“Perceptual gaze extent & level of detail in VR: looking outside the box” by Murphy and Duchowski

  • ©Hunter Murphy and Andrew T. Duchowski

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Title:

    Perceptual gaze extent & level of detail in VR: looking outside the box

Session/Category Title:   Virtual Reality Techniques


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Abstract:


    A common assumption exploited in perceptual Virtual Reality studies is that eye movements made while immersed in VR generally do not deviate more than 30° (visual angle) from the head-centric view direction (e.g., see Barnes [1979]). In this sketch we report eye tracking evidence which generally supports this observation in the context of peripheral Level Of Detail management during a visual search task in VR. We present results from experiments based on the work of Watson et al. [1997] and discuss an extension to the peripheral degradation paradigm to include a dynamic eye-slaved high-resolution inset.

References:


    1. Barnes, G. R. 1979. Vestibulo-Ocular Function During Co-ordinated Head and Eye Movements to Acqurie Visual Targets. Journal of Physiology, 127–147.
    2. Murphy, H., and Duchowski, A. T. 2001. Gaze-Contingent Level Of Detail. In EuroGraphics (Short Presentations), EuroGraphics.
    3. Watson, B., Walker, N., Hodges, L. F., and Worden, A. 1997. Managing Level of Detail through Peripheral Degradation: Effects on Search Performance with a Head-Mounted Display. ACM Transactions on Computer-Human Interaction 4, 4 (December), 323–346.


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