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Perceptual gaze extent & level of detail in VR: looking outside the box
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ACM SIGGRAPH 2002 conference abstracts and applications table of contents
San Antonio, Texas
SESSION: Sketches and applications table of contents
Pages: 228 - 228  
Year of Publication: 2002
ISBN:1-58113-525-4
Authors
Hunter Murphy  Clemson University
Andrew T. Duchowski  Clemson University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 3,   Downloads (12 Months): 13,   Citation Count: 1
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ABSTRACT

A common assumption exploited in perceptual Virtual Reality studies is that eye movements made while immersed in VR generally do not deviate more than 30° (visual angle) from the head-centric view direction (e.g., see Barnes [1979]). In this sketch we report eye tracking evidence which generally supports this observation in the context of peripheral Level Of Detail management during a visual search task in VR. We present results from experiments based on the work of Watson et al. [1997] and discuss an extension to the peripheral degradation paradigm to include a dynamic eye-slaved high-resolution inset.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Barnes, G. R. 1979. Vestibulo-Ocular Function During Co-ordinated Head and Eye Movements to Acqurie Visual Targets. Journal of Physiology, 127--147.
 
2
Murphy, H., and Duchowski, A. T. 2001. Gaze-Contingent Level Of Detail. In EuroGraphics (Short Presentations), EuroGraphics.
3

Collaborative Colleagues:
Hunter Murphy: colleagues
Andrew T. Duchowski: colleagues