Guiding gaze using near-peripheral vision improves gaze-contingent-display efficiency by reducing display response latency. We propose a new approach for controlling exploration of static displays through near-peripheral stimuli, and report results of an evaluation of its effectiveness. 10 participants viewed full screen displays of 60 blurred pictures (Gaussian filtering). As soon as a fixation (first strategy) or a gaze sample (second strategy) was detected next to the current stimulus, the area surrounding it was deblurred. An image was totally deblurred when all stimuli had thus attracted the user's gaze. Stimuli are blinking deblurred circles (radius: 1 deg visual angle). They appear in predefined positions on the screen, one at a time...
Renner P, Pfeiffer T. Attention Guiding Techniques using Peripheral Vision and Eye Tracking for Feed...
To compare people's ability to detect peripherally presented stimuli on a monocular head-worn displa...
studies is that eye movements made while immersed in VR generally do not deviate more than 30 (visu...
Guiding gaze using near-peripheral vision improves gaze-contingent-display efficiency by reducing di...
Abstract. We present a system that allows to display and manipulate high resolution image sequences ...
Eye tracking technology has made it possible to accurately and consistently track a users gaze posit...
We investigate the role of high temporal frequencies in the visual periphery. Previous research has ...
Visual information can in principle be dynamically optimised by monitoring the users state of attent...
Centrally presented gaze cues typically elicit a delayed inhibition of return (IOR) effect compared ...
Filmmakers of panoramic videos frequently struggle to guide attention to Regions of Interest (ROIs) ...
Using real time eye tracking, gaze-contingent displays can modify their content to represent depth (...
Cheap and easy to use eye tracking can be used to turn a common display into a gaze-contingent disp...
This study investigated perceptual disruptions in gaze-contingent multi-resolutional displays (GCMRD...
In this work we investigate the effects of switching from mouse cursor control to gaze-based control...
We have developed a measure of transient changes in the useful field of view (UFOV) in simulators us...
Renner P, Pfeiffer T. Attention Guiding Techniques using Peripheral Vision and Eye Tracking for Feed...
To compare people's ability to detect peripherally presented stimuli on a monocular head-worn displa...
studies is that eye movements made while immersed in VR generally do not deviate more than 30 (visu...
Guiding gaze using near-peripheral vision improves gaze-contingent-display efficiency by reducing di...
Abstract. We present a system that allows to display and manipulate high resolution image sequences ...
Eye tracking technology has made it possible to accurately and consistently track a users gaze posit...
We investigate the role of high temporal frequencies in the visual periphery. Previous research has ...
Visual information can in principle be dynamically optimised by monitoring the users state of attent...
Centrally presented gaze cues typically elicit a delayed inhibition of return (IOR) effect compared ...
Filmmakers of panoramic videos frequently struggle to guide attention to Regions of Interest (ROIs) ...
Using real time eye tracking, gaze-contingent displays can modify their content to represent depth (...
Cheap and easy to use eye tracking can be used to turn a common display into a gaze-contingent disp...
This study investigated perceptual disruptions in gaze-contingent multi-resolutional displays (GCMRD...
In this work we investigate the effects of switching from mouse cursor control to gaze-based control...
We have developed a measure of transient changes in the useful field of view (UFOV) in simulators us...
Renner P, Pfeiffer T. Attention Guiding Techniques using Peripheral Vision and Eye Tracking for Feed...
To compare people's ability to detect peripherally presented stimuli on a monocular head-worn displa...
studies is that eye movements made while immersed in VR generally do not deviate more than 30 (visu...