Implications of Eye Tracking Research to Cinematic Virtual Reality

Sylvia Rothe, L. Chuang
{"title":"Implications of Eye Tracking Research to Cinematic Virtual Reality","authors":"Sylvia Rothe, L. Chuang","doi":"10.1145/3379157.3391658","DOIUrl":null,"url":null,"abstract":"While watching omnidirectional movies via head-mounted displays the viewer has an immersive viewing experience. Turning the head and looking around is a natural input technique to choose the visible part of the movie. For realizing scene changes depending on the viewing direction and for implementing non-linear story structures in cinematic virtual reality (CVR), selection methods are required to select the story branches. The input device should not disturb the viewing experience and the viewer should not be primarily aware of it. Eye- and head-based methods do not need additional devices and seem to be especially suitable. We investigate several techniques by using an own tool for analysing head and eye tracking data in CVR.","PeriodicalId":226088,"journal":{"name":"ACM Symposium on Eye Tracking Research and Applications","volume":"69 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Symposium on Eye Tracking Research and Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3379157.3391658","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

While watching omnidirectional movies via head-mounted displays the viewer has an immersive viewing experience. Turning the head and looking around is a natural input technique to choose the visible part of the movie. For realizing scene changes depending on the viewing direction and for implementing non-linear story structures in cinematic virtual reality (CVR), selection methods are required to select the story branches. The input device should not disturb the viewing experience and the viewer should not be primarily aware of it. Eye- and head-based methods do not need additional devices and seem to be especially suitable. We investigate several techniques by using an own tool for analysing head and eye tracking data in CVR.
眼动追踪研究对电影虚拟现实的启示
在通过头戴式显示器观看全方位电影时,观众有一种身临其境的观看体验。转头和环顾四周是选择电影可见部分的一种自然输入技术。在电影虚拟现实(CVR)中,为了实现随观看方向的场景变化和实现非线性的故事结构,需要选择方法来选择故事分支。输入设备不应该干扰观看体验,并且观看者不应该主要意识到它。基于眼睛和头部的方法不需要额外的设备,似乎特别合适。我们通过使用自己的工具来分析CVR中的头部和眼动追踪数据,研究了几种技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信