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Tobii EyeTracking's Library tagged real-time   View Popular, Search in Google

Sep
14
2010

ABSTRACT
A better understanding of the human user’s expectations and sensitivities to the real-time behavior generated by virtual agents can provide insightful empirical data and infer useful principles to guide the design of intelligent virtual agents. In light of this, we propose and implement a research framework to systematically study and evaluate different important aspects of multimodal real-time interactions between humans and virtual agents. Our platform allows the virtual agent to keep track of the user’s gaze and hand movements in real time, and adjust his own behaviors accordingly. Multimodal data streams are collected in human-avatar interactions including speech, eye gaze, hand and head movements from both the human user and the virtual agent, which are then used to discover fine-grained behavioral patterns in human-agent interactions. We present a pilot study based on the proposed framework as an example of the kinds of research questions that can be rigorously addressed and answered. This first study investigating human-agent joint attention reveals promising results about the role and functioning of joint attention in human-avatar interactions.

USA 2010 Tobii eye tracking 1750 HCI evaluate multimodal real-time interactions virtual avatar attention

in list: HCI & Usability

Mar
8
2010

ABSTRACT
Recent advancements in computer graphics hardware have made it possible to develop hardware-accelerated real-time imaging displays. This poster presents technical details of an OpenGL multitexturing approach for real-time simulation of arbitrary visual fields over a still image. Mipmapping facilitates in-hardware dyadic (power-of-two) degradation of the image to serve as the low-resolution periphery. Multitexture compositing provides a mechanism to combine the image's high-resolution pixels within a window (of arbitrary shape). The poster presents code examples to achieve gaze-contingent movement of the high-resolution window over a smoothly or coarsely degraded version of the image background as shown in Figure 1.To test the display rate of the multitexturing approach, the "runway" image (1024 × 512) of Figure 1 was shown in a 1280 × 1024 display window (sufficient to fill a 17'' flat panel). Image rendering was timed in code as the foveal Region Of Interest (ROI) was made to move continuously over the image (diagonally from the top-right corner to the bottom-left, maintaining the full ROI within the window). Sustained display rates (in frames per second) reported by the timer averaged 120 fps on three different platforms.The multitexturing display was successfully adapted to a gaze-contingent application using the Tobii eye tracker for real-time gaze measurement. The Tobii eye tracker can be configured in several ways, one of which is acting as a server for a (possibly remote) eye tracking client application. Communication between client and server occurs over TCP/IP. A Linux PC, used for most of the eye tracker code testing, was set up with dual monitors, as shown in Figure 1, with the Tobii server running on a Windows 2000 PC.

Poster:
http://andrewd.ces.clemson.edu/research/vislab/docs/etra04-poster.pdf

Design Experimentation Performance Hardware-accelerated real-time simulation arbitrary visual fields eye tracking USA 2004 Tobii ET-17

in list: HCI & Usability

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