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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊網路與多媒體研究所
Please use this identifier to cite or link to this item: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/80877
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???org.dspace.app.webui.jsptag.ItemTag.dcfield???ValueLanguage
dc.contributor.advisor洪一平(Yi-Ping Hung)
dc.contributor.authorChiao-En Hsiehen
dc.contributor.author謝喬恩zh_TW
dc.date.accessioned2022-11-24T03:20:07Z-
dc.date.available2021-11-08
dc.date.available2022-11-24T03:20:07Z-
dc.date.copyright2021-11-08
dc.date.issued2020
dc.date.submitted2021-09-30
dc.identifier.citationMacQuarrie, A., Steed, A. (2017, March). Cinematic virtual reality: Evaluating the effect of display type on the viewing experience for panoramic video. In 2017 IEEE Virtual Reality (VR) (pp. 45-54). IEEE. Vosmeer, M., Schouten, B. (2014, November). Interactive cinema: engagement and interaction. In International conference on interactive digital storytelling (pp. 140-147). Springer, Cham. Rothe, S., Hussmann, H. (2019, November). Spaceline: A Concept for Interaction in Cinematic Virtual Reality. In International Conference on Interactive Digital Storytelling (pp. 115-119). Springer, Cham. Rothe, S., Pothmann, P., Drewe, H., Hussmann, H. (2019, March). Interaction techniques for cinematic virtual reality. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1733-1737). IEEE. Nielsen, L. T., Møller, M. B., Hartmeyer, S. D., Ljung, T. C., Nilsson, N. C., Nordahl, R., Serafin, S. (2016, November). Missing the point: an exploration of how to guide users' attention during cinematic virtual reality. In Proceedings of the 22nd ACM conference on virtual reality software and technology (pp. 229-232). FOVE VR. https://fove-inc.com/ VIVE Pro Eye. https://www.vive.com/tw/product/vive-pro-eye/overview/ Tobii VR. https://vr.tobii.com/ Li, F., Lee, C. H., Feng, S., Trappey, A., Gilani, F. (2021, May). Prospective on Eye-Tracking-based Studies in Immersive Virtual Reality. In 2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD) (pp. 861-866). IEEE. Rothe, S., Höllerer, T., Hußmann, H. (2018, November). CVR-analyzer: a tool for analyzing cinematic virtual reality viewing patterns. In Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia (pp. 127-137). Piumsomboon, T., Lee, G., Lindeman, R. W., Billinghurst, M. (2017, March). Exploring natural eye-gaze-based interaction for immersive virtual reality. In 2017 IEEE Symposium on 3D User Interfaces (3DUI) (pp. 36-39). IEEE. Tanriverdi, V., Jacob, R. J. (2000, April). Interacting with eye movements in virtual environments. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 265-272). Hansen, J. P., Rajanna, V., MacKenzie, I. S., Bækgaard, P. (2018, June). A Fitts' law study of click and dwell interaction by gaze, head and mouse with a head-mounted display. In Proceedings of the Workshop on Communication by Gaze Interaction (pp. 1-5). Nukarinen, T., Kangas, J., Rantala, J., Koskinen, O., Raisamo, R. (2018, November). Evaluating ray casting and two gaze-based pointing techniques for object selection in virtual reality. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (pp. 1-2). Qian, Y. Y., Teather, R. J. (2018, October). Look to go: An empirical evaluation of eye-based travel in virtual reality. In Proceedings of the Symposium on Spatial User Interaction (pp. 130-140). Pfeuffer, K., Mayer, B., Mardanbegi, D., Gellersen, H. (2017, October). Gaze+pinch interaction in virtual reality. In Proceedings of the 5th Symposium on Spatial User Interaction (pp. 99-108). Atienza, R., Blonna, R., Saludares, M. I., Casimiro, J., Fuentes, V. (2016, May). Interaction techniques using head gaze for virtual reality. In 2016 IEEE Region 10 Symposium (TENSYMP) (pp. 110-114). IEEE. McNamara, A., Boyd, K., Oh, D., Sharpe, R., Suther, A. (2018, October). Using Eye Tracking to Improve Information Retrieval in Virtual Reality. In 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (pp. 242-243). IEEE. Probst, E., Suttner, V., Dietrich, M., Buehler, T. (2018). Rapture of the deep. In SIGGRAPH Asia 2018 Virtual Augmented Reality (pp. 1-2). Marwecki, S., Wilson, A. D., Ofek, E., Gonzalez Franco, M., Holz, C. (2019, October). Mise-unseen: Using eye tracking to hide virtual reality scene changes in plain sight. