 作者单位

    Centre for Virtual Environments, University of Salford, Salford M5 4WT, U.K.;

    Centre for Virtual Environments, University of Salford, Salford M5 4WT, U.K.;

    Department of Computer Science, University College London, Gower Street, London WC1E 6BT, U.K.;

    Interactive Systems Research Group, Department of Cybernetics, University of Reading, RG6 6UR, U.K.;

    School of Human & Life Sciences, Roehampton University, London SW15 5PU, U.K.;

    School of Human & Life Sciences, Roehampton University, London SW15 5PU, U.K.;

    Centre for Virtual Environments, University of Salford, Salford M5 4WT, U.K.;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    virtual environment; eye tracking; evaluation;

    机译:虚拟环境;眼动追踪;评价;

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