Examining the Effects of Eye-tracking on Dyadic Conversations in VR
Authors
Sørensen, Christian Glerup ; Andrei, Razvan-Constantin ; Engermann, Oliver Benjamin
Term
4. term
Education
Publication year
2022
Submitted on
2022-05-24
Pages
12
Abstract
This thesis examines whether making virtual avatars look where users actually look (using eye tracking) improves the quality of communication in immersive virtual reality during one-on-one conversations. In everyday talk, social gaze (where and when we look at each other) helps manage turn-taking and attention, but it is unclear whether the same benefits carry over to VR. We built a multi-user VR setup with humanoid avatars and ran a between-subjects comparison with three conditions: (1) eye-tracking-driven gaze, (2) no eye tracking, and (3) simulated (pre-programmed) gaze. In this specific implementation, eye-tracking-driven social gaze did not produce a statistically significant improvement in conversation quality. However, it produced more realistic conversations than simulated social gaze.
Dette speciale undersøger, om det at lade virtuelle avatarer rette blikket efter brugernes faktiske øjenbevægelser (øjensporing) forbedrer kvaliteten af kommunikationen i immersiv virtuel virkelighed under samtaler mellem to personer. I almindelig samtale hjælper socialt blik (hvor og hvornår vi ser på hinanden) med at styre turtagning og opmærksomhed, men det er uklart, om de samme fordele overføres til VR. Vi udviklede et multi-bruger VR-setup med humanoide avatarer og gennemførte et mellem-deltager studie med tre betingelser: (1) øjensporingsstyret blik, (2) uden øjensporing og (3) simuleret (forprogrammeret) blik. I denne specifikke implementering gav øjensporingsstyret socialt blik ikke en statistisk signifikant forbedring af samtalekvaliteten. Til gengæld gav det mere realistiske samtaler end simuleret socialt blik.
[This apstract has been rewritten with the help of AI based on the project's original abstract]
