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Nov
2
2010

ABSTRACT
Visual discomfort is a major problem for head-mounted displays and other stereo displays. One effect that is known to reduce visual comfort is double vision, which can occur due to high disparities. Previous studies suggest that adding artificial out-of-focus blur increases the fusional limits, where the left and right image can be fused without double vision. We investigate the effect of adding artificial out-of-focus blur on visual discomfort using two different setups. One uses a stereo monitor and an eye tracker to change the depth of focus based on the gaze of the user. The other one uses a video-see through head mounted display. A study involving 18 subjects showed that the viewing comfort when using blur is significantly higher in both setups for virtual scenes. However we can not confirm without doubt that the higher viewing comfort is only related to an increase of the fusional limits, as many subjects reported that double vision did not occur during the experiment. Results for additional photographed images that have been shown to the subjects were less significant. A first prototype of an AR system extracting a depth map from stereo images and adding artificial out-of-focus blur is presented.

Germany 2010 Vision Tobii eye tracking X60 visual discomfort headmounted displays stereo blur artificial virtual out-of-focus

in list: Ophthalmology & Vision science

Sep
23
2010

ABSTRACT
Multimodal interaction in everyday life seems so effortless. However, a closer look reveals that such interaction is indeed complex and comprises multiple levels of coordination, from high-level linguistic exchanges to low-level couplings of momentary bodily movements both within an agent and across multiple interacting agents. A better understanding of how these multimodal behaviors are coordinated can provide insightful principles to guide the development of intelligent multimodal interfaces. In light of this, we propose and implement a research framework in which human participants interact with a virtual agent in a virtual environment. 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. An experiment is designed and conducted to investigate adaptive user behaviors in a human-agent joint attention task. Multimodal data streams are collected in the study including speech, eye gaze, hand and head movements from both the human user and the virtual agent, which are then analyzed to discover various behavioral patterns. Those patterns show that human participants are highly sensitive to momentary multimodal behaviors generated by the virtual agent and they rapidly adapt their behaviors accordingly. Our results suggest the importance of studying and understanding real-time adaptive behaviors in human-computer multimodal interactions.

USA 2010 HCI Tobii eye tracking 1750 interact virtual adjust behavior patterns human-computer

in list: HCI & Usability

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

Aug
10
2010

ABSTRACT
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach, harnessing eye tracking technology for analysis and interaction. Such benefits include faster development of innovative games which can be automatically evaluated in an iterative fashion. For this purpose, we present a framework that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is also presented and highlights the framework’s capacity to create and evaluate novel entertainment interfaces.

Germany 2010 Tobii eye tracking 1750 digital games gaming interactive framework interaction gaze interface logging software HCI Usability virtual entertainment

in list: HCI & Usability

Aug
5
2010

ABSTRACT
Gaze visualizations hold the potential to facilitate usability studies of interactive systems. However, visual gaze analysis in three-dimensional virtual environments still lacks methods and techniques for aggregating attentional representations. We propose three novel gaze visualizations for the application in such environments: projected, object-based, and surface-based attentional maps. These techniques provide an overview of how visual attention is distributed across a scene, among different models, and across a model’s surface. Two user studies conducted among eye tracking and visualization experts approve the high value of these techniques for the fast evaluation of eye tracking studies in virtual environments.

Canada 2010 Tobii eye tracking 1750 3d visualization maps attention virtual Usability aggregation

in list: Eye Tracking Technology

ABSTRACT
Welcome to the course: Gazing at Games: Using Eye Tracking to Control Virtual Characters. I will start with a short introduction of the course which will give you an idea of its aims and structure. I will also talk a bit about my background and research interests and motivate why I think this work is important.

Sweden 2010 Tobii eye tracking X50 games gaming virtual characters control HCI

in list: Eye Control

Jul
22
2010

ABSTRACT
A desktop tool for replay and analysis of gaze-enhanced multiparty virtual collaborative sessions is described. We linked three CAVETM-like environments, creating a multiparty collaborative virtual space where avatars are animated with 3D gaze as well as head and hand motions in real time. Log files are recorded for subsequent playback and analysis using the proposed software tool. During replaying the user can rotate the viewpoint and navigate in the simulated 3D scene. The playback mechanism relies on multiple distributed log files captured at every site. This structure enables an observer to experience latencies of movement and information transfer for every site as this is important for conversation analysis. Playback uses an event-replay algorithm, modified to allow fast traversal of the scene by selective rendering of nodes, and to simulate fast random access. The tool’s analysis module can show each participant’s 3D gaze points and areas where gaze has been concentrated.

