Title: Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial Cues
Extended reality (XR) technologies, such as virtual reality (VR) and augmented reality (AR), provide users, their avatars, and embodied agents a shared platform to collaborate in a spatial context. Although traditional face-to-face communication is limited by users’ proximity, meaning that another human’s non-verbal embodied cues become more difficult to perceive the farther one is away from that person, researchers and practitioners have started to look into ways to accentuate or amplify such embodied cues and signals to counteract the effects of distance with XR technologies. In this article, we describe and evaluate the Big Head technique, in which a human’s head in VR/AR is scaled up relative to their distance from the observer as a mechanism for enhancing the visibility of non-verbal facial cues, such as facial expressions or eye gaze. To better understand and explore this technique, we present two complimentary human-subject experiments in this article. In our first experiment, we conducted a VR study with a head-mounted display to understand the impact of increased or decreased head scales on participants’ ability to perceive facial expressions as well as their sense of comfort and feeling of “uncannniness” over distances of up to 10 m. We explored two different scaling methods and compared perceptual thresholds and user preferences. Our second experiment was performed in an outdoor AR environment with an optical see-through head-mounted display. Participants were asked to estimate facial expressions and eye gaze, and identify a virtual human over large distances of 30, 60, and 90 m. In both experiments, our results show significant differences in minimum, maximum, and ideal head scales for different distances and tasks related to perceiving faces, facial expressions, and eye gaze, and we also found that participants were more comfortable with slightly bigger heads at larger distances. We discuss our findings with respect to the technologies used, and we discuss implications and guidelines for practical applications that aim to leverage XR-enhanced facial cues. more »« less
Head‐mounted virtual reality (VR) and augmented reality (AR) systems deliver colour imagery directly to a user's eyes, presenting position‐aware, real‐time computer graphics to create the illusion of interacting with a virtual world. In some respects, colour in AR and VR can be modelled and controlled much like colour in other display technologies. However, it is complicated by the optics required for near‐eye display, and in the case of AR, by the merging of real‐world and virtual visual stimuli. Methods have been developed to provide predictable colour in VR, and ongoing research has exposed details of the visual perception of real and virtual in AR. Yet, more work is required to make colour appearance predictable and AR and VR display systems more robust.
Adhanom, Isayas Berhe; Navarro Griffin, Nathan; MacNeilage, Paul; Folmer, Eelke
(, IEEE Conference on Virtual Reality and 3D User Interfaces (VR))
Virtual reality sickness typically results from visual-vestibular conflict. Because self-motion from optical flow is driven most strongly by motion at the periphery of the retina, reducing the user’s field-of-view (FOV) during locomotion has proven to be an effective strategy to minimize visual vestibular conflict and VR sickness. Current FOV restrictor implementations reduce the user’s FOV by rendering a restrictor whose center is fixed at the center of the head mounted display (HMD), which is effective when the user’s eye gaze is aligned with head gaze. However, during eccentric eye gaze, users may look at the FOV restrictor itself, exposing them to peripheral optical flow which could lead to increased VR sickness. To address these limitations, we develop a foveated FOV restrictor and we explore the effect of dynamically moving the center of the FOV restrictor according to the user’s eye gaze position. We conducted a user study (n=22) where each participant uses a foveated FOV restrictor and a head-fixed FOV restrictor while navigating a virtual environment. We found no statistically significant difference in VR sickness measures or noticeability between both restrictors. However, there was a significant difference in eye gaze behavior, as measured by eye gaze dispersion, with the foveated FOV restrictor allowing participants to have a wider visual scan area compared to the head-fixed FOV restrictor, which confined their eye gaze to the center of the FOV.
Haimson, Oliver L; DeGuia, Aloe; Saber, Rana; Brewster, Kat
(, Proceedings of the ACM on humancomputer interaction)
Extended reality (XR) technologies are becoming increasingly pervasive, and may have capacity to help marginalized groups such as transgender people. Drawing from interviews with n = 18 creators of trans technology, we examined how XR technologies do and can support trans people. We uncovered a number of creative ways that XR technologies support trans experiences. Trans technology creators are designing augmented reality (AR) and virtual reality (VR) systems that help people explore trans identity, experience new types of bodies, educate about and display trans stories and curated trans content, manipulate the physical world, and innovate gender-affirming surgical techniques. Additionally, we show how considering XR as an analogy for trans identity helps us to think about the fluidity and fluctuation inherent in trans identity in new ways, which in turn enables envisioning technologies that can better support complex and changing identities. Despite XR’s potential for supporting trans people, current AR and VR systems face limitations that restrict their large-scale use, but as access to XR systems increase, so will their capacity to improve trans lives.
