DocumentCode
3207446
Title
High-Fidelity Avatar Eye-Representation
Author
Steptoe, William ; Steed, Anthony
Author_Institution
Univ. Coll. London, London
fYear
2008
fDate
8-12 March 2008
Firstpage
111
Lastpage
114
Abstract
In collaborative virtual environments, the visual representation of avatars has been shown to be an important determinant of participant behaviour and response. We explored the influence of varying conditions of eye-representation in our high-fidelity avatar by measuring how accurately people can identify the avatar´s point-of- regard (direction of gaze), together with subjective authenticity assessments of the avatar´s behaviour and visual representation. The first of two variables investigated was socket-deformation, which is to say that our avatar´s eyelids, eyebrows and surrounding areas morphed realistically depending on eye-rotation. The second was vergence of our avatar´s eyes to the exact point-of-regard. Our results suggest that the two variables significantly influence the accuracy of point-of-regard identification. This accuracy is highly dependent on the combination of viewing-angle and the point-of-regard itself. We found that socket-deformation in particular has a highly positive impact on the perceived authenticity of our avatar´s overall appearance, and when judging just the eyes. However, despite favourable subjective ratings, overall performance during the point-of-regard identification task was actually worse with the highest quality avatar. This provides more evidence that as we move forward to using higher fidelity avatars, there will be a tradeoff between supporting realism of representation and supporting the actual communicative task.
Keywords
avatars; data visualisation; eye; groupware; human factors; collaborative virtual environments; eye-rotation; high-fidelity avatar eye-representation; point-of-regard; socket-deformation; subjective authenticity assessments; viewing-angle; visual representation; Avatars; Collaboration; Computer graphics; Computer science; Educational institutions; Eyelids; Eyes; Humans; Virtual environment; Virtual reality; H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems¿Artificial, augmented and virtual realities; I.3.7 [Computer Graphics]: General¿Human Factors; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism¿Animation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism¿Virtual Reality; Virtual reality; avatars; behavioural realism; collaborative virtual environments; eye-gaze; representation; social presence;
fLanguage
English
Publisher
ieee
Conference_Titel
Virtual Reality Conference, 2008. VR '08. IEEE
Conference_Location
Reno, NE
Print_ISBN
978-1-4244-1971-5
Electronic_ISBN
978-1-4244-1972-2
Type
conf
DOI
10.1109/VR.2008.4480759
Filename
4480759
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