W. Steptoe, Oyewole Oyekoya, A. Murgia, R. Wolff, John P Rae, Estefania Guimaraes, D. Roberts, A. Steed
{"title":"沉浸式协同虚拟环境中以对象为中心的多方交互中虚拟角色眼睛注视控制的眼动追踪","authors":"W. Steptoe, Oyewole Oyekoya, A. Murgia, R. Wolff, John P Rae, Estefania Guimaraes, D. Roberts, A. Steed","doi":"10.1109/VR.2009.4811003","DOIUrl":null,"url":null,"abstract":"In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indicate focus of attention and action, as well as a resource to manage the interaction. In remote interaction supported by Immersive Collaborative Virtual Environments (ICVEs), embodied avatars representing and controlled by each participant share a virtual space. We report on a study designed to evaluate methods of avatar eye gaze control during an object-focused puzzle scenario performed between three networked CAVETM-like systems. We compare tracked gaze, in which avatars' eyes are controlled by head-mounted mobile eye trackers worn by participants, to a gaze model informed by head orientation for saccade generation, and static gaze featuring non-moving eyes. We analyse task performance, subjective user experience, and interactional behaviour. While not providing statistically significant benefit over static gaze, tracked gaze is observed as the highest performing condition. However, the gaze model resulted in significantly lower task performance and increased error rate.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"33 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"43","resultStr":"{\"title\":\"Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual Environments\",\"authors\":\"W. Steptoe, Oyewole Oyekoya, A. Murgia, R. Wolff, John P Rae, Estefania Guimaraes, D. Roberts, A. Steed\",\"doi\":\"10.1109/VR.2009.4811003\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indicate focus of attention and action, as well as a resource to manage the interaction. In remote interaction supported by Immersive Collaborative Virtual Environments (ICVEs), embodied avatars representing and controlled by each participant share a virtual space. We report on a study designed to evaluate methods of avatar eye gaze control during an object-focused puzzle scenario performed between three networked CAVETM-like systems. We compare tracked gaze, in which avatars' eyes are controlled by head-mounted mobile eye trackers worn by participants, to a gaze model informed by head orientation for saccade generation, and static gaze featuring non-moving eyes. We analyse task performance, subjective user experience, and interactional behaviour. While not providing statistically significant benefit over static gaze, tracked gaze is observed as the highest performing condition. However, the gaze model resulted in significantly lower task performance and increased error rate.\",\"PeriodicalId\":433266,\"journal\":{\"name\":\"2009 IEEE Virtual Reality Conference\",\"volume\":\"33 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-03-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"43\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 IEEE Virtual Reality Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2009.4811003\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE Virtual Reality Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2009.4811003","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual Environments
In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indicate focus of attention and action, as well as a resource to manage the interaction. In remote interaction supported by Immersive Collaborative Virtual Environments (ICVEs), embodied avatars representing and controlled by each participant share a virtual space. We report on a study designed to evaluate methods of avatar eye gaze control during an object-focused puzzle scenario performed between three networked CAVETM-like systems. We compare tracked gaze, in which avatars' eyes are controlled by head-mounted mobile eye trackers worn by participants, to a gaze model informed by head orientation for saccade generation, and static gaze featuring non-moving eyes. We analyse task performance, subjective user experience, and interactional behaviour. While not providing statistically significant benefit over static gaze, tracked gaze is observed as the highest performing condition. However, the gaze model resulted in significantly lower task performance and increased error rate.