Abstract
Volumetric capture allows the creation of near-video-quality content that can be explored with six degrees of freedom. Due to limitations in these experiences, such as the content being fixed at the point of filming, an understanding of eye-gaze awareness is critical. A repeated measures experiment was conducted that explored users' ability to evaluate where a volumetrically captured avatar (VCA) was looking. Wearing one of two head-mounted displays (HMDs), 36 participants rotated a VCA to look at a target. The HMD resolution, target position, and VCA's eye-gaze direction were varied. Results did not show a difference in accuracy between HMD resolutions, while the task became significantly harder for target locations further away from the user. In contrast to real-world studies, participants consistently misjudged eye-gaze direction based on target location, but not based on the avatar's head turn direction. Implications are discussed, as results for VCAs viewed in HMDs appear to differ from face-to-face scenarios.
Original language | English |
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Title of host publication | 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings |
Publisher | Institute of Electrical and Electronics Engineers (IEEE) |
Pages | 645-654 |
Number of pages | 10 |
ISBN (Electronic) | 9781728113777 |
DOIs | |
Publication status | Published - Mar 2019 |
Event | 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Osaka, Japan Duration: 23 Mar 2019 → 27 Mar 2019 |
Publication series
Name | 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings |
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Conference
Conference | 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 |
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Country/Territory | Japan |
City | Osaka |
Period | 23/03/19 → 27/03/19 |
Bibliographical note
Funding Information:This work was supported in part by grants EP/N509577/1 and EP/M029263/1 from the UK Engineering and Physical Sciences Research Council (EPSRC). The authors would like to thank Dimension Studio and Digital Catapult for their support with this work.
Publisher Copyright:
© 2019 IEEE.
Research Groups and Themes
- Bristol Interaction Group
Keywords
- Gaze perception
- User study
- Virtual reality