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GAZE Issues

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Strong interaction effect between type of avatar and type of gaze ... Avatar behavior changes depending on participant's real time speech and tracking ... – PowerPoint PPT presentation

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Title: GAZE Issues


1
GAZE Issues
  • CS 6724
  • Embodied Interaction
  • Ajit Kulkarni
  • 31st October 2006

2
Papers
  • Rainer Stiefelhagen, and Jie Zhu, "Head
    Orientation and Gaze Direction in Meetings,
  • Garau, M., et al., "The Impact of Avatar Realism
    and Eye Gaze Control on Perceived Quality of
    Communication in a Shared Immersive Virtual
    Environment,"
  • Vinayagamoorthy, V., M. Garau, A. Steed, and M.
    Slater, "An Eye Gaze Model for Dyadic Interaction
    in an Immersive Virtual Environment Practice and
    Experience,".

3
Paper 1 Head Orientation and Gaze Direction
  • Meetings Who is looking at whom???
  • Gaze Direction where eyes are pointing in space
  • Gaze Head orientation Eye orientation
  • Head orientation -gt estimation is non intrusive
  • Eye orientation -gt estimation is intrusive
  • Eye orientation estimation requires lots of
    equipment like HMDs or restrictions on behavior

4
Goals of Paper
  • Finding contribution of head orientation to
    overall gaze
  • Predicting users focus of attention using head
    orientation only

5
Data Collection
  • Round table meeting of 4
  • Head mounted system used by subject
  • Head orientation and position -gt magnetic pose
    and position tracking system
  • Eye orientation and position -gt head mounted
    camera
  • Gets eye blinks also-gt no eye gaze data at this
    point

6
Head Orientation Contribution To Gaze
  • 87 of the time head orientation and eye
    direction in same direction
  • Subjects use head orientation to change gaze
    direction
  • 20 of the time eye blinks -gt no eye tracking
    -gtonly head orientation

7
Target Estimation Using Head Orientation Only
  • Labeling of frames when a person was looking at
    some one else
  • Find focus of attention label
  • Gaussian modeling approach
  • Estimate focus of attention target using head
    orientation data and compare with data from
    labels
  • 82-93 of the time correct estimation of target
  • Very good , we have only this during eye blinks

8
Conclusions
  • Head orientation contributes extensively (avg68
    in overall gaze)
  • Attention estimation using head orientation only
    -gt accuracy 88.7

9
Paper 2Impact of Avatar Realism and Eye Gaze
Control in IVEs
  • Goal
  • Investigate impact of visual and behavioral
    realism in avatars in quality of communication in
    immersive virtual environments
  • How peoples communication experience changes to
    varying levels of visual and behavioral realism

10
Types of Gaze
  • Random Gaze
  • Avatars head and eye animation is unrelated to
    conversational flow
  • Inferred Gaze
  • Head animations tracked and eye animations
    inferred from audio flow
  • Static Gaze
  • Fixed look at some one for certain time

11
Hypotheses
  • Behavioral Realism independent of visual realism
    on quality of communication
  • Behavioral Realism is of higher importance
  • Inferred gaze will out perform random gaze for
    all types of avatars

12
Experiment Setup
  • Pair of same gender for 1 test
  • First is in CAVE second uses HMD
  • Two training rooms and a negotiation room
  • Role playing negotiation task
  • Low and high realism avatars used

13
Quality of Communication Indicators
  • Response variables
  • Face to Face
  • Involvement
  • Co-presence
  • Partner Evaluation

14
Analysis and Discussion
  • Logical regression analysis
  • Strong interaction effect between type of avatar
    and type of gaze
  • Inferred gaze outperforms random gaze
  • Comparison of gaze models in an immersive setting
  • Avatar appearance
  • High realism avatar doesnt outperform low
    realism avatar

15
Conclusions
  • Independent of head tracking inferred eye
    animations have a significant positive effect on
    immersive interaction
  • There must be a certain degree of visual realism

16
Paper3 Eye Gaze Model for interaction in IVE
  • Motivation
  • Avatars used in social interaction in virtual
    environments
  • Effective representation of non verbal behavior
  • Virtual humans must be made more realistic
  • Create behavioral model using inferences from
    real human behavior
  • Model takes estimation of humans intention and
    the avatar emulates it

17
Central Idea
  • Behavioral realism is important for improving
    realism and believability
  • Focus on eye gaze

18
Behavioral Module Goals
  • Building a adaptive framework to create a virtual
    identity using high level variables
  • Study how changed in variables affect behavior of
    virtual humans
  • Explore optimum levels of visual and behavioral
    realism to make the character believable

19
Behavioral Module Design
  • Avatars represent participants in shared IVE
  • Avatar behavior changes depending on
    participants real time speech and tracking data
  • Components
  • Eye Gaze Module
  • Inferred gaze module
  • Random gaze module
  • Other body animations
  • Head control
  • Arm and leg movements

20
The Behavioral Module
21
Avatar States
  • Talking
  • Listening
  • Eyes looking ahead (primary position)
  • Eyes looking away

22
Eye Behavior Terms
  • Primary position
  • At gaze
  • Away gaze
  • Saccade
  • Inter saccade interval
  • Saccade duration
  • Saccade magnitude
  • Saccade direction
  • Saccade velocity

23
Inferred Eye Gaze Model Assumptions
  • Mean saccade magnitude
  • person listening lt person speaking
  • Inter Saccade interval
  • person speaking lt person listening
  • People look at partner more when listening than
    when speaking

24
Inferred Eye Gaze Model
25
Random Eye Gaze Model
  • Same as inferred eye gaze model but
  • No saccade velocities involved
  • Saccade magnitude obtained by random number
    generator

26
Other Body Animations
  • Head Control
  • Track users head tracker in X-Z plane
  • Boundary circle
  • gt radius full body translation
  • lt radius only head rotation
  • Arm and Legs
  • Track right hand and legs
  • Use 3D projections on XZ plane
  • Consider projection of elbow , wrist and shoulder

27
Paper Conclusions
  • Effectiveness increases when realistic eye gaze
    used with realistic avatar
  • Consistency needed between visual realism and
    behavioral realism

28
  • Thank You
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