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Passive gaze-contingent techniques relation to system latency
Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
2014 (English)Student thesisAlternative title
Passiva blickberoende teknikers relation till system latens (Swedish)
Abstract [en]

Interactive 3D computer graphics requires a lot of computational resources to render a high quality frame. Typically the process of rendering a frame assumes a naïve approach that the whole frame can be perceived by the user in uniform detail. This is often not true, within 2° horizontal eccentricity from point of gaze is where one can primarily perceive details. Adjusting the quality of a frame based on the visual acuity can increase rendering performance by a factor of five to six at the resolution 1920x1080 without sacrificing perceived quality (Guenter et al., 2012a). Doing so without the user being aware of the manipulation requires a highly sophisticated system with low system latency able to update the display fast enough. The current study aims to answer what system latency is required to support passive gaze-contingent techniques that requires close to real-time gaze data. A unique experiment design was developed exposing test subjects to different system latencies by varying eye-tracker and monitor frequency. The outcome from the current study with 20 participants indicates a configuration with the estimated worst case system latency of 60ms is capable of hiding manipulation for 55% of the participants. Lowering the worst case system latency to 42ms and 95% of the participants reported that they could not detect any change. The study concludes that the configuration with estimated worst case system latency of 42ms is able to support passive gaze-contingent techniques.

Abstract [sv]

Interaktiv 3D datorgrafik kräver mycket dataresurser för att producera en högkvalitativ bildruta. Den typiska processen att producera en bildruta antar det naiva antagandet att hela bildrutan kan uppfattas av användaren i enhetlig detalj. Detta antagande är ofta inte sant. Mänskliga ögat kan uppfatta detaljer i 2° horisontell vinkel från blickfokus med minskande detaljrikedom i ökande vinkel. Att anpassa kvaliteten på en bildruta baserat på detta kan öka renderingsprestanda med en faktor 5-6 vid upplösningen 1920x1080, utan att minska på den subjektivt upplevda kvaliteten (Guenter et al., 2012a). Att kunna göra det utan att användaren är medveten om manipulation kräver ett mycket sofistikerat system med låg system latens för att uppdatera displayen tillräckligt snabbt. Denna studie syftar till att svara på vad för system latens som krävs för att stödja tekniker som kräver nära realtid blick uppgifter. Studien presenterar ett unikt experiment där testpersoner exponeras för olika system latenser genom att variera både skärm och ögonspårnings frekvenser. Resultatet från studien som baseras på 20 deltagare visar att en konfiguration med estimerad värsta fall system latens på 60ms kan dölja manipulation för 55% av deltagarna. Vid 42ms system latens i värsta fall uppgav 95% av deltagarna att de inte kunde upptäcka någon förändring. Studien drar slutsatsen att konfigurationen med beräknade värsta fall systemet latens på 42ms kan stödja passiva blickberoende tekniker.

Place, publisher, year, edition, pages
2014. , p. 34
Keywords [en]
Passive gaze-contingent, system latency, eye-tracking
National Category
Computer Sciences Software Engineering
Identifiers
URN: urn:nbn:se:bth-2595Local ID: oai:bth.se:arkivex6F9096025448459BC1257D2D006D0108OAI: oai:DiVA.org:bth-2595DiVA, id: diva2:829880
Educational program
PAACI Master of Science in Game and Software Engineering
Uppsok
Technology
Supervisors
Note

Mobile: 073-2420226 Email: robin@thunstroem.com

Available from: 2015-04-22 Created: 2014-08-07 Last updated: 2018-01-11Bibliographically approved

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