15 research outputs found

    Inattentional Blindness for Redirected Walking Using Dynamic Foveated Rendering

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    Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for redirected walking in VR based on the psychological phenomenon of inattentional blindness. Based on the user's visual fixation points we divide the user's view into zones. Spatially-varying rotations are applied according to the zone's importance and are rendered using foveated rendering. Our technique is real-time and applicable to small and large physical spaces. Furthermore, the proposed technique does not require the use of stimulated saccades but rather takes advantage of naturally occurring saccades and blinks for a complete refresh of the framebuffer. We performed extensive testing and present the analysis of the results of three user studies conducted for the evaluation

    Auditory stimuli degrade visual performance in virtual reality

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    We report an auditory effect of visual performance degradation in a virtual reality (VR) setting, where the viewing conditions are significantly different from previous studies. With the presentation of temporally congruent but spatially incongruent sound, we can degrade visual performance significantly at detection and recognition levels. We further show that this effect is robust to different types and locations of both auditory and visual stimuli. We also analyze participants behavior with an eye tracker to study the underlying cause of the degradation effect. We find that the performance degradation occurs even in the absence of saccades towards the sound source, during normal gaze behavior. This suggests that this effect is not caused by oculomotor phenomena, but rather by neural interactions or attentional shifts

    Inattentional Blindness for Redirected Walking Using Dynamic Foveated Rendering

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    Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for redirected walking in VR based on the psychological phenomenon of inattentional blindness. Based on the user's visual fixation points we divide the user's view into zones. Spatially-varying rotations are applied according to the zone's importance and are rendered using foveated rendering. Our technique is real-time and applicable to small and large physical spaces. Furthermore, the proposed technique does not require the use of stimulated saccades but rather takes advantage of naturally occurring saccades and blinks for a complete refresh of the framebuffer. We performed extensive testing and present the analysis of the results of three user studies conducted for the evaluation

    Perceptual Manipulations for Hiding Image Transformations in Virtual Reality

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    Users of a virtual reality make frequent gaze shifts and head movements to explore their surrounding environment. Saccades are rapid, ballistic, conjugate eye movements that reposition our gaze, and in doing so create large-field motion on our retina. Due to the high speed motion on the retina during saccades, the brain suppresses the visual signals from the eye, a perceptual phenomenon known as the saccadic suppression. These moments of visual blindness can help hide the display graphical updates in a virtual reality. In this dissertation, I investigated how the visibility of various image transformations differed, during combinations of saccade and head rotation conditions. Additionally, I studied how hand and gaze interaction, affected image change discrimination in an inattentional blindness task. I conducted four psychophysical experiments in desktop or head-mounted VR. In the eye tracking studies, users viewed 3D scenes, and were triggered to make a vertical or horizontal saccade. During the saccade an instantaneous translation or rotation was applied to the virtual camera used to render the scene. Participants were required to indicate the direction of these transitions after each trial. The results showed that type and size of the image transformation affected change detectability. During horizontal or vertical saccades, rotations along the roll axis were the most detectable, while horizontal and vertical translations were least noticed. In a second similar study, I added a constant camera motion to simulate a head rotation, and in a third study, I compared active head rotation with a simulated rotation or a static head. I found less sensitivity to transsaccadic horizontal compared to vertical camera shifts during simulated or real head pan. Conversely, during simulated or real head tilt observers were less sensitive to transsaccadic vertical than horizontal camera shifts. In addition, in my multi-interactive inattentional blindness experiment, I compared sensitivity to sudden image transformations when a participant used their hand and gaze to move and watch an object, to when they only watched it move. The results confirmed that when involved in a primary task that requires focus and attention with two interaction modalities (gaze and hand), a visual stimuli can better be hidden than when only one sense (vision) is involved. Understanding the effect of continuous head movement and attention on the visibility of a sudden transsaccadic change can help optimize the visual performance of gaze-contingent displays and improve user experience. Perceptually suppressed rotations or translations can be used to introduce imperceptible changes in virtual camera pose in applications such as networked gaming, collaborative virtual reality and redirected walking. This dissertation suggests that such transformations can be more effective and more substantial during active or passive head motion. Moreover, inattentional blindness during an attention-demanding task provides additional opportunities for imperceptible updates to a visual display

    Natural Walking in Virtual Reality:A Review

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    Perceptual Manipulations for Hiding Image Transformations in Virtual Reality

