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Imperceptible Gaze Guidance Through Ocularity in Virtual Reality (2412.09204v1)

Published 12 Dec 2024 in cs.HC

Abstract: We introduce to VR a novel imperceptible gaze guidance technique from a recent discovery that human gaze can be attracted to a cue that contrasts from the background in its perceptually non-distinctive ocularity, defined as the relative difference between inputs to the two eyes. This cue pops out in the saliency map in the primary visual cortex without being overtly visible. We tested this method in an odd-one-out visual search task using eye tracking with 15 participants in VR. When the target was rendered as an ocularity singleton, participants' gaze was drawn to the target faster. Conversely, when a background object served as the ocularity singleton, it distracted gaze from the target. Since ocularity is nearly imperceptible, our method maintains user immersion while guiding attention without noticeable scene alterations and can render object's depth in 3D scenes, creating new possibilities for immersive user experience across diverse VR applications.

Summary

  • The paper introduces an imperceptible gaze guidance technique using ocularity cues that significantly enhances target detection in VR environments.
  • Methodology involved a visual search task with 15 participants, demonstrating faster and more accurate responses when ocularity singletons were used.
  • Findings imply that subtle gaze guidance can boost immersion in VR applications such as education, medical training, and gaming.

Imperceptible Gaze Guidance Through Ocularity in Virtual Reality

The paper, "Imperceptible Gaze Guidance Through Ocularity in Virtual Reality," introduces a novel method for directing user attention in virtual reality (VR) environments. This method leverages ocularity, a perceptually subtle cue, to guide gaze without altering the visual scene, thereby preserving user immersion. Developed as a response to the limitations of overt visual cues, this technique offers a promising approach to augmenting VR applications where maintaining user immersion is paramount.

Key Findings and Methodology

The core of the research lies in understanding how ocularity — defined as the relative difference between visual inputs to the two eyes — can influence gaze direction. The authors grounded their work in the V1 Saliency Hypothesis, which suggests that the brain’s primary visual cortex generates a saliency map that guides reflexive gaze shifts. Ocularity singletons, or objects rendered with unique binocular cues, emerge as potential focal points in this saliency map.

To empirically validate this hypothesis, the authors conducted an odd-one-out visual search task within a VR setting. Fifteen participants were used to determine if ocularity singletons could effectively draw or distract gaze in different conditions. The results were striking: when targets were ocularity singletons, participants located them faster and with greater accuracy. Conversely, when distractors were ocularity singletons, they diverted attention from the target. Notably, these effects were achieved without the participants being consciously aware of the ocularity variations.

Implications and Future Directions

This paper provides compelling evidence for the use of subtle visual cues in VR environments to guide attention without compromising immersion. The implications of this are significant across various domains:

  • Educational VR: Subtle guidance could enhance focus on educational content, providing a more immersive learning experience.
  • Medical Training: In surgical simulations, this method could facilitate subtle direction towards crucial procedure steps without overt distraction.
  • Gaming and Storytelling: Developers could enhance narrative flows by imperceptibly directing player focus, maintaining engagement without loss of autonomy.
  • Safety Training: Participants could be subtly steered towards safety-critical elements or exits in emergency simulations.

The paper suggests several avenues for future research. Further exploration into the effects of varying levels of ocularity on attention guidance is warranted. Additionally, adapting this method to real-world AR applications presents new challenges and opportunities. Ethical considerations must also be addressed, particularly concerning user awareness and consent when gaze is directed subconsciously.

Conclusion

Overall, the paper makes a substantial contribution to the field of VR by introducing an innovative, imperceptible gaze guidance technique rooted in the principles of visual saliency. It opens up new possibilities for enhancing user experiences across a range of applications, promising non-intrusive control of attention without compromising the immersive qualities of virtual environments. As the use of VR and AR technologies continues to expand, such advancements could play a pivotal role in shaping future user interactions, providing a balanced approach to guided immersion.

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