VLDB 2026 Research / reviewers in the wild / expert
William Steptoe
dblp:32/2979 · also William Arthur Hugh Steptoe
· DBLP profile ↗
18ranked-venue papers
7as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 10 · 5 first-authorArtificial intelligence and machine learning · 3
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
11 papers |
Immersive interaction · 42% Collaborative and social computing · 29% Usability and user experience research · 12% | |
| Computer graphics and multimedia
5 papers |
Virtual and augmented reality · 82% Rendering · 18% |
Topics — the 27 heaviest of 32, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.5 | 2 | 2020 | Evaluating Virtual Reality Experiences Through Participant Choices · VR 2020 Communicating Eye-gaze Across a Distance: Comparing an Eye-gaze enabled Immersive Collaborative Virtual Environment, Aligned Video Conferencing, and Being Together · VR 2009 |
Collaborative and social computing › computer-mediated communication › virtual communication
avatar-mediated communication |
0.3 | 2 | 2014 | Comparing flat and spherical displays in a trust scenario in avatar-mediated interaction · CHI 2014 Lie tracking: social presence, truth and deception in avatar-mediated telecommunication · CHI 2010 |
Immersive interaction › virtual reality
presence |
0.3 | 2 | 2016 | Presence and discernability in conventional and non-photorealistic immersive augmented reality · ISMAR 2014 The impact of a self-avatar on cognitive load in immersive virtual reality · VR 2016 |
Usability and user experience research
cognitive load |
0.2 | 1 | 2016 | The impact of a self-avatar on cognitive load in immersive virtual reality · VR 2016 |
Immersive interaction › avatar
self-avatar |
0.2 | 1 | 2016 | The impact of a self-avatar on cognitive load in immersive virtual reality · VR 2016 |
Virtual and augmented reality
augmented reality display |
0.2 | 1 | 2014 | Presence and discernability in conventional and non-photorealistic immersive augmented reality · ISMAR 2014 |
Rendering
non-photorealistic rendering |
0.2 | 1 | 2014 | Presence and discernability in conventional and non-photorealistic immersive augmented reality · ISMAR 2014 |
Haptics and multimodal interaction
multimodal interaction |
0.2 | 1 | 2014 | Comparing flat and spherical displays in a trust scenario in avatar-mediated interaction · CHI 2014 |
Collaborative and social computing › computer-mediated communication
non-verbal cues |
0.2 | 1 | 2014 | Comparing flat and spherical displays in a trust scenario in avatar-mediated interaction · CHI 2014 |
Collaborative and social computing
remote collaboration |
0.2 | 2 | 2012 | SphereAvatar: a situated display to represent a remote collaborator · CHI 2012 Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments · CSCW 2008 |
Immersive interaction
avatar |
0.2 | 1 | 2013 | Human Tails: Ownership and Control of Extended Humanoid Avatars · IEEE Trans. Vis. Comput. Graph. 2013 |
Immersive interaction › embodiment
body ownership |
0.2 | 1 | 2013 | Human Tails: Ownership and Control of Extended Humanoid Avatars · IEEE Trans. Vis. Comput. Graph. 2013 |
Collaborative and social computing › computer-mediated communication
teleconferencing |
0.2 | 1 | 2013 | Panoinserts: mobile spatial teleconferencing · CHI 2013 |
Usability and user experience research
user agency |
0.2 | 1 | 2013 | Human Tails: Ownership and Control of Extended Humanoid Avatars · IEEE Trans. Vis. Comput. Graph. 2013 |
Immersive interaction
virtual reality |
0.2 | 1 | 2013 | Human Tails: Ownership and Control of Extended Humanoid Avatars · IEEE Trans. Vis. Comput. Graph. 2013 |
Ubiquitous computing and smart environments › pervasive displays
situated displays |
0.1 | 1 | 2012 | SphereAvatar: a situated display to represent a remote collaborator · CHI 2012 |
Immersive interaction
telepresence |
0.1 | 1 | 2012 | SphereAvatar: a situated display to represent a remote collaborator · CHI 2012 |
Human-robot interaction › nonverbal communication
gaze communication |
0.1 | 1 | 2009 | Communicating Eye-gaze Across a Distance: Comparing an Eye-gaze enabled Immersive Collaborative Virtual Environment, Aligned Video Conferencing, and Being Together · VR 2009 |
Human-robot interaction
multi-party interaction |
0.1 | 1 | 2009 | Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual Environments · VR 2009 |
Virtual and augmented reality › immersive display
spherical display |
0.1 | 1 | 2014 | Comparing flat and spherical displays in a trust scenario in avatar-mediated interaction · CHI 2014 |
Virtual and augmented reality › augmented reality display
video see-through display |
0.1 | 1 | 2014 | Presence and discernability in conventional and non-photorealistic immersive augmented reality · ISMAR 2014 |
Virtual and augmented reality › avatar
avatar representation |
0.0 | 1 | 2012 | SphereAvatar: a situated display to represent a remote collaborator · CHI 2012 |
Interaction techniques and input › input sensing › tracking
eye tracking in VR |
0.0 | 1 | 2010 | Lie tracking: social presence, truth and deception in avatar-mediated telecommunication · CHI 2010 |
Collaborative and social computing
