Title :
High-Fidelity Avatar Eye-Representation
Author :
Steptoe, William ; Steed, Anthony
Author_Institution :
Univ. Coll. London, London
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;
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
DOI :
10.1109/VR.2008.4480759