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Mise-Unseen

  • Creating or arranging objects at runtime is needed in many virtual reality applications, but such changes are noticed when they occur inside the user's field of view. We present Mise-Unseen, a software system that applies such scene changes covertly inside the user's field of view. Mise-Unseen leverages gaze tracking to create models of user attention, intention, and spatial memory to determine if and when to inject a change. We present seven applications of Mise-Unseen to unnoticeably modify the scene within view (i) to hide that task difficulty is adapted to the user, (ii) to adapt the experience to the user's preferences, (iii) to time the use of low fidelity effects, (iv) to detect user choice for passive haptics even when lacking physical props, (v) to sustain physical locomotion despite a lack of physical space, (vi) to reduce motion sickness during virtual locomotion, and (vii) to verify user understanding during story progression. We evaluated Mise-Unseen and our applications in a user study with 15 participants and find thatCreating or arranging objects at runtime is needed in many virtual reality applications, but such changes are noticed when they occur inside the user's field of view. We present Mise-Unseen, a software system that applies such scene changes covertly inside the user's field of view. Mise-Unseen leverages gaze tracking to create models of user attention, intention, and spatial memory to determine if and when to inject a change. We present seven applications of Mise-Unseen to unnoticeably modify the scene within view (i) to hide that task difficulty is adapted to the user, (ii) to adapt the experience to the user's preferences, (iii) to time the use of low fidelity effects, (iv) to detect user choice for passive haptics even when lacking physical props, (v) to sustain physical locomotion despite a lack of physical space, (vi) to reduce motion sickness during virtual locomotion, and (vii) to verify user understanding during story progression. We evaluated Mise-Unseen and our applications in a user study with 15 participants and find that while gaze data indeed supports obfuscating changes inside the field of view, a change is rendered unnoticeably by using gaze in combination with common masking techniques.zeige mehrzeige weniger

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Metadaten
Verfasserangaben:Sebastian Marwecki, Andrew D. Wilson, Eyal Ofek, Mar Gonzalez Franco, Christian HolzORCiDGND
DOI:https://doi.org/10.1145/3332165.3347919
ISBN:978-1-4503-6816-2
Titel des übergeordneten Werks (Englisch):UIST '19: Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology
Untertitel (Englisch):Using Eye-Tracking to Hide Virtual Reality Scene Changes in Plain Sight
Verlag:Association for Computing Machinery
Verlagsort:New York
Publikationstyp:Sonstiges
Sprache:Englisch
Jahr der Erstveröffentlichung:2019
Erscheinungsjahr:2019
Datum der Freischaltung:23.04.2021
Freies Schlagwort / Tag:Eye-tracking; change blindness; inattentional blindness; staging; virtual reality
Seitenanzahl:13
Erste Seite:777
Letzte Seite:789
Organisationseinheiten:An-Institute / Hasso-Plattner-Institut für Digital Engineering gGmbH
DDC-Klassifikation:0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 000 Informatik, Informationswissenschaft, allgemeine Werke
Peer Review:Referiert
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