2008 IEEE Virtual Reality Conference 2008
DOI: 10.1109/vr.2008.4480749
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Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments

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Cited by 101 publications
(73 citation statements)
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“…However, there are other factors such Depth-of-Field (DoF) Blur that affect the perception of field of view. Hillaire et al (2008) mention that technologies such as eye and gaze tracking can be used to improve the Depth-of-Field Blur, considering that DoF simulates the fact that humans perceive sharp objects only within some range of distance around the focal distance, and thus humans do not use the whole FOV at the same time. Hillaire et al (2008) concluded that eye and gaze tracking technologies could be used to exploit visual effects that depend on the user's focal point, aiming to increase usage comfort and immersion within VR systems.…”
Section: Integration With Eye and Gaze Tracking Technologiesmentioning
confidence: 99%
“…However, there are other factors such Depth-of-Field (DoF) Blur that affect the perception of field of view. Hillaire et al (2008) mention that technologies such as eye and gaze tracking can be used to improve the Depth-of-Field Blur, considering that DoF simulates the fact that humans perceive sharp objects only within some range of distance around the focal distance, and thus humans do not use the whole FOV at the same time. Hillaire et al (2008) concluded that eye and gaze tracking technologies could be used to exploit visual effects that depend on the user's focal point, aiming to increase usage comfort and immersion within VR systems.…”
Section: Integration With Eye and Gaze Tracking Technologiesmentioning
confidence: 99%
“…Hillaire et al [26] found that users prefer graphics rendered gaze-contingent DoF effects over the CG in focus. On the contrary, just applying DoF effects [27] did not improve user performance.…”
Section: Impact Of Dof Renderingmentioning
confidence: 99%
“…Examples of the first group of applications include studying players' gaze patterns in 3D video games to improve level design and graphics [33], to improve gaze behaviour and body animations of virtual agents [34] and to enhance the rendering of depth-of-field blur effects [35].…”
Section: Gaze and 3d User Interfacesmentioning
confidence: 99%