人眼注视行为和感知对沉浸式通信系统设计的启示

John P Rae, W. Steptoe, D. Roberts
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引用次数: 9

摘要

标准视频媒介通信系统(VMC)的一个特点是参与者可以从摄像机的视角看到彼此的空间。因此,参与者使用共存环境中存在的基于空间的资源的能力(例如,对指向和眼睛注视方向的产生和理解)可能会受到损害。虽然将摄像机放置在显示器附近,或在多个摄像机之间切换或插值以提供适当对齐的视图可以减少这个问题,但另一种范例是使用沉浸式投影技术在沉浸式协作虚拟环境(ICVE)中定位参与者,在这种环境中,远程参与者以3D图形表示形式出现。研究了ICVEs中远程参与者的两种表示方法:利用参与者跟踪的身体运动来动画的具身化身,以及基于视觉的技术,从多个实时视频输入流中重建3D模型。根据对基于虚拟形象的ICVE系统的经验评估,该系统既可以捕捉和显示眼球运动,又可以检查先前的凝视研究,我们提供了一种凝视实践的规范,以及在ICVE中应该支持的凝视感知中使用的线索。我们描述了基于视觉的ICVE面临的一些挑战,并讨论了在开发此类系统时结合不同方法的潜力。
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Some Implications of Eye Gaze Behavior and Perception for the Design of Immersive Telecommunication Systems
A feature of standard video-mediated Communication systems (VMC) is that participants see into each other's spaces from the viewpoint of a camera. Consequently, participants' capacity to use the spatially-based resources that exist in co-located settings (eg the production and comprehension of pointing and eye gaze direction) can be compromised. Whilst positioning cameras close to displays, or switching or interpolating between multiple cameras to provide appropriately aligned views can reduce this problem, an alternative paradigm is the use of immersive projection technology to locate participants within an immersive collaborative virtual environment (ICVE), in which remote participants appear as 3D graphical representations. Two approaches toward representation of remote participants in ICVEs have been studied: embodied avatars animated using participants' tracked body motion, and vision-based techniques that reconstruct 3D models from multiple streams of live video input. Drawing on empirical evaluations of an avatar-based ICVE system that both captures and displays eye-movement, together with an examination of previous research into gaze, we provide a specification of gaze practices and the cues used in the perception of gaze that should be supported in ICVEs. We delineate some of the challenges for vision-based ICVE and discuss the potential for combining different approaches in the development of such systems.
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