UK 2008 HCI Usability Tobii eye tracking avatars virtual 3d navigate tool replay analysis

in list: HCI & Usability

Mar
8
2010

Abstract.
We describe here our first effort for developing a virtual talking head able to engage a situated face-to-face interaction with a human partner. This paper concentrates on the low-level components of this interaction loop and the cognitive impact of the implementation of mutual attention and multimodal deixis on the communication task.

HCI Talking heads virtual conversational agents audiovisual speech synthesis face-to-face interaction eye tracking France 2007 Tobii 1750

in list: Cognitive & Behavioural Psychology , HCI & Usability , Eye Control

Abstract
We present an alternative interface that allows users to perceive new sensations in virtual environments. Gaze-based interaction in virtual environments creates the feeling of controlling objects with the mind, arguably translating into a more intense immersion sensation. Additionally, it is also free of some of the most cumbersome aspects of interacting in virtual worlds. By incorporating a real-time physics engine, the sensation of moving something real is further accentuated.\n\nWe also describe various simple yet effective techniques that allow eyetracking devices to enhance the three-dimensional visualization capabilities of current displays. Some of these techniques have the additional advantage of freeing the mouse from most navigation tasks.
This work focuses on the study of existing techniques, a detailed description of the implemented interface and the evaluation (both objective and subjective) of the interface. Given that appropriate filtering of the data from the eye tracker used is a key aspect for the correct functioning of the interface, we will also discuss that aspect in depth.

eye tracking virtual environments human-computer interaction video games input device Spain 2008 Tobii

in list: HCI & Usability , Eye Control

Dec
8
2009

Abstract
The use of master-slave surgical robots for Minimally Invasive Surgery (MIS) has created a physical separation between the surgeon and the patient. Reconnecting the essential visuomotor sensory feedback is important for the safe practice of robotic assisted MIS procedures. This paper introduces a novel gaze contingent framework with real-time haptic feedback by transforming visual sensory information into physical constraints that can interact with the motor sensory channel. We demonstrate how motor tracking of deforming tissue can be made more effective and accurate through the concept of gaze-contingent motor channelling. The method also uses 3D eye gaze to dynamically prescribe and update safety boundaries during robotic assisted MIS without prior knowledge of the soft-tissue morphology. Initial validation results on both simulated and robotic assisted phantom procedures demonstrate the potential clinical value of the technique.

Medical Gaze Contingent control robot interaction haptic constraints visuomotor fusion eye tracking robotic surgery virtual fixtures UK 2008 Tobii

in list: Medical research, Eye Control

Dec
3
2009

Introduction
Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. In the two general application areas of eye tracking, diagnostics and interaction (Duchowski, 2002), recently there has been put much effort into gaze interaction for three-dimensional (3D) virtual environments (VEs) (Castellina and Corno, 2008; Isokoski and Martin, 2006; Smith and Graham, 2006). However, since diagnostic studies benefit from visualizations of eye tracking data for understanding complex relationships between gaze behavior and stimuli, developing visualization techniques for 3D VEs is a fundamental next step in eye tracking research. A classification of gaze visualization techniques by Špakov (Špakov, 2008, pp. 37-49) emphasized the limited variety of suitable techniques for 3D stimuli. The most widely used procedure for investigating gaze data for dynamic and 3D stimuli is to analyze superimposed gaze plots over video recordings on a frame-by-frame basis. This quickly results in a monotonous and time-consuming process. The lack of suitable techniques for a more efficient gaze analysis of 3D VEs results in the desire for enhanced procedures. Such techniques may provide quick insights into gaze behavior for evaluative studies of, for example, digital games, model designs, and product placement in virtual worlds. The purpose of the research presented here is to establish a foundation for improving gaze visualizations of eye tracking data. We conducted a survey with professionals and researchers working with different stimulus types to find out more about the importance of gaze visualizations and general requirements for improved eye tracking analysis. This research aims at gaining a formal understanding of gaze visualization techniques and applying this knowledge to the design and development of novel visualizations especially for VEs. In this paper, preliminary findings from mixed-method (some quantitative, but a major emphasis on qualitative) questions will be presented and discussed in...

HCI Gaze visualization trends virtual environments qualitative and quantitative survey eye tracking Germany 2009 Tobii

in list: HCI & Usability

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