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Attention Guidance for Immersive Virtual EnvironmentsDezsi, Szilveszter, Benjamin, Sejdic January 2019 (has links)
The current push from the industry for Head-Mounted Display based wearable computers to the masses for everyday use suggests that academia's goals of a tight human and computer integration is achievable. Although promising, many interaction challenges remain to achieve a deep integration. Primarily that of active cognitive support in the form of focusing user attention. This thesis investigates to what degree a system can unobtrusively, perhaps even subliminally, guide attention of a user by directing their gaze from a current point to a selected point in a virtual environment. A subjective evaluation is made regarding the characteristics of visual sensory stimuli in order to possibly achieve an unobtrusive (or even subliminal) gaze guidance. The attention guidance system developed is deployed in a controlled experiment with 30 participants. Participants are asked to fire a longbow at targets in a virtual reality environment while their point of gaze is monitored with an eye-tracker. The experiment produced interesting results, but no conclusive evidence that the system was able actively guide a user's attention nor influence their choice could be observed. The conclusion of this thesis is that further development is needed towards a system that is capable of objectively calibrating the stimuli characteristics for each individual participant.
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Gaze tracking: Implementing gaze tracking in cARcassonneWinkler, Wilmer, Ågren, Simon January 2024 (has links)
As the technology in the field of Augmented Reality (AR) has advanced, its use in different parts of society has increased. Despite this increase, there is still a lack of research on how eye tracking (gaze tracking) can be used to integrate a system with situational awareness (SA) and attention guidance (AG) in an AR board game. This study sets out to implement a gaze tracking system in an AR version of the tabletop game carcassonne. The gaze tracking will be used to implement a first version of a Situational Awareness-based Attention Guidance (SAAG) system. Design Science Research Methodology (DSRM) was chosen as the method to create this system. In order to validate the artifact several tests were conducted, both for quality and for performance. The result from the tests validates that the gaze tracking system works when the player is stationary. However, the accuracy of the gaze tracking was negatively impacted when the player was physically moving around while playing. The results also show that the first version of the SAAG system and algorithm that was implemented works as intended.
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