Effects of Shared Gaze on Audio- Versus Text-Based Remote Collaborations

2020 ◽  
Vol 4 (CSCW2) ◽  
pp. 1-25
Author(s):  
Grete Helena Kütt ◽  
Teerapaun Tanprasert ◽  
Jay Rodolitz ◽  
Bernardo Moyza ◽  
Samuel So ◽  
...  
Keyword(s):  

Author(s):  
Sarah D’Angelo ◽  
Bertrand Schneider

Abstract The past decade has witnessed a growing interest for using dual eye tracking to understand and support remote collaboration, especially with studies that have established the benefits of displaying gaze information for small groups. While this line of work is promising, we lack a consistent framework that researchers can use to organize and categorize studies on the effect of shared gaze on social interactions. There exists a wide variety of terminology and methods for describing attentional alignment; researchers have used diverse techniques for designing gaze visualizations. The settings studied range from real-time peer collaboration to asynchronous viewing of eye-tracking video of an expert providing explanations. There has not been a conscious effort to synthesize and understand how these different approaches, techniques and applications impact the effectiveness of shared gaze visualizations (SGVs). In this paper, we summarize the related literature and the benefits of SGVs for collaboration, describe important terminology as well as appropriate measures for the dual eye-tracking space and discuss promising directions for future research. As eye-tracking technology becomes more ubiquitous, there is pressing need to develop a consistent approach to evaluation and design of SGVs. The present paper makes a first and significant step in this direction.



Author(s):  
Sandra Trösterer ◽  
Benedikt Streitwieser ◽  
Alexander Meschtscherjakov ◽  
Manfred Tscheligi
Keyword(s):  


2010 ◽  
Vol 8 (6) ◽  
pp. 1084-1084 ◽  
Author(s):  
M. Neider ◽  
M. W. Voss ◽  
A. F. Kramer


Public ◽  
2019 ◽  
Vol 31 (59) ◽  
pp. 72-77
Author(s):  
Nicholas Hobin

Encounters with animals are common in video games, where they are often included to add realism to the gameworld. Encounters with animal subjectivity, however, are not. The anthropocentric nature of video games means that animals are often environmental objects, and sometimes resources, but only occasionally characters, and rarely protagonists. As a consequence, there is no encounter with the animal presence, and often no shared gaze: The look of the animal is instead transformed into something wholly antagonistic (such as in Horizon Zero Dawn), wholly submissive (as in Far Cry Primal) or absent entirely (Red Dead Redemption). Even when video game animals are designed with the intention of “appreciating” the animals, the privileging of their panoptic human spectators just as often results in their objectification.



2010 ◽  
Vol 17 (5) ◽  
pp. 718-724 ◽  
Author(s):  
Mark B. Neider ◽  
Xin Chen ◽  
Christopher A. Dickinson ◽  
Susan E. Brennan ◽  
Gregory J. Zelinsky


Author(s):  
Bernhard Maurer ◽  
Sandra Trösterer ◽  
Magdalena Gärtner ◽  
Martin Wuchse ◽  
Axel Baumgartner ◽  
...  
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2020 ◽  
Vol 26 (5) ◽  
pp. 1934-1944
Author(s):  
Austin Erickson ◽  
Nahal Norouzi ◽  
Kangsoo Kim ◽  
Joseph J. LaViola ◽  
Gerd Bruder ◽  
...  


Author(s):  
Gun Lee ◽  
Seungwon Kim ◽  
Youngho Lee ◽  
Arindam Dey ◽  
Thammatip Piumsomboon ◽  
...  
Keyword(s):  


2021 ◽  
Vol 16 (3) ◽  
Author(s):  
Shiwei Cheng ◽  
Jialing Wang ◽  
Xiaoquan Shen ◽  
Yijian Chen ◽  
Anind Dey


2017 ◽  
Vol 28 (3) ◽  
pp. 449-483 ◽  
Author(s):  
Geert Brône ◽  
Bert Oben ◽  
Annelies Jehoul ◽  
Jelena Vranjes ◽  
Kurt Feyaerts

AbstractIn this paper, we present an embodiment perspective on viewpoint by exploring the role of eye gaze in face-to-face conversation, in relation to and interaction with other expressive modalities. More specifically, we look into gaze patterns, as well as gaze synchronization with speech, as instruments in the negotiation of participant roles in interaction. In order to obtain fine-grained information on the different modalities under scrutiny, we used the InSight Interaction Corpus (Brône, Geert & Bert Oben. 2015. Insight Interaction: A multimodal and multifocal dialogue corpus.Language Resources and Evaluation49, 195–214.). This multimodal video corpus consists of two- and three-party interactions (in Dutch), with head-mounted scene cameras and eye-trackers tracking all participants’ visual behavior, providing a unique ‘speaker-internal’ perspective on the conversation. The analysis of interactional sequences from the corpus (dyads and triads) reveals specific patterns of gaze distribution related to the temporal organization of viewpoint in dialogue. Different dialogue acts typically display specific gaze events at crucial points in time, as, e.g., in the case of brief gaze aversion associated with turn-holding, and shared gaze between interlocutors at the critical point of turn-taking. In addition, the data show a strong correlation and temporal synchronization between eye gaze and speech in the realization of specific dialogue acts, as shown by means of a series of cross-recurrence analyses for specific turn-holding mechanisms (e.g., verbal fillers co-occurring with brief moments of gaze aversion).



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