collaborative virtual environments |
0.0 | 1 | 2009 | Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual Environments · VR 2009 |
Collaborative and social computing
video conferencing |
0.0 | 1 | 2009 | Communicating Eye-gaze Across a Distance: Comparing an Eye-gaze enabled Immersive Collaborative Virtual Environment, Aligned Video Conferencing, and Being Together · VR 2009 |
Immersive interaction › avatar
avatar realism |
0.0 | 1 | 2008 | High-Fidelity Avatar Eye-Representation · VR 2008 |
Collaborative and social computing › social interaction › group communication
multiparty conversation |
0.0 | 1 | 2008 | Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments · CSCW 2008 |
Methods — techniques the papers use, named apart from their topics
user study · 0.8markov matrix · 0.4eye tracking · 0.4ray-traced rendering · 0.4psychophysical experiment · 0.4controlled experiment · 0.4spatial rotation task · 0.2between-subject study · 0.2motion tracking · 0.2image-based tracking · 0.2between-groups study · 0.2spherical display · 0.1gaze conveyance evaluation · 0.1immersive CVE · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Evaluating Virtual Reality Experiences Through Participant ChoicesabstractWhen building virtual reality applications teams must choose between different configurations of the hardware and/or software aspects, and other factors, of the experience. In this paper we extend a framework for assessing how these factors contribute to quality of experience in an example evaluation. We consider how four factors related to avatar expressiveness affect quality of experience: Eye Gaze, Eye Blinking, Mouth Animation, and Microexpressions. 55 participants experienced an avatar delivering a presentation in virtual reality. At fixed times participants had the opportunity to spend a virtual budget to modify the factors to incrementally improve their quality of experience. They could stop making transitions when they felt further changes would make no further difference. From these transitions a Markov matrix was built, along with probabilities of a factor being present at a given level on participants’ final configurations. Most participants did not spend the full budget, suggesting that there was a point of equilibrium which did not require maximizing all factor levels. We discuss that point of equilibrium and present this work as an extended contribution to the evaluation of people’s responses to immersive virtual environments. María Murcia-López, Tara Collingwoode-Williams, William Steptoe, Raz Schwartz, Timothy J. Loving, Mel Slater |
VR | 3 |
| 2016 | The impact of a self-avatar on cognitive load in immersive virtual realityabstractThe use of a self-avatar inside an immersive virtual reality system has been shown to have important effects on presence, interaction and perception of space. Based on studies from linguistics and cognition, in this paper we demonstrate that a self-avatar may aid the participant's cognitive processes while immersed in a virtual reality system. In our study participants were asked to memorise pairs of letters, perform a spatial rotation exercise and then recall the pairs of letters. In a between-subject factor they either had an avatar or not, and in a within-subject factor they were instructed to keep their hands still or not. We found that participants who both had an avatar and were allowed to move their hands had significantly higher letter pair recall. There was no significant difference between the other three conditions. Further analysis showed that participants who were allowed to move their hands, but could not see the self-avatar, usually didn't move their hands or stopped moving their hands after a short while. We argue that an active self-avatar may alleviate the mental load of doing the spatial rotation exercise and thus improve letter recall. The results are further evidence of the importance of an appropriate self-avatar representation in immersive virtual reality. Anthony Steed, Fiona Zisch, William Steptoe |
VR | 4 |
| 2014 | Comparing flat and spherical displays in a trust scenario in avatar-mediated interactionabstractWe report on two experiments that investigate the influence of display type and viewing angle on how people place their trust during avatar-mediated interaction. By monitoring advice seeking behavior, our first experiment demonstrates that if participants observe an avatar at an oblique viewing angle on a flat display, they are less able to discriminate between expert and non-expert advice than if they observe the avatar face-on. We then introduce a novel spherical display and a ray-traced rendering technique that can display an avatar that can be seen correctly from any viewing direction. We expect that a spherical display has advantages over a flat display because it better supports non-verbal cues, particularly gaze direction, since it presents a clear and undistorted viewing aspect at all angles. Our second experiment compares the spherical display to a flat display. Whilst participants can discriminate expert advice regardless of display, a negative bias towards the flat screen emerges at oblique viewing angles. This result emphasizes the ability of the spherical display to be viewed qualitatively similarly from all angles. Together the experiments demonstrate how trust can be altered depending on how one views the avatar. William Steptoe, Anthony Steed |
