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Moira McIntyre

dblp:44/5847 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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
1 paper
Human-robot interaction · 77% Collaborative and social computing · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
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

Methods — techniques the papers use, named apart from their topics

immersive CVE · 0.2eye tracking · 0.2
YearPublicationVenuePosition
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
VR6