In 360-degree virtual reality (VR) videos, users possess increased freedom in terms of gaze movement. As a result, the users’ attention may not move according to the narrative intended by the director and miss out on important parts of the narrative of the 360-degree video. Therefore, it is necessary to study a directing technique that can attract user attention in 360-degree VR videos. In this study, we analyzed the directing elements that can attract users’ attention in a 360-degree VR video and developed a 360 VR eye-tracking system to investigate the effect of the attention-attracting elements on the user. Elements that can attract user attention were classified into five categories: object movement, hand gesture, GUI insertion, camera ...
Over the last decades, gaze input appeared to provide an easy to use and less demanding human-comput...
Abstract—The study and characterization of user behavior in the context of human computer interactio...
In this work, we show how the use of flickering in Cinematic Virtual Reality (CVR) content can not o...
Understanding user’s intent has a pivotal role in developing immersive and personalised media applic...
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers ...
Gaze is an excellent metric for understanding human attention. However, research on identifying gaze...
360-degree videos offer an immersive experience which is hard to find in traditional videos. The ent...
The Posner cueing task is a classic experimental paradigm in cognitive science for measuring visual ...
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the vie...
The current push from the industry for Head-Mounted Display based wearable computers to the masses f...
We investigate the mechanisms of attentional orienting in a 360-degree virtual environments. Through...
International audienceWhile Virtual Reality applications are increasingly attracting the attention o...
The intent of this paper is to provide an introduction into the bourgeoning field of eye tracking in...
For developers of immersive 360-degree virtual environments (VEs), directing the viewer's gaze towar...
In this paper, two interfaces,'90*4' and '180*2' were compared for surveillance live 360-degree vide...
Over the last decades, gaze input appeared to provide an easy to use and less demanding human-comput...
Abstract—The study and characterization of user behavior in the context of human computer interactio...
In this work, we show how the use of flickering in Cinematic Virtual Reality (CVR) content can not o...
Understanding user’s intent has a pivotal role in developing immersive and personalised media applic...
Context. Video games usually have visual aids guiding the players in 3D-environments. The designers ...
Gaze is an excellent metric for understanding human attention. However, research on identifying gaze...
360-degree videos offer an immersive experience which is hard to find in traditional videos. The ent...
The Posner cueing task is a classic experimental paradigm in cognitive science for measuring visual ...
In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the vie...
The current push from the industry for Head-Mounted Display based wearable computers to the masses f...
We investigate the mechanisms of attentional orienting in a 360-degree virtual environments. Through...
International audienceWhile Virtual Reality applications are increasingly attracting the attention o...
The intent of this paper is to provide an introduction into the bourgeoning field of eye tracking in...
For developers of immersive 360-degree virtual environments (VEs), directing the viewer's gaze towar...
In this paper, two interfaces,'90*4' and '180*2' were compared for surveillance live 360-degree vide...
Over the last decades, gaze input appeared to provide an easy to use and less demanding human-comput...
Abstract—The study and characterization of user behavior in the context of human computer interactio...
In this work, we show how the use of flickering in Cinematic Virtual Reality (CVR) content can not o...