Perception of volumetric characters' eye-gaze direction in head-mounted displays

Andrew Macquarrie, Anthony Steed

Research output: Chapter in Book/Report/Conference proceedingConference Contribution (Conference Proceeding)

7 Citations (Scopus)

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 languageEnglish
Title of host publication26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
PublisherInstitute of Electrical and Electronics Engineers (IEEE)
Pages645-654
Number of pages10
ISBN (Electronic)9781728113777
DOIs
Publication statusPublished - Mar 2019
Event26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Osaka, Japan
Duration: 23 Mar 201927 Mar 2019

Publication series

Name26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings

Conference

Conference26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019
Country/TerritoryJapan
CityOsaka
Period23/03/1927/03/19

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.

Keywords

  • Gaze perception
  • User study
  • Virtual reality

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