CHI | 2 |
| 2014 | Presence and discernability in conventional and non-photorealistic immersive augmented realityabstractNon-photorealistic rendering (NPR) has been shown as a powerful way to enhance both visual coherence and immersion in augmented reality (AR). However, it has only been evaluated in idealized pre-rendered scenarios with handheld AR devices. In this paper we investigate the use of NPR in an immersive, stereoscopic, wide field-of-view head-mounted video see-through AR display. This is a demanding scenario, which introduces many real-world effects including latency, tracking failures, optical artifacts and mismatches in lighting. We present the AR-Rift, a low-cost video see-through AR system using an Oculus Rift and consumer webcams. We investigate the themes of consistency and immersion as measures of psychophysical non-mediation. An experiment measures discernability and presence in three visual modes: conventional (unprocessed video and graphics), stylized (edge-enhancement) and virtualized (edge-enhancement and color extraction). The stylized mode results in chance-level discernability judgments, indicating successful integration of virtual content to form a visually coherent scene. Conventional and virutalized rendering bias judgments towards correct or incorrect respectively. Presence as it may apply to immersive AR, and which, measured both behaviorally and subjectively, is seen to be similarly high over all three conditions. William Steptoe, Simon J. Julier, Anthony Steed |
ISMAR | 1 |
| 2013 | Panoinserts: mobile spatial teleconferencingabstractWe present PanoInserts: a novel teleconferencing system that uses smartphone cameras to create a surround representation of meeting places. We take a static panoramic image of a location into which we insert live videos from smartphones. We use a combination of marker- and image-based tracking to position the video inserts within the panorama, and transmit this representation to a remote viewer. We conduct a user study comparing our system with fully-panoramic video and conventional webcam video conferencing for two spatial reasoning tasks. Results indicate that our system performs comparably with fully-panoramic video, and better than webcam video conferencing in tasks that require an accurate surrounding representation of the remote space. We discuss the representational properties and usability of varying video presentations, exploring how they are perceived and how they influence users when performing spatial reasoning tasks. Fabrizio Pece, William Steptoe, Fabian Wanner, Simon J. Julier, Tim Weyrich, Jan Kautz, Anthony Steed |
CHI | 2 |
| 2013 | Supporting interoperability and presence awareness in collaborative mixed reality environmentsabstractIn the BEAMING project we have been extending the scope of collaborative mixed reality to include the representation of users in multiple modalities, including augmented reality, situated displays and robots. A single user (a visitor) uses a high-end virtual reality system (the transporter) to be virtually teleported to a real remote location (the destination). The visitor may be tracked in several ways including emotion and motion capture. We reconstruct the destination and the people within it (the locals). In achieving this scenario, BEAMING has integrated many heterogeneous systems. In this paper, we describe the design and key implementation choices in the Beaming Scene Service (BSS), which allows the various processes to coordinate their behaviour. The core of the system is a light-weight shared object repository that allows loose coupling between processes with very different requirements (e.g. embedded control systems through to mobile apps). The system was also extended to support the notion of presence awareness. We demonstrate two complex applications built with the BSS. Oyewole Oyekoya, Ran Stone, William Steptoe, Laith Alkurdi, Stefan Klare, Angelika Peer, Tim Weyrich, Benjamin Cohen, Franco Tecchia, Anthony Steed |
VRST | 3 |
| 2013 | Human Tails: Ownership and Control of Extended Humanoid AvatarsabstractThis paper explores body ownership and control of an 'extended' humanoid avatar that features a distinct and flexible tail-like appendage protruding from its coccyx. Thirty-two participants took part in a between-groups study to puppeteer the avatar in an immersive CAVE™ -like system. Participants' body movement was tracked, and the avatar's humanoid body synchronously reflected this motion. However, sixteen participants experienced the avatar's tail moving around randomly and asynchronous to their own movement, while the other participants experienced a tail that they could, potentially, control accurately and synchronously through hip movement. Participants in the synchronous condition experienced a higher degree of