De NPR a VR: seguimiento del comportamiento ocular en realidad virtual inmersiva

Autores/as

  • Victor Fajnzylber Reyes Universititat de Chile
  • Andrea Wenner Instituto de Comunicación e Imagen, Universidad de Chile.
  • Javier Moyano Escuela de Cine y Televisión, Universidad de Chile
  • Mateu Sbert Instituto de Informática y Aplicaciones, Universidad de Girona https://orcid.org/0000-0003-2164-6858

Descargas

Resumen

En este trabajo presentamos una investigación sobre el comportamiento ocular durante la inmersión en realidad virtual. Para mejorar nuestra comprensión del comportamiento humano en condiciones inmersivas, nos centraremos en la visión y su reactividad a los procedimientos cinematográficos y de representación no fotorrealistas. Utilizando datos fisiológicos recopilados en tiempo real con un eye tracker, comparamos la respuesta atencional y pupilar para describir la inmersión visual experimentada por el usuario. Esta propuesta podría ser útil para identificar enfermedades físicas producidas por desajustes perceptivos y para evaluar la eficiencia cognitiva de las experiencias de realidad virtual en diferentes campos de aplicación, retroalimentando a los productores de contenido sobre el comportamiento ocular de los usuarios.

Palabras clave

"Registro visual", “Representación no fotorrealista”, "Percepción", "Realidad virtual"

Descargas

Los datos de descargas todavía no están disponibles.