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    Users of a virtual reality make frequent gaze shifts and head movements to explore their surrounding environment. Saccades are rapid, ballistic, conjugate eye movements that reposition our gaze, and in doing so create large-field motion on our retina. Due to the high speed motion on the retina during saccades, the brain suppresses the visual signals from the eye, a perceptual phenomenon known as the saccadic suppression. These moments of visual blindness can help hide the display graphical updates in a virtual reality. In this dissertation, I investigated how the visibility of various image transformations differed, during combinations of saccade and head rotation conditions. Additionally, I studied how hand and gaze interaction, affected image change discrimination in an inattentional blindness task. I conducted four psychophysical experiments in desktop or head-mounted VR. In the eye tracking studies, users viewed 3D scenes, and were triggered to make a vertical or horizontal saccade. During the saccade an instantaneous translation or rotation was applied to the virtual camera used to render the scene. Participants were required to indicate the direction of these transitions after each trial. The results showed that type and size of the image transformation affected change detectability. During horizontal or vertical saccades, rotations along the roll axis were the most detectable, while horizontal and vertical translations were least noticed. In a second similar study, I added a constant camera motion to simulate a head rotation, and in a third study, I compared active head rotation with a simulated rotation or a static head. I found less sensitivity to transsaccadic horizontal compared to vertical camera shifts during simulated or real head pan. Conversely, during simulated or real head tilt observers were less sensitive to transsaccadic vertical than horizontal camera shifts. In addition, in my multi-interactive inattentional blindness experiment, I compared sensitivity to sudden image transformations when a participant used their hand and gaze to move and watch an object, to when they only watched it move. The results confirmed that when involved in a primary task that requires focus and attention with two interaction modalities (gaze and hand), a visual stimuli can better be hidden than when only one sense (vision) is involved. Understanding the effect of continuous head movement and attention on the visibility of a sudden transsaccadic change can help optimize the visual performance of gaze-contingent displays and improve user experience. Perceptually suppressed rotations or translations can be used to introduce imperceptible changes in virtual camera pose in applications such as networked gaming, collaborative virtual reality and redirected walking. This dissertation suggests that such transformations can be more effective and more substantial during active or passive head motion. Moreover, inattentional blindness during an attention-demanding task provides additional opportunities for imperceptible updates to a visual display

    Redirected Scene Rotation for Immersive Movie Experiences

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    Virtual reality (VR) allows for immersive and natural viewing experiences; however, these often expect users to be standing and able to physically turn and move easily. Seated VR applications, specifically immersive 360-degree movies, must be appropriately designed to facilitate user comfort and prevent sickness. Our research explores a scene rotation-based method for redirecting a viewer’s gaze and its effectiveness given two parameter adjustments: rotation speed and delay/angle threshold. The research explores the feasibility and effectiveness of the technique and of variations of the parameter values. The research is important because the results will prove useful in the development of future immersive movie or virtual reality experiences. We conducted a controlled user study to determine how users responded to the scene rotation and which parameter values they preferred. Metrics for effective results are derived from user comfort, sickness, and overall preference. From our study, we discovered that users responded favorably to the scene rotation technique, especially for the slow rotation speed. The results of this research will further the understanding of how to effectively develop content for virtual reality systems

    Multimodality in VR: A survey

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    Virtual reality (VR) is rapidly growing, with the potential to change the way we create and consume content. In VR, users integrate multimodal sensory information they receive, to create a unified perception of the virtual world. In this survey, we review the body of work addressing multimodality in VR, and its role and benefits in user experience, together with different applications that leverage multimodality in many disciplines. These works thus encompass several fields of research, and demonstrate that multimodality plays a fundamental role in VR; enhancing the experience, improving overall performance, and yielding unprecedented abilities in skill and knowledge transfer

    Towards Understanding and Expanding Locomotion in Physical and Virtual Realities

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    Among many virtual reality interactions, the locomotion dilemma remains a significant impediment to achieving an ideal immersive experience. The physical limitations of tracked space make it impossible to naturally explore theoretically boundless virtual environments with a one-to-one mapping. Synthetic techniques like teleportation and flying often induce simulator sickness and break the sense of presence. Therefore, natural walking is the most favored form of locomotion. Redirected walking offers a more natural and intuitive way for users to navigate vast virtual spaces efficiently. However, existing techniques either lead to simulator sickness due to visual and vestibular mismatch or detract users from the immersive experience that virtual reality aims to provide. This research presents innovative techniques and applications to enhance the user experience by expanding walkable, physical space in Virtual Reality. The thesis includes three main contributions. The first contribution proposes a mobile application that uses markerless Augmented Reality to allow users to explore a life-sized virtual library through a divide-and-rule approach. The second contribution presents a subtle redirected walking technique based on inattentional blindness, using dynamic foveated rendering and natural visual suppressions like blinks and saccades. Finally, the third contribution introduces a novel redirected walking solution that leverages a deep neural network, to predict saccades in real-time and eliminate the hardware requirements for eye-tracking. Overall, this thesis offers valuable contributions to human-computer interaction, investigating novel approaches to solving the locomotion dilemma. The proposed solutions were evaluated through extensive user studies, demonstrating their effectiveness and applicability in real-world scenarios like training simulations and entertainment

    Cinematic virtual reality as a new narrative form

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    Over the past three decades, digital information technologies have rapidly transformed our means of communication and introduced new media forms. Some of the most recent developments in this respect are the emergence of 360-degree video cameras (both at the consumer level and for industrial production), the introduction of computer applications to process 360-degree video images, and wide-scale adoption of head-mounted displays (HMD). These technologies, all working together, seem to provide us with a new form of filmmaking, new potentials for cinematic storytelling, and in fact, a new form of cinematic experience. Although 360-degrees films that are produced to be watched on HMDs have immensely evolved in the past decade, the creative projects produced in this field remains relatively experimental. Cultivating the widespread adoption of VR headsets towards developing new narrative forms and exploiting the potentials of this new medium towards storytelling remains as challenging yet promising task. This paper will examine the narrative potentials of a new media form, which is called Cinematic Virtual Reality (CVR).Publisher's Versio
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