论文标题

通过眼神追踪评估虚拟现实中人类行为的评估

Assessment of Human Behavior in Virtual Reality by Eye Tracking

论文作者

Gao, Hong

论文摘要

虚拟现实(VR)不是一项新技术,而是在计算机技术进步的驱动下已经开发了数十年。当前,VR技术越来越多地用于应用程序,以实现沉浸式但受控的研究环境。教育和娱乐是两个重要的应用领域,在该领域中,VR被认为是身临其境体验的关键推动者及其进一步的进步。同时,对这种创新环境中人类行为的研究有望有助于更好地设计VR应用。因此,现代的VR设备始终配备了令人眼前的技术,从而通过收集过程数据进一步研究人类行为。特别是,与机器学习技术和可解释的模型相结合的引人注目的技术可以提供新的见解,以更深入地了解虚拟环境中的人类行为。 在这项工作中,提出了一个基于目光跟踪和行为用户数据以及最先进的机器学习方法的系统计算框架,以了解VR环境中的人类行为和个体差异。然后,该计算框架用于两个不同域的三个用户研究中。在教育领域,创建了两个不同的沉浸式VR教室,学生可以学习,老师可以训练。在VR Entertainment方面,眼动开辟了新的途径,从用户认知负载和用户体验的角度来评估VR运动技术。这项工作为评估VR场景中人类行为的方式铺平了道路,并为设计,评估和改进交互式VR系统的方式提供了深刻的见解。特别是,可以创建更有效和可定制的虚拟环境,以为用户提供量身定制的体验。

Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled research settings. Education and entertainment are two important application areas, where VR has been considered a key enabler of immersive experiences and their further advancement. At the same time, the study of human behavior in such innovative environments is expected to contribute to a better design of VR applications. Therefore, modern VR devices are consistently equipped with eye-tracking technology, enabling thus further studies of human behavior through the collection of process data. In particular, eye-tracking technology in combination with machine learning techniques and explainable models can provide new insights for a deeper understanding of human behavior during immersion in virtual environments. In this work, a systematic computational framework based on eye-tracking and behavioral user data and state-of-the-art machine learning approaches is proposed to understand human behavior and individual differences in VR contexts. This computational framework is then employed in three user studies across two different domains. In the educational domain, two different immersive VR classrooms were created where students can learn and teachers can train. In terms of VR entertainment, eye movements open a new avenue to evaluate VR locomotion techniques from the perspective of user cognitive load and user experience. This work paves the way for assessing human behavior in VR scenarios and provides profound insights into the way of designing, evaluating, and improving interactive VR systems. In particular, more effective and customizable virtual environments can be created to provide users with tailored experiences.

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