Perception of Volumetric Characters' Eye-Gaze Direction in Head-Mounted Displays

Andrew MacQuarrie, Anthony Steed
2019 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)  
Figure 1 : The seven avatar angles (AAs): volumetric reconstructions of a human with eye gaze directed at various angles. AAs are reported with angles to the avatar's left being negative. Above, left to right, these models show the avatar looking 45°, 30°, 15°, 0°, -15°, -30°and -45°. 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
more » ... 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.
doi:10.1109/vr.2019.8797852 dblp:conf/vr/MacQuarrieS19 fatcat:ch7ydybcqfb3bkvv4npykuxkci