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John Rae

dblp:33/4243 · also John P. Rae · DBLP profile ↗
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11ranked-venue papers
1as first author
0since 2021 · last 2013
0000-0001-5939-0160ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 7 · 1 first-authorArtificial intelligence and machine learning · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4Systems, architecture and hardware · 1Computer networks · 1

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
5 papers
Immersive interaction · 36% Collaborative and social computing · 31% Human-robot interaction · 28%
Artificial intelligence
1 paper
Face, body and person analysis · 62% 3D vision · 19% Video understanding and tracking · 19%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis
gaze estimation
0.212013
Estimating the Gaze of a Virtuality Human · IEEE Trans. Vis. Comput. Graph. 2013
Immersive interaction
telepresence
0.212013
Estimating the Gaze of a Virtuality Human · IEEE Trans. Vis. Comput. Graph. 2013
Collaborative and social computing › computer-mediated communication › virtual communication
avatar-mediated communication
0.112010
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication · CHI 2010
Virtual and augmented reality
immersive interaction
0.112009
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 › nonverbal communication
gaze communication
0.112009
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
0.112009
Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual Environments · VR 2009
Computer vision › 3D vision
3d reconstruction
0.012013
Estimating the Gaze of a Virtuality Human · IEEE Trans. Vis. Comput. Graph. 2013
Computer vision › Video understanding and tracking
video reconstruction
0.012013
Estimating the Gaze of a Virtuality Human · IEEE Trans. Vis. Comput. Graph. 2013
Interaction techniques and input › input sensing › tracking
eye tracking in VR
0.012010
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication · CHI 2010
Collaborative and social computing
collaborative virtual environments
0.012009
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
0.012009
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 › social interaction › group communication
multiparty conversation
0.012008
Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments · CSCW 2008
Collaborative and social computing
remote collaboration
0.012008
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

eye tracking · 0.4immersive CVE · 0.2user study · 0.1pupil size · 0.1gaze · 0.1blinking · 0.1gaze model · 0.1mobile eye-tracking · 0.1
YearPublicationVenuePosition
2013 Estimating the Gaze of a Virtuality Human
abstract
The aim of our experiment is to determine if eye-gaze can be estimated from a virtuality human: to within the accuracies that underpin social interaction; and reliably across gaze poses and camera arrangements likely in every day settings. The scene is set by explaining why Immersive Virtuality Telepresence has the potential to meet the grand challenge of faithfully communicating both the appearance and the focus of attention of a remote human participant within a shared 3D computer-supported context. Within the experiment n=22 participants rotated static 3D virtuality humans, reconstructed from surround images, until they felt most looked at. The dependent variable was absolute angular error, which was compared to that underpinning social gaze behaviour in the natural world. Independent variables were 1) relative orientations of eye, head and body of captured subject; and 2) subset of cameras used to texture the form. Analysis looked for statistical and practical significance and qualitative corroborating evidence. The analysed results tell us much about the importance and detail of the relationship between gaze pose, method of video based reconstruction, and camera arrangement. They tell us that virtuality can reproduce gaze to an accuracy useful in social interaction, but with the adopted method of Video Based Reconstruction, this is highly dependent on combination of gaze pose and camera arrangement. This suggests changes in the VBR approach in order to allow more flexible camera arrangements. The work is of interest to those wanting to support expressive meetings that are both socially and spatially situated, and particular those using or building Immersive Virtuality Telepresence to accomplish this. It is also of relevance to the use of virtuality humans in applications ranging from the study of human interactions to gaming and the crossing of the stage line in films and TV.
David J. Roberts 0001, John Rae, Toby Duckworth, Carl M. Moore, Rob Aspin
IEEE Trans. Vis. Comput. Graph.2
2011 Some Implications of Eye Gaze Behavior and Perception for the Design of Immersive Telecommunication Systems
abstract
A 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-RT1
2010 Lie tracking: social presence, truth and deception in avatar-mediated telecommunication
abstract
The 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
CHI4
2009 Communicating Eye-gaze Across a Distance: Comparing an Eye-gaze enabled Immersive Collaborative Virtual Environment, Aligned Video Conferencing, and Being Together
abstract
Eye 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
VR3
2009 Eye Tracking for Avatar Eye Gaze Control During Object-Focused Multiparty Interaction in Immersive Collaborative Virtual Environments
abstract
In 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
VR5
2009 Eye gaze in virtual environments: evaluating the need and initial work on implementation
abstract
Abstract For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people's eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed in an immersive VE. An experiment was conducted to assess the difference between user's abilities to judge what objects an avatar is looking at with only head movements being displayed, while the eyes remained static, and with eye gaze and head movement information being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects correctly identifying what a person is looking at in an immersive virtual environment. This is followed by a description of the work that is now being undertaken following the positive results from the experiment. We discuss the integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real‐world eye movements into calibrated eye gaze in an immersive virtual world. This is to be used in the creation of an immersive collaborative virtual environment supporting eye gaze and its ongoing experiments. Copyright © 2009 John Wiley & Sons, Ltd.
Norman Murray, Dave Roberts, Anthony Steed, Paul M. Sharkey, Paul Dickerson, John Rae, Robin Wolff
Concurr. Comput. Pract. Exp.6
2008 Eye-tracking for avatar eye-gaze and interactional analysis in immersive collaborative virtual environments
abstract
Participants' 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
CSCW5
2008 A Tool for Replay and Analysis of Gaze-Enhanced Multiparty Sessions Captured in Immersive Collaborative Environments
abstract
A 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-RT8
2008 Communicating Eye Gaze across a Distance without Rooting Participants to the Spot
abstract
Eye 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-RT5
2007 An assessment of eye-gaze potential within immersive virtual environments
abstract
In collaborative situations, eye gaze is a critical element of behavior which supports and fulfills many activities and roles. In current computer-supported collaboration systems, eye gaze is poorly supported. Even in a state-of-the-art video conferencing system such as the access grid, although one can see the face of the user, much of the communicative power of eye gaze is lost. This article gives an overview of some preliminary work that looks towards integrating eye gaze into an immersive collaborative virtual environment and assessing the impact that this would have on interaction between the users of such a system. Three experiments were conducted to assess the efficacy of eye gaze within immersive virtual environments. In each experiment, subjects observed on a large screen the eye-gaze behavior of an avatar. The eye-gaze behavior of that avatar had previously been recorded from a user with the use of a head-mounted eye tracker. The first experiment was conducted to assess the difference between users' abilities to judge what objects an avatar is looking at with only head gaze being viewed and also with eye- and head-gaze data being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects, correctly identifying what a person is looking at in an immersive virtual environment. The second experiment examined whether a monocular or binocular eye-tracker would be required. This was examined by testing subjects' ability to identify where an avatar was looking from their eye direction alone, or by eye direction combined with convergence. This experiment showed that convergence had a significant impact on the subjects' ability to identify where the avatar was looking. The final experiment looked at the effects of stereo and mono-viewing of the scene, with the subjects being asked to identify where the avatar was looking. This experiment showed that there was no difference in the subjects' ability to detect where the avatar was gazing. This is followed by a description of how the eye-tracking system has been integrated into an immersive collaborative virtual environment and some preliminary results from the use of such a system.
Norman Murray, David J. Roberts 0001, Anthony Steed, Paul M. Sharkey, Paul Dickerson, John Rae
ACM Trans. Multim. Comput. Commun. Appl.6
1992 Michael I. Posner, ed., Foundations of Cognitive Science
Alistair J. Bray, Lynne J. Cahill, John Rae
Artif. Intell.3