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1.
J Eye Mov Res ; 17(3)2024.
Artigo em Inglês | MEDLINE | ID: mdl-38826772

RESUMO

Prior research has shown that sighting eye dominance is a dynamic behavior and dependent on horizontal viewing angle. Virtual reality (VR) offers high flexibility and control for studying eye movement and human behavior, yet eye dominance has not been given significant attention within this domain. In this work, we replicate Khan and Crawford's (2001) original study in VR to confirm their findings within this specific context. Additionally, this study extends its scope to study alignment with objects presented at greater depth in the visual field. Our results align with previous results, remaining consistent when targets are presented at greater distances in the virtual scene. Using greater target distances presents opportunities to investigate alignment with objects at varying depths, providing greater flexibility for the design of methods that infer eye dominance from interaction in VR.

2.
Sci Rep ; 13(1): 16982, 2023 10 09.
Artigo em Inglês | MEDLINE | ID: mdl-37813970

RESUMO

During the COVID-19 pandemic, the use of face masks has become a daily routine. Studies have shown that face masks increase the ambiguity of facial expressions which not only affects (the development of) emotion recognition, but also interferes with social interaction and judgement. To disambiguate facial expressions, we rely on perceptual (stimulus-driven) as well as preconceptual (top-down) processes. However, it is unknown which of these two mechanisms accounts for the misinterpretation of masked expressions. To investigate this, we asked participants (N = 136) to decide whether ambiguous (morphed) facial expressions, with or without a mask, were perceived as friendly or unfriendly. To test for the independent effects of perceptual and preconceptual biases we fitted a drift-diffusion model (DDM) to the behavioral data of each participant. Results show that face masks induce a clear loss of information leading to a slight perceptual bias towards friendly choices, but also a clear preconceptual bias towards unfriendly choices for masked faces. These results suggest that, although face masks can increase the perceptual friendliness of faces, people have the prior preconception to interpret masked faces as unfriendly.


Assuntos
COVID-19 , Humanos , Pandemias , Difusão , Emoções , Julgamento
3.
IEEE Trans Vis Comput Graph ; 29(11): 4740-4750, 2023 11.
Artigo em Inglês | MEDLINE | ID: mdl-37782604

RESUMO

This paper presents a head-mounted virtual reality study that compared gaze, head, and controller pointing for selection of dynamically revealed targets. Existing studies on head-mounted 3D interaction have focused on pointing and selection tasks where all targets are visible to the user. Our study compared the effects of screen width (field of view), target amplitude and width, and prior knowledge of target location on modality performance. Results show that gaze and controller pointing are significantly faster than head pointing and that increased screen width only positively impacts performance up to a certain point. We further investigated the applicability of existing pointing models. Our analysis confirmed the suitability of previously proposed two-component models for all modalities while uncovering differences for gaze at known and unknown target positions. Our findings provide new empirical evidence for understanding input with gaze, head, and controller and are significant for applications that extend around the user.


Assuntos
Óculos Inteligentes , Realidade Virtual , Gráficos por Computador , Fatores de Tempo
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