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology (pp. 777-789). Yang, T. H., Huang, J. Y., Han, P. H., Hung, Y. P. (2021, March). Saw It or Triggered It: Exploring the Threshold of Implicit and Explicit Interaction for Eye-tracking Technique in Virtual Reality. In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 482-483). IEEE. Khamis, M., Oechsner, C., Alt, F., Bulling, A. (2018, May). VRpursuits: interaction in virtual reality using smooth pursuit eye movements. In Proceedings of the 2018 International Conference on Advanced Visual Interfaces (pp. 1-8). Mardanbegi, D., Hansen, D. W., Pederson, T. (2012, March). Eye-based head gestures. In Proceedings of the symposium on eye tracking research and applications (pp. 139-146). Qian, Y. Y., Teather, R. J. (2017, October). The eyes don't have it: an empirical comparison of head-based and eye-based selection in virtual reality. In Proceedings of the 5th Symposium on Spatial User Interaction (pp. 91-98). Jacob, R. J. (1990, March). What you look at is what you get: eye movement-based interaction techniques. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 11-18). Lu, Y., Yu, C., Shi, Y. (2020, March). Investigating bubble mechanism for ray-casting to improve 3d target acquisition in virtual reality. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 35-43). IEEE. Sidenmark, L., Clarke, C., Zhang, X., Phu, J., Gellersen, H. (2020, April). Outline pursuits: Gaze-assisted selection of occluded objects in virtual reality. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-13). Lee, J., Lee, G. (2016, October). Designing a non-contact wearable tactile display using airflows. In Proceedings of the 29th Annual Symposium on User Interface Software and Technology (pp. 183-194). Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability evaluation in industry, 189(194), 4-7. Witmer, B. G., Jerome, C. J., Singer, M. J. (2005). The factor structure of the presence questionnaire. Presence: Teleoperators Virtual Environments, 14(3), 298-312.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/80877-
dc.description.abstract隨著虛擬實境技術的進步,虛擬實境電影帶給觀者一種新穎的沉浸式觀影體驗。然而,觀者有時候會因為正在探索其他視角或是操作學習性進而錯過導演特定安排的場景表演與互動,進而降低使用者體驗於參與感。因此,在本篇論文中,我們提出了一個視線互動方法,以提升使用者在虛擬實境電影中探索的體驗,有別於先前文獻專注於如何精確有效率觸發物件的明確式視線互動,我們專注於視線的隱含式互動設計,讓使用者的視線注意力觸發場景中的物件出現與變化,藉由讓觀者在探索的過程中感受到場景的變化是由他的視線掌控,進而提升沈浸感於劇情體驗中。我們實作了不同的視線觸發方法來設計視線的隱含式互動,讓觀者在探索空間時互動可以更加直覺與自然,另外我們也在使用者實驗中探討不同的觸發動畫視覺回饋對於使用者體驗的影響。zh_TW
dc.description.provenanceMade available in DSpace on 2022-11-24T03:20:07Z (GMT). No. of bitstreams: 1
U0001-2409202118385300.pdf: 2938715 bytes, checksum: cc87021c994adb39edbe719a7fe66359 (MD5)
Previous issue date: 2020
en
dc.description.tableofcontentsChapter 1 Introduction 1 Chapter 2 Related Work 4 2.1 Eye-tracking technology in VR 4 2.2 Gaze-based interaction in VR application 5 2.3 Gaze-based interaction in CVR 7 Chapter 3 Design Consideration 8 3.1 Purpose of interaction 8 3.2 Visual feedback of triggered object 8 3.3 Number of interactive objects 9 Chapter 4 Interaction Design and Implementation 10 4.1 Gaze-based Trigger Method 10 4.1.1 Spotlight 11 4.1.2 Adaptive collider 12 4.2 Triggered objects visual feedback 14 4.3 Gaze-based Interaction in CVR 17 Chapter 5 User Studies 19 5.1 Pilot Study - find the threshold for triggering 20 5.1.1 Tasks 20 5.1.2 Participants 21 5.1.3 Procedure 22 5.1.4 Results and Discussion 24 5.2 User Study 1 - trigger method in exploration 26 5.2.1 Tasks 27 5.2.2 Participants 28 5.2.3 Procedure 29 5.2.4 Results and Discussion 29 5.3 User Study 2 - the effect of visual feedback 31 5.3.1 Tasks 32 5.3.2 Participants 34 5.3.3 Procedure 34 5.3.4 Results and Discussion 35 Chapter 6 Discussion 41 6.1 Trigger Method 41 6.2 Visual Feedback of Triggered Object 41 6.3 Creating Personal Experience in CVR 42 Chapter 7 Limitation and Future Work 44 Chapter 8 Conclusion 45 REFERENCE 46
dc.language.isoen
dc.subject視線互動zh_TW
dc.subject隱含式互動zh_TW
dc.subject眼動追蹤zh_TW
dc.subject虛擬實境電影zh_TW
dc.subjectCinematic Virtual Realityen
dc.subjectImplicit interactionen
dc.subjectEye-trackingen
dc.subjectGaze-based interactionen
dc.title在虛擬實境電影中創造個人體驗之視線互動設計zh_TW
dc.titleGaze-based Interaction for Creating Personal Experience in Cinematic Virtual Realityen
dc.date.schoolyear109-2
dc.description.degree碩士
dc.contributor.oralexamcommittee余能豪(Hsin-Tsai Liu),簡韶逸(Chih-Yang Tseng)
dc.subject.keyword虛擬實境電影,視線互動,眼動追蹤,隱含式互動,zh_TW
dc.subject.keywordCinematic Virtual Reality,Gaze-based interaction,Eye-tracking,Implicit interaction,en
dc.relation.page49
dc.identifier.doi10.6342/NTU202103351
dc.rights.note同意授權(限校園內公開)
dc.date.accepted2021-10-01
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊網路與多媒體研究所zh_TW
Appears in Collections:資訊網路與多媒體研究所

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