41 research outputs found
Turning the (virtual) world around: Patterns in saccade direction vary with picture orientation and shape in virtual reality
Research investigating gaze in natural scenes has identified a number of spatial biases in where people look, but it is unclear whether these are partly due to constrained testing environments (e.g., a participant with their head restrained and looking at a landscape image framed within a computer monitor). We examined the extent to which image shape (square vs. circle), image rotation, and image content (landscapes vs. fractal images) influence eye and head movements in virtual reality (VR). Both the eyes and head were tracked while observers looked at natural scenes in a virtual environment. In line with previous work, we found a bias for saccade directions parallel to the image horizon, regardless of image shape or content. We found that, when allowed to do so, observers move both their eyes and head to explore images. Head rotation, however, was idiosyncratic; some observers rotated a lot, whereas others did not. Interestingly, the head rotated in line with the rotation of landscape but not fractal images. That head rotation and gaze direction respond differently to image content suggests that they may be under different control systems. We discuss our findings in relation to current theories on head and eye movement control and how insights from VR might inform more traditional eye-tracking studies
Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games
Online social interactions in multiplayer games can be supportive and
positive or toxic and harmful; however, few methods can easily assess
interpersonal interaction quality in games. We use behavioural traces to
predict affiliation between dyadic strangers, facilitated through their social
interactions in an online gaming setting. We collected audio, video, in-game,
and self-report data from 23 dyads, extracted 75 features, trained Random
Forest and Support Vector Machine models, and evaluated their performance
predicting binary (high/low) as well as continuous affiliation toward a
partner. The models can predict both binary and continuous affiliation with up
to 79.1% accuracy (F1) and 20.1% explained variance (R2) on unseen data, with
features based on verbal communication demonstrating the highest potential. Our
findings can inform the design of multiplayer games and game communities, and
guide the development of systems for matchmaking and mitigating toxic behaviour
in online games.Comment: CHI '2