Citas

Barrett, J. (2004). Side effects of virtual environments: A review of the literature. Australia: Defense Science and Technology Organization Canberra. [2] Bouchard, S., Robillard, G., & Renaud, P. (2007). Revising the factor structure of the Simulator Sickness Questionnaire. Annual Review of CyberTherapy and Telemedicine. [3] Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. Extended abstracts of the Conference on Human factors in computing systems. [4] Conte, C., & De Marchi, M. (2014). Non-Photorealistic Rendering: From a general view to suggestive contours. [5] Dede, C. (2009). Immersive interfaces for engagement and learning. ScienceMag. [6] Dennison, M., & D'Zmura, M. (2018). Effects of unexpected visual motion on postural sway and motion sickness. California: Department of Cognitive Sciences of University of Cailifornia. [7] Dużmańska, Natalia., Strojny Pawel., Strojny Agnieszka (2018) Can Simulator Sickness be Avoided? A review on Temporal Aspects of Simulator Sickness. The National Center for Biotechnology Information. [8] Fajnzylber, V., González, L., Maldonado, P., Del Villar, R., Yáñez, R., Madariaga, S., Magdics, M., & Sbert, M. (2017, December). Augmented film narrative by use of non-photorealistic rendering. In 2017 International Conference on 3D Immersion (IC3D) (pp. 1-8). IEEE. [9] Geng, W. (2011). Introduction. In The Algorithms and Principles of Non-Photorealistic Graphics: Artistic Rendering and Cartoon Animation. Springer Science & Business Media. [10] Gooch, A., & Willemsen, P. (2002). Evaluating space perception in NPR immersive environments. Proceedings of the 2nd International Symposium on Non-Photorealistic Animation and Rendering (pp. 105-110). ACM. [11] Grau, O. (2003). In Virtual Art: From Illusion to Immersion. Cambridge, MA/London: MIT Press. [12] Haller, M., Hanl, C., & Diephuis, J. (2004). Non-photorealistic rendering techniques for motion in computer games. Computers in Entertainment (CIE), 2(4), 1-10. [13] Halper, N., Mellin, M., Herrmann, C. S., Linneweber, V., & Strothotte, T. (2003). Psychology and non-photorealistic rendering: The beginning of a beautiful relationship. Mensch & Computer 2003 (pp. 277-286). Vieweg+ Teubner Verlag. [14] Honbolygo, F., Veller, L. & Csepe, V. (2012). Ventriloquism aftereffect in a virtual audio-visual environment. IEEE Xplore Digital Library. [15] Hotelling, H. (1951). A generalized T test and measure of multivariate dispersion. California: Proceedings of the second Berkeley Symposium on Mathematical Statistics and Probability, the Regents of the University of California [16] Isenberg, T. (2013). Evaluating and validating non-photorealistic and illustrative rendering. London: Image and Video-Based Artistic Stylisation (pp. 311-331). [17] Kasao, A., & Miyata, K. (2006). Algorithmic Painter: A NPR method to generate various styles of painting. The Visual Computer, 22(1), 14-27. [18] Keshavarz, B., Riecke, B., Hettinger, L. & Campos, J. (2015). Vection and visually induced motion sickness: how are they related? [19] Kolasinski, E. (1995). Simulator Sickness in Virtual Environments. Virginia: Army Research Inst for the Behavioral and Social Sciences. [20] Kyprianidis, J., Collomosse, J., Wang, T., & Isenberg, T. (2012). State of the art: A taxonomy of artistic stylization techniques for images and video. IEEE Transactions on Visualization and Computer Graphics, 19(5), 866-885. [21] Kyto, M., Kusumoto, K. & Oittinen, P. (2015) The ventriloquist effect in virtual reality. From Mixed and Augmented Reality. [22] Lin, J. (1991). Divergence measures based on the Shannon entropy. IEEE Transactions on Information theory. [23] McMahan, A. (2003). Immersion, engagement, and presence: A method for analyzing 3-D video games. New York, NY/London: Routledge. The Video Game Theory Reader (pp. 67-87). [24] Mestre, D. (2005) Immersion and Presence, Movement & Perception. CNRS & University of the Mediterranean. [25] Mould, D., Mandryk, R., & Li, H. (2011, August). Evaluation of emotional response to non-photorealistic images. Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering (pp. 7-16). ACM. [26] Patrick, E., Cosgrove, D., Slavkovic, A., Rode, J. A., Verratti, T., & Chiselko, G. Using a large projection screen as an alternative to head-mounted displays for virtual environments. Proceedings of the SIGCHI conference on Human Factors in Computing Systems (pp. 478-485). ACM, 2000 [27] Santella, A., & DeCarlo, D. (2004, June). Visual interest and NPR: An evaluation and manifesto. Proceedings of the 3rd International Symposium on Non-Photorealistic Animation and Rendering (pp. 71-150). ACM. [28] Slater, M. A note on presence terminology. Presence connect, 3(3), 1-5, 2003 [29] Takada, H., Miyao, M., & Fateh, S. (2019). Stereopsis and Hygiene. Current Topics in Environmental Health and Preventive Medicine. [30] Winnemöller, H. (2006). Perceptually-motivated non-photorealistic graphics. Illinois: Northwestern University. [31] Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Florida: US Army Research Institute for the Behavioral and Social Sciences.

Biografía del autor/a

Victor Fajnzylber Reyes, Universititat de Chile

Profesor asistente Escuela de Cine y Televisión Instituto de Comunicación e Imagen

Andrea Wenner, Instituto de Comunicación e Imagen, Universidad de Chile.

Instituto de Comunicación e Imagen, Universidad de Chile.

Javier Moyano, Escuela de Cine y Televisión, Universidad de Chile

Escuela de Cine y Televisión, Universidad de Chile

Mateu Sbert, Instituto de Informática y Aplicaciones, Universidad de Girona

Instituto de Informática y Aplicaciones, Universidad de Girona

DOI

https://doi.org/10.33115/udg_bib/cp.v8i17.22328

Publicado

2019-12-21

Cómo citar

Reyes, V. F., Wenner, A., Moyano, J., & Sbert, M. (2019). De NPR a VR: seguimiento del comportamiento ocular en realidad virtual inmersiva. Communication Papers. Media Literacy and Gender Studies., 8(17). https://doi.org/10.33115/udg_bib/cp.v8i17.22328

Número

Sección

Artículos