Here's Looking At You Anyway!: How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality Games?
- Simulating eye movements for virtual humans or avatars can improve social experiences in virtual reality (VR) games, especially when wearing head mounted displays. While other researchers have already demonstrated the importance of simulating meaningful eye movements, we compare three gaze models with different levels of fidelity regarding realism: (1) a base model with static fixation and saccadic movements, (2) a proposed simulation model that extends the saccadic model with gaze shifts based on a neural network, and (3) a user's real eye movements recorded by a proprietary eye tracker. Our between-groups design study with 42 subjects evaluates impact of eye movements on social VR user experience regarding perceived quality of communication and presence. The tasks include free conversation and two guessing games in a co-located setting. Results indicate that a high quality of communication in co-located VR can be achieved without using extended gaze behavior models besides saccadic simulation. Users might have to gain more experience with VR technology before being able to notice subtle details in gaze animation. In the future, remote VR collaboration involving different tasks requires further investigation.
Document Type: | Conference Object |
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Language: | English |
Author: | Sven Seele, Sebastian Misztal, Helmut Buhler, Rainer Herpers, Jonas Schild |
Parent Title (English): | Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '17). Amsterdam, The Netherlands, October 15-18, 2017 |
First Page: | 531 |
Last Page: | 540 |
ISBN: | 978-1-4503-4898-0 |
DOI: | https://doi.org/10.1145/3116595.3116619 |
Publisher: | ACM |
Date of first publication: | 2017/10/15 |
Copyright: | Copyright © 2017 ACM. Abstracting with credit is permitted. |
Funding Information: | This work was carried out within the project EPICSAVE (FKZ 01PD15004A), which is being funded as part of the program Digitale Medien in der Beruflichen Bildung 2 by the German Federal Ministry of Education and Research (BMBF) and by the European Social Fonds (ESF). |
Keyword: | Eye Tracking; Gaze Behavior; Head-mounted Display; Social Virtual Reality |
Departments, institutes and facilities: | Fachbereich Informatik |
Institute of Visual Computing (IVC) | |
Projects: | EPICSAVE: Enhanced ParamedIC vocational training with Serious games And Virtual Environments - Teilvorhaben: Projektleitung und medientechnische Begleitforschung zu erfahrungsbasierten Serious Games und Virtueller Realität (DE/BMBF/01PD15004A) |
Dewey Decimal Classification (DDC): | 0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik |
Entry in this database: | 2017/08/31 |