Proceedings of the ACM Symposium on Applied Perception 2017
DOI: 10.1145/3119881.3119890
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Subtle gaze guidance for immersive environments

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Cited by 56 publications
(32 citation statements)
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“…In the future, we would like to explore options to minimize this, for instance by creating a non-linear mapping between the head and the camera movement that prevents the viewer from moving too far. Alternatively, existing techniques for controling user attention in VR [17,30] could be helpful in this context. Last, as a consequence of the omnidirectional stereo (ODS) format, depth information near the poles is not accurate [55], and thus the performance of our method worsens near those regions.…”
Section: Discussionmentioning
confidence: 99%
“…In the future, we would like to explore options to minimize this, for instance by creating a non-linear mapping between the head and the camera movement that prevents the viewer from moving too far. Alternatively, existing techniques for controling user attention in VR [17,30] could be helpful in this context. Last, as a consequence of the omnidirectional stereo (ODS) format, depth information near the poles is not accurate [55], and thus the performance of our method worsens near those regions.…”
Section: Discussionmentioning
confidence: 99%
“…The same method was investigated for guiding in narrative art, with static images [62]. Grogorick et al extended this method to virtual environments [61]. A luminance modulation was used and a circle shape was dynamically adapted to ellipses for the wide FoV in VR.…”
Section: Subtle Gaze Direction (Sgd) With Eye Trackingmentioning
confidence: 99%
“…Grogorick et al [9] optimized and evaluated subtle gaze guidance by smoothly altering the luminance of the region of interest. This guidance is removed once the gaze tracking indicates the user looks towards the target.…”
Section: Related Workmentioning
confidence: 99%
“…To strike this balance, we aimed to make them subtle, i.e., non-intrusive, but also clear enough so that the guidance is separate from the environment (non-diegetic). Therefore, conventional or otherwise highly visible interface elements, such as arrows or pictures on the display [19,20], were not considered, and also, guidance methods with a more subconscious design [9] were not considered.…”
Section: Social Indicatorsmentioning
confidence: 99%