As we develop computing platforms for augmented reality (AR) head-mounted display (HMDs) technologies for social or workplace environments, understanding how users interact with notifications in immersive environments has become crucial. We researched effectiveness and user preferences of different interaction modalities for notifications, along with two types of notification display methods. In our study, participants were immersed in a simulated cooking environment using an AR-HMD, where they had to fulfill customer orders. During the cooking process, participants received notifications related to customer orders and ingredient updates. They were given three interaction modes for those notifications: voice commands, eye gaze and dwell, and hand gestures. To manage multiple notifications at once, we also researched two different notification list displays, one attached to the user’s hand and one in the world. Results indicate that participants preferred using their hands to interact with notifications and having the list of notifications attached to their hands. Voice and gaze interaction was perceived as having lower usability than touch
Human speech perception is generally optimal in quiet environments, however it becomes more difficult and error prone in the presence of noise, such as other humans speaking nearby or ambient noise. In such situations, human speech perception is improved by speech reading , i.e., watching the movements of a speaker's mouth and face, either consciously as done by people with hearing loss or subconsciously by other humans. While previous work focused largely on speech perception of two-dimensional videos of faces, there is a gap in the research field focusing on facial features as seen in head-mounted displays, including the impacts of display resolution, and the effectiveness of visually enhancing a virtual human face on speech perception in the presence of noise. In this paper, we present a comparative user study ( $N=21$ ) in which we investigated an audio-only condition compared to two levels of head-mounted display resolution ( $$1832\times 1920$$ or $$916\times 960$$ pixels per eye) and two levels of the native or visually enhanced appearance of a virtual human, the latter consisting of an up-scaled facial representation and simulated lipstick (lip coloring) added to increase contrast. To understand effects on speech perception in noise, we measured participants' speech reception thresholds (SRTs) for each audio-visual stimulus condition. These thresholds indicate the decibel levels of the speech signal that are necessary for a listener to receive the speech correctly 50% of the time. First, we show that the display resolution significantly affected participants' ability to perceive the speech signal in noise, which has practical implications for the field, especially in social virtual environments. Second, we show that our visual enhancement method was able to compensate for limited display resolution and was generally preferred by participants. Specifically, our participants indicated that they benefited from the head scaling more than the added facial contrast from the simulated lipstick. We discuss relationships, implications, and guidelines for applications that aim to leverage such enhancements.
Choudhary, Zubin, Erickson, Austin, Norouzi, Nahal, Kim, Kangsoo, Bruder, Gerd, and Welch, Gregory. Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial Cues. Retrieved from https://par.nsf.gov/biblio/10442470. ACM Transactions on Applied Perception 20.1 Web. doi:10.1145/3571074.
Choudhary, Zubin, Erickson, Austin, Norouzi, Nahal, Kim, Kangsoo, Bruder, Gerd, & Welch, Gregory. Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial Cues. ACM Transactions on Applied Perception, 20 (1). Retrieved from https://par.nsf.gov/biblio/10442470. https://doi.org/10.1145/3571074
Choudhary, Zubin, Erickson, Austin, Norouzi, Nahal, Kim, Kangsoo, Bruder, Gerd, and Welch, Gregory.
"Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial Cues". ACM Transactions on Applied Perception 20 (1). Country unknown/Code not available. https://doi.org/10.1145/3571074.https://par.nsf.gov/biblio/10442470.
@article{osti_10442470,
place = {Country unknown/Code not available},
title = {Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial Cues},
url = {https://par.nsf.gov/biblio/10442470},
DOI = {10.1145/3571074},
abstractNote = {Extended reality (XR) technologies, such as virtual reality (VR) and augmented reality (AR), provide users, their avatars, and embodied agents a shared platform to collaborate in a spatial context. Although traditional face-to-face communication is limited by users’ proximity, meaning that another human’s non-verbal embodied cues become more difficult to perceive the farther one is away from that person, researchers and practitioners have started to look into ways to accentuate or amplify such embodied cues and signals to counteract the effects of distance with XR technologies. In this article, we describe and evaluate the Big Head technique, in which a human’s head in VR/AR is scaled up relative to their distance from the observer as a mechanism for enhancing the visibility of non-verbal facial cues, such as facial expressions or eye gaze. To better understand and explore this technique, we present two complimentary human-subject experiments in this article. In our first experiment, we conducted a VR study with a head-mounted display to understand the impact of increased or decreased head scales on participants’ ability to perceive facial expressions as well as their sense of comfort and feeling of “uncannniness” over distances of up to 10 m. We explored two different scaling methods and compared perceptual thresholds and user preferences. Our second experiment was performed in an outdoor AR environment with an optical see-through head-mounted display. Participants were asked to estimate facial expressions and eye gaze, and identify a virtual human over large distances of 30, 60, and 90 m. In both experiments, our results show significant differences in minimum, maximum, and ideal head scales for different distances and tasks related to perceiving faces, facial expressions, and eye gaze, and we also found that participants were more comfortable with slightly bigger heads at larger distances. We discuss our findings with respect to the technologies used, and we discuss implications and guidelines for practical applications that aim to leverage XR-enhanced facial cues.},
journal = {ACM Transactions on Applied Perception},
volume = {20},
number = {1},
author = {Choudhary, Zubin and Erickson, Austin and Norouzi, Nahal and Kim, Kangsoo and Bruder, Gerd and Welch, Gregory},
}
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