body ownership and agency, suggesting that visuomotor synchrony enhanced the probability of ownership over the avatar body despite of its extra-human form. Participants experiencing body ownership were also more likely to be more anxious and attempt to avoid virtual threats to the tail and body. The higher task performance of participants in the synchronous condition indicates that people are able to quickly learn how to remap normal degrees of bodily freedom in order to control virtual bodies that differ from the humanoid form. We discuss the implications and applications of extended humanoid avatars as a method for exploring the plasticity of the brain's representation of the body and for gestural human-computer interfaces. William Steptoe, Anthony Steed, Mel Slater |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | SphereAvatar: a situated display to represent a remote collaboratorabstractAn emerging form of telecollaboration utilizes situated or mobile displays at a physical destination to virtually represent remote visitors. An example is a personal telepresence robot, which acts as a physical proxy for a remote visitor, and uses cameras and microphones to capture its surroundings, which are transmitted back to the visitor. We propose the use of spherical displays to represent telepresent visitors at a destination. We suggest that the use of such 360 degree displays in a telepresence system has two key advantages: it is possible to understand the identity of the visitor from any viewpoint; and with suitable graphical representation, it is possible to tell where the visitor is looking from any viewpoint. In this paper, we investigate how to optimally represent a visitor as an avatar on a spherical display by evaluating how varying representations are able to accurately convey head gaze. Oyewole Oyekoya, William Steptoe, Anthony Steed |
CHI | 2 |
| 2011 | Some Implications of Eye Gaze Behavior and Perception for the Design of Immersive Telecommunication SystemsabstractA feature of standard video-mediated Communication systems (VMC) is that participants see into each other's spaces from the viewpoint of a camera. Consequently, participants' capacity to use the spatially-based resources that exist in co-located settings (eg the production and comprehension of pointing and eye gaze direction) can be compromised. Whilst positioning cameras close to displays, or switching or interpolating between multiple cameras to provide appropriately aligned views can reduce this problem, an alternative paradigm is the use of immersive projection technology to locate participants within an immersive collaborative virtual environment (ICVE), in which remote participants appear as 3D graphical representations. Two approaches toward representation of remote participants in ICVEs have been studied: embodied avatars animated using participants' tracked body motion, and vision-based techniques that reconstruct 3D models from multiple streams of live video input. Drawing on empirical evaluations of an avatar-based ICVE system that both captures and displays eye-movement, together with an examination of previous research into gaze, we provide a specification of gaze practices and the cues used in the perception of gaze that should be supported in ICVEs. We delineate some of the challenges for vision-based ICVE and discuss the potential for combining different approaches in the development of such systems. John Rae, William Steptoe, David J. Roberts 0001 |
DS-RT | 2 |
| 2010 | Lie tracking: social presence, truth and deception in avatar-mediated telecommunicationabstractThe success of visual telecommunication systems depends on their ability to transmit and display users' natural nonverbal behavior. While video-mediated communication (VMC) is the most widely used form of interpersonal remote interaction, avatar-mediated communication (AMC) in shared virtual environments is increasingly common. This paper presents two experiments investigating eye tracking in AMC. The first experiment compares the degree of social presence experienced in AMC and VMC during truthful and deceptive discourse. Eye tracking data (gaze, blinking, and pupil size) demonstrates that oculesic behavior is similar in both mediation types, and uncovers systematic differences between truth telling and lying. Subjective measures show users' psychological arousal to be greater in VMC than AMC. The second experiment demonstrates that observers of AMC can more accurately detect truth and deception when viewing avatars with added oculesic behavior driven by eye tracking. We discuss implications for the design of future visual telecommunication media interfaces. William Steptoe, Anthony Steed, Aitor Rovira, John Rae |
CHI | 1 |
