头戴式显示器的实际扫视预测:迈向一个综合模型

IF 1.9 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING ACM Transactions on Applied Perception Pub Date : 2023-01-11 DOI:https://dl.acm.org/doi/10.1145/3568311
Elena Arabadzhiyska, Cara Tursun, Hans-Peter Seidel, Piotr Didyk
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引用次数: 0

摘要

眼球追踪技术已经开始成为虚拟现实和增强现实头盔等新型显示设备不可或缺的组成部分。凝视信息的应用范围从利用眼睛模式的新交互技术到基于凝视的数字内容创建。然而,系统延迟在许多此类应用中仍然是一个重要问题,因为它破坏了当前和测量凝视位置之间的同步。因此,它可能导致不必要的视觉伪影和用户体验的退化。在这项工作中,我们专注于焦点渲染应用程序,其中图像的质量向外围降低以节省计算量。在注视点渲染中,系统延迟的存在导致渲染帧的更新延迟,使用户可以看到质量下降。为了解决这个问题和对抗系统延迟,最近的工作提出使用眼动着落位置预测从延迟眼动追踪样本中推断凝视信息。虽然这种策略的好处已经得到了证明,但解决方案从简单有效的(对跳眼运动做几个假设)到更复杂、更昂贵的(使用机器学习技术),不一而足。然而,考虑到其他因素,预测能在多大程度上受益,以及如何有效地执行更复杂的预测以满足延迟需求,这些都还不清楚。本文通过一系列实验研究了在常见的虚拟现实和增强现实应用中不同因素对跳频预测的重要性。特别是,我们研究了扫视方向在3D空间和平滑追踪眼动(SPEM)中的影响,以及它们的影响如何与用户之间的可变性进行比较。我们还提出了一种简单而有效的事后校正方法,该方法适应现有的眼动预测方法来处理这些因素,而无需进行大量的数据收集。此外,我们的研究和校正技术也可以通过限制所需的训练数据量来帮助基于机器学习的技术的未来发展。
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Practical Saccade Prediction for Head-Mounted Displays: Towards a Comprehensive Model

Eye-tracking technology has started to become an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques that exploit eye patterns to gaze-contingent digital content creation. However, system latency is still a significant issue in many of these applications because it breaks the synchronization between the current and measured gaze positions. Consequently, it may lead to unwanted visual artifacts and degradation of the user experience. In this work, we focus on foveated rendering applications where the quality of an image is reduced towards the periphery for computational savings. In foveated rendering, the presence of system latency leads to delayed updates to the rendered frame, making the quality degradation visible to the user. To address this issue and to combat system latency, recent work proposes using saccade landing position prediction to extrapolate gaze information from delayed eye tracking samples. Although the benefits of such a strategy have already been demonstrated, the solutions range from simple and efficient ones, which make several assumptions about the saccadic eye movements, to more complex and costly ones, which use machine learning techniques. However, it is unclear to what extent the prediction can benefit from accounting for additional factors and how more complex predictions can be performed efficiently to respect the latency requirements. This paper presents a series of experiments investigating the importance of different factors for saccades prediction in common virtual and augmented reality applications. In particular, we investigate the effects of saccade orientation in 3D space and smooth pursuit eye-motion (SPEM) and how their influence compares to the variability across users. We also present a simple, yet efficient post-hoc correction method that adapts existing saccade prediction methods to handle these factors without performing extensive data collection. Furthermore, our investigation and the correction technique may also help future developments of machine-learning-based techniques by limiting the required amount of training data.

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来源期刊
ACM Transactions on Applied Perception
ACM Transactions on Applied Perception 工程技术-计算机:软件工程
CiteScore
3.70
自引率
0.00%
发文量
22
审稿时长
12 months
期刊介绍: ACM Transactions on Applied Perception (TAP) aims to strengthen the synergy between computer science and psychology/perception by publishing top quality papers that help to unify research in these fields. The journal publishes inter-disciplinary research of significant and lasting value in any topic area that spans both Computer Science and Perceptual Psychology. All papers must incorporate both perceptual and computer science components.
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