head tracking
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2021 ◽  
Vol 12 ◽  
Author(s):  
Chloe Callahan-Flintoft ◽  
Christian Barentine ◽  
Jonathan Touryan ◽  
Anthony J. Ries

Using head mounted displays (HMDs) in conjunction with virtual reality (VR), vision researchers are able to capture more naturalistic vision in an experimentally controlled setting. Namely, eye movements can be accurately tracked as they occur in concert with head movements as subjects navigate virtual environments. A benefit of this approach is that, unlike other mobile eye tracking (ET) set-ups in unconstrained settings, the experimenter has precise control over the location and timing of stimulus presentation, making it easier to compare findings between HMD studies and those that use monitor displays, which account for the bulk of previous work in eye movement research and vision sciences more generally. Here, a visual discrimination paradigm is presented as a proof of concept to demonstrate the applicability of collecting eye and head tracking data from an HMD in VR for vision research. The current work’s contribution is 3-fold: firstly, results demonstrating both the strengths and the weaknesses of recording and classifying eye and head tracking data in VR, secondly, a highly flexible graphical user interface (GUI) used to generate the current experiment, is offered to lower the software development start-up cost of future researchers transitioning to a VR space, and finally, the dataset analyzed here of behavioral, eye and head tracking data synchronized with environmental variables from a task specifically designed to elicit a variety of eye and head movements could be an asset in testing future eye movement classification algorithms.


Author(s):  
Balazs P. Vagvolgyi ◽  
Ravikrishnan P. Jayakumar ◽  
Manu S. Madhav ◽  
James J. Knierim ◽  
Noah J. Cowan
Keyword(s):  

2021 ◽  
Author(s):  
◽  
Hunter Mulder

<p>This thesis presents a non-visual game for visually impaired people which uses technology designed for interacting with Virtual Reality (VR) environments to provide a tailored experience that focuses on touch and sound. According to the world health organisation, 0.03% of the world's population is blind. However, according to the world’s largest computer game market, Steam, only 0.0003% of games published in its catalog are designed for visually impaired people. This discrepancy shows that there is a clear issue in regards to the representation of visually impaired people in the design of computer games.   By examining existing computer games designed for visually impaired people, a set of design criteria was established in order to improve the experience delivered to a visually impaired player in a computer game. This was accomplished by adopting existing   VR input methods such as tracked motion controllers and head tracking technology in order to track a player’s motion and position in space. The experience reacts to the position and placement of the player’s head and hands by using outputs such as spatialized audio combined with haptic feedback. A game was then designed using these inputs and outputs that would allow a visually impaired player to use their sound and proprioceptive senses to navigate and interact with the environment.   Visually impaired people were interviewed in regards to their experience and thoughts upon computer games. The game experience was then be tested by the same group of visually impaired players and user feedback was then integrated into an iterative design process. The final outcome of this thesis is a game experience that takes into account the needs and requirements of the underrepresented audience of visually impaired people who wish to enjoy computer games as a medium.</p>


2021 ◽  
Author(s):  
◽  
Hunter Mulder

<p>This thesis presents a non-visual game for visually impaired people which uses technology designed for interacting with Virtual Reality (VR) environments to provide a tailored experience that focuses on touch and sound. According to the world health organisation, 0.03% of the world's population is blind. However, according to the world’s largest computer game market, Steam, only 0.0003% of games published in its catalog are designed for visually impaired people. This discrepancy shows that there is a clear issue in regards to the representation of visually impaired people in the design of computer games.   By examining existing computer games designed for visually impaired people, a set of design criteria was established in order to improve the experience delivered to a visually impaired player in a computer game. This was accomplished by adopting existing   VR input methods such as tracked motion controllers and head tracking technology in order to track a player’s motion and position in space. The experience reacts to the position and placement of the player’s head and hands by using outputs such as spatialized audio combined with haptic feedback. A game was then designed using these inputs and outputs that would allow a visually impaired player to use their sound and proprioceptive senses to navigate and interact with the environment.   Visually impaired people were interviewed in regards to their experience and thoughts upon computer games. The game experience was then be tested by the same group of visually impaired players and user feedback was then integrated into an iterative design process. The final outcome of this thesis is a game experience that takes into account the needs and requirements of the underrepresented audience of visually impaired people who wish to enjoy computer games as a medium.</p>


2021 ◽  
Author(s):  
◽  
Mohsin Ali

<p>The technology of today, such as the Oculus Rift, can provide immersion in ways that were unachievable in the past. The Oculus Rift is a virtual reality headset that allows the user to see the three-dimensional world without the use of a traditional monitor. Unlike television, computer and mobile screens, a virtual reality headset digitally transports the user into the environment. Functionality such as depth tracking and rotational head tracking provides immersion unlike anything experienced to date.   My interest is to investigate interactive storytelling in combination with the Oculus Rift, to determine if virtual reality headsets can enrich storytelling experiences. This will be achieved by developing an application where interactive storytelling is compatible with the Oculus Rift, and testing that application with participants. Finally, a conclusion will be drawn from the data collected by participants.   Alongside the written thesis, a digital application will be produced in Unreal Engine 4 (Video game engine). The application will be an Oculus Rift driven experience, meaning that users can only experience it through an Oculus Rift. The application will have an interactive plot, which allows the user to influence the storyline. The design will be iterative and will be refined after each user testing session. The application hopes to strengthen the theories and concepts found in the written section of the thesis.</p>


2021 ◽  
Author(s):  
◽  
Mohsin Ali

<p>The technology of today, such as the Oculus Rift, can provide immersion in ways that were unachievable in the past. The Oculus Rift is a virtual reality headset that allows the user to see the three-dimensional world without the use of a traditional monitor. Unlike television, computer and mobile screens, a virtual reality headset digitally transports the user into the environment. Functionality such as depth tracking and rotational head tracking provides immersion unlike anything experienced to date.   My interest is to investigate interactive storytelling in combination with the Oculus Rift, to determine if virtual reality headsets can enrich storytelling experiences. This will be achieved by developing an application where interactive storytelling is compatible with the Oculus Rift, and testing that application with participants. Finally, a conclusion will be drawn from the data collected by participants.   Alongside the written thesis, a digital application will be produced in Unreal Engine 4 (Video game engine). The application will be an Oculus Rift driven experience, meaning that users can only experience it through an Oculus Rift. The application will have an interactive plot, which allows the user to influence the storyline. The design will be iterative and will be refined after each user testing session. The application hopes to strengthen the theories and concepts found in the written section of the thesis.</p>


Author(s):  
Sayed Muchallil ◽  
Konrad Halnum ◽  
Carsten Griwodz

2021 ◽  
Author(s):  
Benedikt Hosp ◽  
Myat Su Yin ◽  
Peter Haddawy ◽  
Ratthaphum Watcharopas ◽  
Paphon Sa-Ngasoongsong ◽  
...  

2021 ◽  
Author(s):  
Lior Madmoni ◽  
Jacob Donley ◽  
Vladimir Tourbabin ◽  
Boaz Rafaely

2021 ◽  
Author(s):  
Or Berebi ◽  
Boaz Rafaely ◽  
Zamir Ben-Hur ◽  
David Lou Alon

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