| 2010 | Eyelid kinematics for virtual charactersabstractAbstract When compared to gaze, animation of the eyelids has been largely overlooked in the computer graphics literature. Eyelid movement plays an important part both in conveying accurate gaze direction and in improving the visual appearance of virtual characters. Eyelids have two major motion components: lid saccades that follow the vertical rotation the eyes, and blinking. Derived from literature in ophthalmology and psychology, this paper presents parametric models for both motion types, and emphasizes their dynamic temporal behaviour. Experimental validation classifies model‐generated animation as similar to that encoded from expensive motion captured data, and significantly exceeding linearly interpolated animation. Copyright © 2010 John Wiley & Sons, Ltd. William Steptoe, Oyewole Oyekoya, Anthony Steed |
Comput. Animat. Virtual Worlds | 1 |
| 2009 | Communicating Eye-gaze Across a Distance: Comparing an Eye-gaze enabled Immersive Collaborative Virtual Environment, Aligned Video Conferencing, and Being TogetherabstractEye gaze is an important and widely studied non-verbal resource in co-located social interaction. When we attempt to support tele-presence between people, there are two main technologies that can be used today: video-conferencing (VC) and collaborative virtual environments (CVEs). In VC, one can observe eye-gaze behaviour but practically the targets of eye-gaze are only correct if the participants remain relatively still. We attempt to support eye-gaze behaviour in an unconstrained manner by integrating eye-trackers into an Immersive CVE (ICVE) system. This paper aims to show that while both ICVE and VC allow people to discern being looked at and what else is looked at, when someone gazes into their space from another location, ICVE alone can continue to do this as people move. The conditions of aligned VC, ICVE, eye-gaze enabled ICVE and co-location are compared. The impact of factors of alignment, lighting, resolution, and perspective distortion are minimised through a set of pilot experiments, before a formal experiment records results for optimal settings. Results show that both VC and ICVE support eye-gaze in constrained situations, but only ICVE supports movement of the observer. We quantify the mis-judgements that are made and discuss how our findings might inform research into supporting eye-gaze through interpolated free viewpoint video based methods. David J. Roberts 0001, Robin Wolff, John Rae, Anthony Steed, Rob Aspin, Moira McIntyre, Adriana Peña Pérez Negrón, Oyewole Oyekoya, William Steptoe |
VR | 9 |
| 2009 | Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual EnvironmentsabstractIn face-to-face collaboration, eye gaze is used both as a bidirectional signal to monitor and indicate focus of attention and action, as well as a resource to manage the interaction. In remote interaction supported by immersive collaborative virtual environments (ICVEs), embodied avatars representing and controlled by each participant share a virtual space. We report on a study designed to evaluate methods of avatar eye gaze control during an object-focused puzzle scenario performed between three networked CAVEtrade-like systems. We compare tracked gaze, in which avatars' eyes are controlled by head-mounted mobile eye trackers worn by participants, to a gaze model informed by head orientation for saccade generation, and static gaze featuring non-moving eyes. We analyse task performance, subjective user experience, and interactional behaviour. While not providing statistically significant benefit over static gaze, tracked gaze is observed as the highest performing condition. However, the gaze model resulted in significantly lower task performance and increased error rate. William Steptoe, Oyewole Oyekoya, Alessio Murgia, Robin Wolff, John Rae, Estefania Guimaraes, David J. Roberts 0001, Anthony Steed |
VR | 1 |
| 2009 | A saliency-based method of simulating visual attention in virtual scenesabstractComplex interactions occur in virtual reality systems, requiring the modelling of next-generation attention models to obtain believable virtual human animations. This paper presents a saliency model that is neither domain nor task specific, which is used to animate the gaze of virtual characters. A critical question is addressed: What types of saliency attract attention in virtual environments and how can they be weighted to drive an avatar's gaze? Saliency effects were measured as a function of their total frequency. Scores were then generated for each object in the field of view within each frame to determine the most salient object within the virtual environment. This paper compares the resulting saliency gaze model to tracked gaze, in which avatars' eyes are controlled by head-mounted mobile eye-trackers worn by human subjects, random gaze model informed by head-orientation for saccade generation, and static gaze featuring non-moving centered eyes. Results from the evaluation experiment and graphical analysis demonstrate a promising saliency gaze model that is not just believable and realistic but also target-relevant and adaptable to varying tasks. Furthermore, the saliency model does not use any prior knowledge of the content or description of the virtual scene. Oyewole Oyekoya, William Steptoe, Anthony Steed |
VRST | 2 |
