For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people’s eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed ...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
For efficient collaboration between participants, eye gaze is seen as being critical for interaction...
For efficient collaboration between participants, eye gaze is seen as being critical for interaction...
In collaborative situations, eye gaze is a critical element of behaviour which supports and fulfills...
In collaborative situations, eye gaze is a critical element of behaviour which supports and fulfills...
In collaborative situations, eye gaze is a critical element of behaviour which supports and fulfills...
In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indic...
For efficient collaboration between participants, eye gaze is seen as being critical for interaction...
In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indica...
Participants' eye-gaze is generally not captured or represented in immersive collaborative virtual e...
Participants ’ eye-gaze is generally not captured or represented in immersive collaborative virtual ...
Our eyes are input sensors which Provide our brains with streams of visual data. They have evolved t...
Eye gaze is an important and widely studied non-verbal resource in co-located social interaction. Wh...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
For efficient collaboration between participants, eye gaze is seen as being critical for interaction...
For efficient collaboration between participants, eye gaze is seen as being critical for interaction...
In collaborative situations, eye gaze is a critical element of behaviour which supports and fulfills...
In collaborative situations, eye gaze is a critical element of behaviour which supports and fulfills...
In collaborative situations, eye gaze is a critical element of behaviour which supports and fulfills...
In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indic...
For efficient collaboration between participants, eye gaze is seen as being critical for interaction...
In face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indica...
Participants' eye-gaze is generally not captured or represented in immersive collaborative virtual e...
Participants ’ eye-gaze is generally not captured or represented in immersive collaborative virtual ...
Our eyes are input sensors which Provide our brains with streams of visual data. They have evolved t...
Eye gaze is an important and widely studied non-verbal resource in co-located social interaction. Wh...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...