How Late Can you Update? Detecting Blur and Transients in Gaze-Contingent Multi-Resolutional Displays

Author(s):  
Lester C. Loschky ◽  
George W. McConkie

This study investigated perceptual disruptions in gaze-contingent multi-resolutional displays (GCMRDs) due to delays in updating the image after an eye movement. GCMRDs can be used to save processing resources and transmission bandwidth in many single-user display applications such as virtual reality, simulators, video-telephony, remote piloting, and teleoperation. The current study found that image update delays after an eye movement could be as long as 60 ms without significantly increasing the detectability of image degradation and/or transients due to the update. This is good news for designers of GCMRD applications, since it is ample time to update their displays after an eye movement without disrupting perception.

2020 ◽  
Vol 31 (3) ◽  
pp. 675-691 ◽  
Author(s):  
Jella Pfeiffer ◽  
Thies Pfeiffer ◽  
Martin Meißner ◽  
Elisa Weiß

How can we tailor assistance systems, such as recommender systems or decision support systems, to consumers’ individual shopping motives? How can companies unobtrusively identify shopping motives without explicit user input? We demonstrate that eye movement data allow building reliable prediction models for identifying goal-directed and exploratory shopping motives. Our approach is validated in a real supermarket and in an immersive virtual reality supermarket. Several managerial implications of using gaze-based classification of information search behavior are discussed: First, the advent of virtual shopping environments makes using our approach straightforward as eye movement data are readily available in next-generation virtual reality devices. Virtual environments can be adapted to individual needs once shopping motives are identified and can be used to generate more emotionally engaging customer experiences. Second, identifying exploratory behavior offers opportunities for marketers to adapt marketing communication and interaction processes. Personalizing the shopping experience and profiling customers’ needs based on eye movement data promises to further increase conversion rates and customer satisfaction. Third, eye movement-based recommender systems do not need to interrupt consumers and thus do not take away attention from the purchase process. Finally, our paper outlines the technological basis of our approach and discusses the practical relevance of individual predictors.


Information ◽  
2019 ◽  
Vol 10 (5) ◽  
pp. 170
Author(s):  
Jian Lv ◽  
Xiaoping Xu ◽  
Ning Ding

Aimed at the problem of how to objectively obtain the threshold of a user’s cognitive load in a virtual reality interactive system, a method for user cognitive load quantification based on an eye movement experiment is proposed. Eye movement data were collected in the virtual reality interaction process by using an eye movement instrument. Taking the number of fixation points, the average fixation duration, the average saccade length, and the number of the first mouse clicking fixation points as the independent variables, and the number of backward-looking times and the value of user cognitive load as the dependent variables, a cognitive load evaluation model was established based on the probabilistic neural network. The model was validated by using eye movement data and subjective cognitive load data. The results show that the absolute error and relative mean square error were 6.52%–16.01% and 6.64%–23.21%, respectively. Therefore, the model is feasible.


Author(s):  
Stefan Greuter ◽  
Sarah Kenderdine ◽  
Jeffrey Shaw

The Mogao Grottoes located in Gansu Province of north-western China consist of 492 cells and cave sanctuaries carved into the cliffs above the Dachuan River in Mogao. A UNESCO World Heritage Site, they comprise the largest, most richly endowed, and oldest treasure house of Buddhist art in the world. However, for preservation and conservation reasons most of the caves are now closed to the public. This chapter discusses the range of technologies currently available for the virtual representation of Cave 220, just one of the many caves located at this site. In particular, the chapter focuses on the latest prototype, developed by the authors called Pure Land UNWIRED which uses a virtual reality platform specifically designed for a unique single user full-body immersive virtual reality experience. The discussion includes technical and evaluative analysis of this prototype.


2021 ◽  
Vol 5 (1) ◽  
pp. 1-2
Author(s):  
Miguel Melo

Virtual Reality technologies are evolving at a fast pace. It is important to establish if these novel solutions met the goals they were developed for (i. e., to evaluate if they are effective). These technological-based products, whether based on a conventional PC setup or an immersive virtual reality setup, predominantly rely on the stimulation of the sight. With this, the eye movement analysis appears as an important metric to evaluate technological environments. Through eye movement analysis can establish how persons collect information and what influences their actions and decisions and determine certain preferences or behaviours.


2018 ◽  
pp. 1679-1701
Author(s):  
Stefan Greuter ◽  
Sarah Kenderdine ◽  
Jeffrey Shaw

The Mogao Grottoes located in Gansu Province of north-western China consist of 492 cells and cave sanctuaries carved into the cliffs above the Dachuan River in Mogao. A UNESCO World Heritage Site, they comprise the largest, most richly endowed, and oldest treasure house of Buddhist art in the world. However, for preservation and conservation reasons most of the caves are now closed to the public. This chapter discusses the range of technologies currently available for the virtual representation of Cave 220, just one of the many caves located at this site. In particular, the chapter focuses on the latest prototype, developed by the authors called Pure Land UNWIRED which uses a virtual reality platform specifically designed for a unique single user full-body immersive virtual reality experience. The discussion includes technical and evaluative analysis of this prototype.


1999 ◽  
Vol 8 (4) ◽  
pp. 462-468 ◽  
Author(s):  
Giuseppe Riva

Virtual reality (VR) is usually described by the media as a particular collection of technological hardware: a computer capable of 3-D real-time animation, a head-mounted display, and data gloves equipped with one or more position trackers. However, this focus on technology is somewhat disappointing for communication researchers and VR designers. To overcome this limitation, this paper describes VR as a communication tool: a communication medium in the case of multiuser VR and a communication interface in single-user VR. The consequences of this approach for the design and the development of VR systems are presented, together with the methodological and technical implications for the study of interactive communication via computers.


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