Immersive Attention Guidance
Immersive Virtual Reality (VR) offers high flexibility to its users, i.e. viewers of 360° panoramic videos can freely chose their viewing direction while watching a movie that is playing all around them. But this raises the problem that viewers might miss important information because they are not looking into the right direction at the right time — which is an important problem for storytelling in VR.
This research project explores methods for unobtrusive visual attention guidance in 360° virtual environments.
This work is being funded by the German Science Foundation (DFG) under the Reinhart Koselleck Project "Immersive Digital Reality" (DFG MA2555/15-1) and "ICG Dome" (DFG INST 188/409-1 FUGG).
Subtle Visual Attention Guidance in VR
in Magnor M., Sorkine-Hornung A. (Eds.): Real VR – Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays, Springer International Publishing, Cham, ISBN 978-3-030-41816-8, pp. 272-284, March 2020.
Comparing Unobtrusive Gaze Guiding Stimuli in Head-mounted Displays
in Proc. IEEE International Conference on Image Processing (ICIP), IEEE, October 2018.
Comparison of Unobtrusive Visual Guidance Methods in an Immersive Dome Environment
in ACM Transactions on Applied Perception, vol. 15, no. 4, ACM, pp. 27:1-27:11, October 2018.
This project focuses on using electroencephalography (EEG) to analyze the human visual process. Human visual perception is becoming increasingly important in the analyses of rendering methods, animation results, interface design, and visualization techniques. Our work uses EEG data to provide concrete feedback on the perception of rendered videos and images as opposed to user studies that just capture the user's response. Our results so far are very promising. Not only have we been able to detect a reaction to artifacts in the EEG data, but we have also been able to differentiate between artifacts based on the EEG response.
Immersion is the ultimate goal of head-mounted displays (HMD) for Virtual Reality (VR) in order to produce a convincing user experience. Two important aspects in this context are motion sickness, often due to imprecise calibration, and the integration of a reliable eye tracking. We propose an affordable hard- and software solution for drift-free eye-tracking and user-friendly lens calibration within an HMD. The use of dichroic mirrors leads to a lean design that provides the full field-of-view (FOV) while using commodity cameras for eye tracking.
Featuring more than 10 million pixels at 120 Hertz refresh rate, full-body motion capture, as well as real-time gaze tracking, our 5-meter ICG Dome enables us to research peripheral visual perception, to devise comprehensive foveal-peripheral rendering strategies, and to explore multi-user immersive visualization and interaction.
Motivated by the advent of mass-market head-mounted immersive displays, we set out to pioneer the technology needed to experience recordings of the real world with the sense of full immersion as provided by VR goggles.