CHI '14 Extended Abstracts on Human Factors in Computing Systems 2014
DOI: 10.1145/2559206.2581221
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Eye contact over video

Abstract: Video communication systems traditionally offer limited or no experience of eye contact due to the offset between cameras and the screen. In response, we are experimenting with the use of multiple Kinect cameras for generating a 3D model of the user, and then rendering a virtual camera angle giving the user an experience of eye contact. In doing this, we use concepts from KinectFusion, such as a volumetric voxel data representation and GPU accelerated ray tracing for viewpoint rendering. This achieves a detail… Show more

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Cited by 3 publications
(4 citation statements)
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“…As e-textiles advance, better head worn devices could be designed. Humans can notice a difference in angle of five degrees when making eye contact [9]. E-textile head bands could allow for easier transition from the game to direct eye contact.…”
Section: Discussionmentioning
confidence: 99%
“…As e-textiles advance, better head worn devices could be designed. Humans can notice a difference in angle of five degrees when making eye contact [9]. E-textile head bands could allow for easier transition from the game to direct eye contact.…”
Section: Discussionmentioning
confidence: 99%
“…Collaborative MR systems enable distributed users to meet virtually while retaining presence in their physical space [2,6,16,20,30,31,36]. The interaction metaphor in most of these MR systems is that they bring remote collaborators into the user's physical space by warping them into the local space [18,38].…”
Section: From Blended Interaction Spaces To Blended Realitiesmentioning
confidence: 99%
“…Much of the HCI research examining eye movement in dyadic VMC has focused on the effects of the technological characteristics of the medium, coming to the conclusion that the camera placement typical of normal computers significantly affected the perception of gaze, even inducing cues associated with lying [4]. Researchers have thus proposed diverse implementations to correct the rendering of the person's eyes on the screen [16,34,37], allowing users to perceive eye contact as in FtF settings. However, human adaptability may render these implementations unnecessary (albeit welcome).…”
Section: Evidence From Hcimentioning
confidence: 99%
“…Although HCI researchers are getting closer to aligning these two components in VMC [16,34,37], the capability of current video-mediated technologies to provide partners with sustained eye-to-eye contact is lacking, which may lead to discrepancies between partners' actual eye movement and their perceptions. Therefore, understanding the effects of both components, and how interactants use technology to compensate for or counteract the effects of reduced gaze, may help designers provide a better user experience that can facilitate presence in video-enabled systems.…”
Section: Future Research and Concluding Remarksmentioning
confidence: 99%