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Visualisations - Research Q1 & Q2
Study of Human Eye Gaze in Virtual Reality to Design an Agent with Human-like eye gaze
Agent Behavior Design - Research Q3
Face gaze points, flattened to font of the face. Indicating social connection.
All gaze points on the board from a single game.
Each state has different percentage chances to look at each object
Agent State Machine
Revealing thought process during a single turn, in this case it is the white players turn.
Gaze points around the room from a single game.
Each object has a suggested "gaze time"
Research question 1
What kind of eye gaze patterns and behaviors are shown during avatar-based human-to-human interaction in VR?
Research question 2
What effect does social eye-gaze have in virtual reality, does it make players feel connection?
Research question 3
Can the patterns and behaviors found in research question 1 be designed to become agent in VR?
Survey Results - Research Q2
Average gaze time before looking away (seconds)
Research Q2 Survey Questions
Objects looked at
72%
PENS game satisfaction survey results
Competence 6.16 / 7
Autonomy 2.25 / 7
Relatedness 3.12 / 7
Immersion 6.24 / 7
Controls 6.88 / 7
Video Footage of VR Game
Velocity of Eye Movements - Research Q1 & Q3
Velocity of eye movements
Average Percentage
35 threshold -
Velocity of eye movement patterns during different stages of the playing the game.
Agent Head - Research Q3
Setup
Exploration
Playing game
Head rotation limitation based on eye gaze velocity threshold
Velocity of eye movements within game board
Ocularmotor range (OMR) can be used with the eye gaze velocity threshold to create human-like head movements
The graph flattens to where there is a focus towards the area where tokens are placed on the game board.
Head and eye movement when tracking