Proceedings of the 2010 Symposium on Eye-Tracking Research &Amp; Applications - ETRA '10 2010
DOI: 10.1145/1743666.1743693
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Advanced gaze visualizations for three-dimensional virtual environments

Abstract: Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for twodimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, w… Show more

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Cited by 65 publications
(70 citation statements)
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“…Several approaches to visualize visual attention on static virtual 3D scenes have been described by Stellmach et al [2010]. Their Projected Attentional Maps are created based on recorded 3D fixations.…”
Section: Stellmach Et Almentioning
confidence: 99%
See 1 more Smart Citation
“…Several approaches to visualize visual attention on static virtual 3D scenes have been described by Stellmach et al [2010]. Their Projected Attentional Maps are created based on recorded 3D fixations.…”
Section: Stellmach Et Almentioning
confidence: 99%
“…An advantage of the Object-based Attentional Map is that the resulting colorizations could be exported and used in a high-end rendering system, if the coarse object-level granularity is not of importance. This approach is thus not useful for design reviews: In their user study, Stellmach et al [2010] could show that the granularity achieved by the Surface-based Attentional Maps was rated more useful than the simple Object-based Attentional Maps. While the heat map mesh of the Surface-based Attentional Map could also be exported, the re-use in a high-end rendering system is not as simple as with texture-based approaches.…”
Section: Stellmach Et Almentioning
confidence: 99%
“…The visual estimation of player experience has been mostly following studies in market or product research, with gaze fixations and saccades indicating the level of interest and engagement to the game's particular objects or features [33], [34], [35], [36]. Regarding affective analysis, not much work has been done, mostly due to the lack of universally recognizable facial expressions during game play and the subjective meaning of universals (a smile may indicate irony, while raised eyebrows may correspond to anticipation of an "epic win") and lower-level facial cues (winks, head nods), which cannot be resolved without looking into the game context that triggered them.…”
Section: Visual Analysis For Player Experience Modelingmentioning
confidence: 99%
“…Yet, using eye trackers as devices for HCI has started to become a focus of research in recent years and the field is slowly starting to come of age (Cournia, et al, 2003, Jakob, 1990. However, the use of eye tracking in digital games is still new (Isokoski, and Martin, 2006), in the same way it is new for gaze interaction in virtual worlds (Istance et al, 2009) and for gaze visualizations in three-dimensional (3D) environments (Stellmach et al, 2010).…”
Section: Theoretical Backgroundmentioning
confidence: 99%