| 2008 | Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environmentsabstractParticipants' eye-gaze is generally not captured or represented in immersive collaborative virtual environment (ICVE) systems. We present EyeCVE, which uses mobile eye-trackers to drive the gaze of each participant's virtual avatar, thus supporting remote mutual eye-contact and awareness of others' gaze in a perceptually unfragmented shared virtual workspace. We detail trials in which participants took part in three-way conferences between remote CAVE™ systems linked via EyeCVE. Eye-tracking data was recorded and used to evaluate interaction, confirming the system's support for the use of gaze as a communicational and management resource in multiparty conversational scenarios. We point toward subsequent investigation of eye-tracking in ICVEs for enhanced remote social-interaction and analysis. William Steptoe, Robin Wolff, Alessio Murgia, Estefania Guimaraes, John Rae, Paul M. Sharkey, David J. Roberts 0001, Anthony Steed |
CSCW | 1 |
| 2008 | A Tool for Replay and Analysis of Gaze-Enhanced Multiparty Sessions Captured in Immersive Collaborative EnvironmentsabstractA desktop tool for replay and analysis of gaze-enhanced multiparty virtual collaborative sessions is described. We linked three CAVETM-like environments, creating a multiparty collaborative virtual space where avatars are animated with 3D gaze as well as head and hand motions in real time. Log files are recorded for subsequent playback and analysis using the proposed software tool. During replaying the user can rotate the viewpoint and navigate in the simulated 3D scene. The playback mechanism relies on multiple distributed log files captured at every site. This structure enables an observer to experience latencies of movement and information transfer for every site as this is important for conversation analysis. Playback uses an event-replay algorithm, modified to allow fast traversal of the scene by selective rendering of nodes, and to simulate fast random access. The toolpsilas analysis module can show each participantpsilas 3D gaze points and areas where gaze has been concentrated. Alessio Murgia, Robin Wolff, William Steptoe, Paul M. Sharkey, David J. Roberts 0001, Estefania Guimaraes, Anthony Steed, John Rae |
DS-RT | 3 |
| 2008 | Communicating Eye Gaze across a Distance without Rooting Participants to the SpotabstractEye gaze is an important conversational resource that until now could only be supported across a distance if people were rooted to the spot. We introduce EyeCVE, the worldpsilas first tele-presence system that allows people in different physical locations to not only see what each other are doing but follow each otherpsilas eyes, even when walking about. Projected into each space are avatar representations of remote participants, that reproduce not only body, head and hand movements, but also those of the eyes. Spatial and temporal alignment of remote spaces allows the focus of gaze as well as activity and gesture to be used as a resource for non-verbal communication. The temporal challenge met was to reproduce eye movements quick enough and often enough to interpret their focus during a multi-way interaction, along with communicating other verbal and non-verbal language. The spatial challenge met was to maintain communicational eye gaze while allowing free movement of participants within a virtually shared common frame of reference. This paper reports on the technical and especially temporal characteristics of the system. Robin Wolff, David J. Roberts 0001, Alessio Murgia, Norman Murray, John Rae, William Steptoe, Anthony Steed, Paul M. Sharkey |
DS-RT | 6 |
| 2008 | High-Fidelity Avatar Eye-RepresentationabstractIn collaborative virtual environments, the visual representation of avatars has been shown to be an important determinant of participant behaviour and response. We explored the influence of varying conditions of eye-representation in our high-fidelity avatar by measuring how accurately people can identify the avatar's point-of- regard (direction of gaze), together with subjective authenticity assessments of the avatar's behaviour and visual representation. The first of two variables investigated was socket-deformation, which is to say that our avatar's eyelids, eyebrows and surrounding areas morphed realistically depending on eye-rotation. The second was vergence of our avatar's eyes to the exact point-of-regard. Our results suggest that the two variables significantly influence the accuracy of point-of-regard identification. This accuracy is highly dependent on the combination of viewing-angle and the point-of-regard itself. We found that socket-deformation in particular has a highly positive impact on the perceived authenticity of our avatar's overall appearance, and when judging just the eyes. However, despite favourable subjective ratings, overall performance during the point-of-regard identification task was actually worse with the highest quality avatar. This provides more evidence that as we move forward to using higher fidelity avatars, there will be a tradeoff between supporting realism of representation and supporting the actual communicative task. William Steptoe, Anthony Steed |
VR | 1 |