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研究生:Sophie Winkin
研究生(外文):WINKIN, SOPHIE
論文名稱:I See You See Me: Exploring eye-gaze-based interaction for enhancing audience’s feeling of social presence in VR concert
論文名稱(外文):I See You See Me: Exploring eye-gaze-based interaction for enhancing audience’s feeling of social presence in VR concert
指導教授:韓秉軒
指導教授(外文):HAN, PING-HSUAN
口試委員:朱宏國陳圳卿韓秉軒
口試委員(外文):CHU, JAMESCHEN, EUGENEHAN, PING-HSUAN
口試日期:2022-07-26
學位類別:碩士
校院名稱:國立臺北科技大學
系所名稱:互動設計與創新外國學生專班
學門:設計學門
學類:視覺傳達設計學類
論文種類:學術論文
論文出版年:2022
畢業學年度:110
語文別:英文
論文頁數:102
中文關鍵詞:virtual realityeye-trackinggaze interactionvirtual character interactionvr concert
外文關鍵詞:virtual realityeye-trackinggaze interactionvirtual character interactionvr concert
相關次數:
  • 被引用被引用:0
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In order to bring back a sense of connectedness and enhance social engagement for users, in a context of rising popularity of VR concert (due to rising concerns over large-scale gathering of people), we developed I See You See Me, a new kind of eye-gaze-based interaction allowing a user (audience) to exchange eye-contacts with a virtual singer during a virtual concert. With this implicit interaction, we aim to improve the users’ feeling of social presence, even in a context where they are interacting with a computer-controlled performer. To develop our interaction, we conducted two main user experiments, one to help us confirm the significant impact of eye-based interaction on the level of social presence, while helping us determine if factors such as Frequency, Duration, and Trigger (i.e., who can trigger the interaction) of gaze from the virtual singer could affect natural aspect of the interaction and consequently affect the level of social presence for users. Our second user study was designed to understand how we could strengthen the interaction to over-come challenging factors (e.g., distance, users’ eyesight limitations, display quality, etc.) with visual feedbacks. Results supported the effectiveness of the visual feedbacks in communicating the virtual singer’s attention towards the users (when it was difficult for them to observe with precision the singer’s gaze direction) but only to a certain extent, as they also emphasized their limitations (e.g., distracting).
In order to bring back a sense of connectedness and enhance social engagement for users, in a context of rising popularity of VR concert (due to rising concerns over large-scale gathering of people), we developed I See You See Me, a new kind of eye-gaze-based interaction allowing a user (audience) to exchange eye-contacts with a virtual singer during a virtual concert. With this implicit interaction, we aim to improve the users’ feeling of social presence, even in a context where they are interacting with a computer-controlled performer. To develop our interaction, we conducted two main user experiments, one to help us confirm the significant impact of eye-based interaction on the level of social presence, while helping us determine if factors such as Frequency, Duration, and Trigger (i.e., who can trigger the interaction) of gaze from the virtual singer could affect natural aspect of the interaction and consequently affect the level of social presence for users. Our second user study was designed to understand how we could strengthen the interaction to over-come challenging factors (e.g., distance, users’ eyesight limitations, display quality, etc.) with visual feedbacks. Results supported the effectiveness of the visual feedbacks in communicating the virtual singer’s attention towards the users (when it was difficult for them to observe with precision the singer’s gaze direction) but only to a certain extent, as they also emphasized their limitations (e.g., distracting).
ABSTRACT i
Acknowledgements iii
Table of Contents iv
List of Tables vi
List of Figures vii
Chapter 1 - INTRODUCTION 1
1.1 Background & Motivation 1
1.2 Research goal 5
1.3 Research scope 5
Chapter 2 - RELATED WORKS 7
2.1 Presence and engagement 7
2.1.1 Presence as physical presence and place presence 7
2.1.2 Social presence and co-presence 9
2.2 Interacting with virtual characters 15
2.2.1 Representation of virtual characters 16
2.2.2 Designing interaction with virtual characters 18
2.3 Eye-gaze-based interaction 19
2.3.1 Effects of eye-contact 20
2.3.2 Eye-tracking in HCI 22
Chapter 3 - APPROACH 27
3.1 Design considerations 27
3.2 Design proposal: I See You See Me 28
3.3 System implementation 30
Chapter 4 - EVALUATION 33
4.1 Pilot Study: Simulating Gaze 33
4.1.1 Experiment design 33
4.1.2 Tasks 38
4.1.3 Participants and procedure 41
4.1.4 Results 43
4.2 User Study 1: Simulating Gaze 50
4.2.1 Experiment design: Frequency, Duration and Trigger 50
4.2.2 Task 51
4.2.3 Participants and procedure 54
4.2.4 Results 56
4.3 User Study 2: Confirming Gaze 75
4.3.1 Experiment design: Visual Feedbacks 75
4.3.2 Task 78
4.3.3 Participants and procedure 78
4.3.4 Results 79
Chapter 5 - DISCUSSION 86
5.1 Simulating Gaze: Do’s and Don’ts 86
5.2 Confirming Gaze: Alternative to Visual Feedbacks 87
Chapter 6 - CONCLUSION 88
Chapter 7 - LIMITATIONS & FUTURE DIRECTIONS 89
7.1 Limitations 89
7.2 Future directions 91
References 94


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