scholarly journals Visual Tea: EVES: Vision as Touch

2021 ◽  
Author(s):  
◽  
Cameron Wells

<p><b>It could be said that the eye plays a relatively passive role in the creation of a design. Our fingers and hands are more capable of drawing, and our voice can be used to communicate our ideas or expressions. Our eyes, however, are a consuming function. They absorb light and allow us to understand, but they do not play an active role. This body of work aims to challenge this conception through a body of design research and self-testing.</b></p> <p>By incorporating eye-tracking deeper within these methods, we can begin to discern this technology’s possibilities as a method that encompasses the visual experience as an active input. This thesis is segmented into the two areas of eye tracking utilisation within VR and the design process; passive and active. The passive investigations act as an intermediate phase to understand the extents of eye-tracking as a technology. In comparison, the active investigations act as the culmination and embodiment of this thesis as a whole.</p> <p>The research will explore the Eye-tracking Voxel Environment Sculptor’s (EVES) development that incorporates eye-tracking as an active design actor. Through the development of EVES, the extent to which eye-tracking can be implemented as an active design medium is investigated. The eye-tracking data garnered from the designer within EVES is directly utilised as an input within a modelling environment to manipulate and sculpt voxels. In addition to modelling input, eye-tracking is also explored in its usability in the Virtual Reality User Interface. Eyetracking is implemented within EVES to this extent to test the limits and possibilities of eye-tracking and the Human-Computer Interface within the realm of Virtual Reality Aided Design.</p>

2021 ◽  
Author(s):  
◽  
Cameron Wells

<p><b>It could be said that the eye plays a relatively passive role in the creation of a design. Our fingers and hands are more capable of drawing, and our voice can be used to communicate our ideas or expressions. Our eyes, however, are a consuming function. They absorb light and allow us to understand, but they do not play an active role. This body of work aims to challenge this conception through a body of design research and self-testing.</b></p> <p>By incorporating eye-tracking deeper within these methods, we can begin to discern this technology’s possibilities as a method that encompasses the visual experience as an active input. This thesis is segmented into the two areas of eye tracking utilisation within VR and the design process; passive and active. The passive investigations act as an intermediate phase to understand the extents of eye-tracking as a technology. In comparison, the active investigations act as the culmination and embodiment of this thesis as a whole.</p> <p>The research will explore the Eye-tracking Voxel Environment Sculptor’s (EVES) development that incorporates eye-tracking as an active design actor. Through the development of EVES, the extent to which eye-tracking can be implemented as an active design medium is investigated. The eye-tracking data garnered from the designer within EVES is directly utilised as an input within a modelling environment to manipulate and sculpt voxels. In addition to modelling input, eye-tracking is also explored in its usability in the Virtual Reality User Interface. Eyetracking is implemented within EVES to this extent to test the limits and possibilities of eye-tracking and the Human-Computer Interface within the realm of Virtual Reality Aided Design.</p>


2013 ◽  
Vol 135 (08) ◽  
pp. 30-35
Author(s):  
Judy Vance

This paper explores the use of immersive computing or virtual reality throughout a product design, assembly, and disassembly. Virtual reality or immersive computing creates a sense of presence for participants through devices that stimulate the senses. Immersive computing technology goes a step further by allowing the participant to interact with computer-generated models or environments rather than to passively view a screen. The technology is a collection of hardware and software that lets the participant explore digitally created objects within a three-dimensional space. Immersive computing presents a sharp contrast to existing two-dimensional computer interfaces used with computer-aided design (CAD) software programs. In order to illustrate the use of immersive computing in product design, research projects focus on using the technology to explore uncertainty in making design decisions. Industry is realizing the benefits of increased communication and deeper understanding of complex design issues through the use of immersive computing. Experts believe that when every engineer’s desktop includes immersive computing technology, the results will be better products produced more economically and with increased national competitiveness.


2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


Author(s):  
Bin Li ◽  
Yun Zhang ◽  
Xiujuan Zheng ◽  
Xiaoping Huang ◽  
Sheng Zhang ◽  
...  

2021 ◽  
Vol 11 (12) ◽  
pp. 5546
Author(s):  
Florian Heilmann ◽  
Kerstin Witte

Visual anticipation is essential for performance in sports. This review provides information on the differences between stimulus presentations and motor responses in eye-tracking studies and considers virtual reality (VR), a new possibility to present stimuli. A systematic literature search on PubMed, ScienceDirect, IEEE Xplore, and SURF was conducted. The number of studies examining the influence of stimulus presentation (in situ, video) is deficient but still sufficient to describe differences in gaze behavior. The seven reviewed studies indicate that stimulus presentations can cause differences in gaze behavior. Further research should focus on displaying game situations via VR. The advantages of a scientific approach using VR are experimental control and repeatability. In addition, game situations could be standardized and movement responses could be included in the analysis.


2021 ◽  
pp. 100432
Author(s):  
C.N.W. Geraets ◽  
S. Klein Tuente ◽  
B.P. Lestestuiver ◽  
M. van Beilen ◽  
S.A. Nijman ◽  
...  

2010 ◽  
Vol 7 (2) ◽  
pp. 269-278 ◽  
Author(s):  
X. B. Yang ◽  
S. H. Choi ◽  
K. K. Yuen ◽  
L. K. Y. Chan

2018 ◽  
Vol 2 (2) ◽  
pp. 59 ◽  
Author(s):  
Sri Rahayu

Abstract-This research related to the development of the potential of ecopreneurship students through project-based learning. The purposeof this research is caused by unrest demonstrated by students either in the process of learning which is very flat as well as assessment of the student's active role in the learning or suggested the practice as a form of character development. Researchers take a character-based entrepreneurial environment because the research location close to traditional and modern market. Problem formulated which examined is, related how the design, implementation, as well as the obstacles that occur in this research. The research method used is the classroom action research method using designs from Lewin according to Elliot. The design research of Lewin according to Elliot in each cycle begins with planning, action, observation, and reflection. Data collection techniques used are observation, field note, and documentation study. The instrument used is the observation sheet and rubric. Based on the research that has been done shows that project-based learning model can be an alternative model which could develop the potential of ecopreneurship grade VII-A MTS. Ar-Rohmah Bandung. This can be seen from the increase in the indicators of research after two cycles with a total of eight actions. The increase occurred on the indicators create, explore, creative, innovative, and confident. The results of this research can be an alternative to developing the social studies study that allows students to explore his creativity by doing a practice jump, so that learning becomes more meaningful for teachers as a student or as a character-forming the subject of the creation of the character.Keywords: project-based learning, the potential ecoprenership.


2021 ◽  
Author(s):  
Shivani Mulekar

Sanctuary is a documentary film in virtual reality (VR). The film uses 360-camera technology to offer a sensory immersive viewing experience. The film attempts to transcend the borders of filmmaking by merging new 360-camera technology and a nonlinear form of storytelling. The film is an observational piece. 360-degree videos are an emerging technology, which offers the viewer a sensory, immersive experience in virtual reality. Influenced by the 360-panoramic mural paintings created in 1860s, the use of the 360-camera breaks away from the syntax of documentary filmmaking and gives the audience an active role in the film-viewing experience. It breaks the traditional semantics of filmmaking and sets new rules of viewing which are personal and unique to each viewer. Sanctuary documents the Juhasz family, which has been living in a church since November 2014. The film is an eight-minute experience that gives the audience a 360- degree glimpse into the Juhasz family’s life and their living conditions. The film is presented as an installation, using Samsung’s Gear VR as the exhibition technology.


Sign in / Sign up

Export Citation Format

Share Document