- Gaze Tracking and Assistive Technology
- Visual Attention and Saliency Detection
- Visual perception and processing mechanisms
- Virtual Reality Applications and Impacts
- Advanced Optical Imaging Technologies
- Advanced Vision and Imaging
- Augmented Reality Applications
- Computer Graphics and Visualization Techniques
- Teleoperation and Haptic Systems
- Tactile and Sensory Interactions
- Robotics and Sensor-Based Localization
- Image and Video Quality Assessment
- Glaucoma and retinal disorders
- Image Enhancement Techniques
- Impact of Light on Environment and Health
- Digital Image Processing Techniques
- Evacuation and Crowd Dynamics
- Advanced Image Processing Techniques
- Interactive and Immersive Displays
- Satellite Image Processing and Photogrammetry
- Color Science and Applications
- Educational Games and Gamification
- Ophthalmology and Visual Impairment Studies
- Neural dynamics and brain function
- Mobile Learning in Education
Technische Universität Braunschweig
2015-2025
With ever-increasing display resolution for wide field-of-view displays—such as head-mounted displays or 8k projectors—shading has become the major computational cost in rasterization. To reduce effort, we propose an algorithm that only shades visible features of image while cost-effectively interpolating remaining without affecting perceived quality. In contrast to previous approaches do not simulate acuity falloff but also introduce a sampling scheme incorporates multiple aspects human...
Immersive displays allow presentation of rich video content over a wide field view. We present method to boost visual importance for selected - possibly invisible scene part in cluttered virtual environment. This desirable feature enables unobtrusively guide the gaze direction user any location within immersive 360° surrounding. Our is based on subtle which did not include head rotations previous work. For covering full environment and view, we contribute an approach dynamic stimulus...
We investigate the feasibility of combining off-the-shelf virtual reality headsets and electroencephalography. EEG is a highly sensitive tool subject to strong distortions when exerting physical force like mounting VR headset on top it that twists sensors cables. Our study compares signal quality in against immersive dome environments traditional displays using an oddball paradigm experimental design. Furthermore, we compare combined with commodity without modification modified version...
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects realism often not accounted for, including global illumination, accurate depth field motion blur, spectral effects, etc. especially real-time rendering. At the same time, there is strong trend towards more pixels per display due larger displays, higher pixel densities or fields view. Further...
Immersion is the ultimate goal of head-mounted displays (HMD) for Virtual Reality (VR) in order to produce a convincing user experience. Two important aspects this context are motion sickness, often due imprecise calibration, and integration reliable eye tracking. We propose an affordable hard- software solution drift-free eye-tracking user-friendly lens calibration within HMD. The use dichroic mirrors leads lean design that provides full field-of-view (FOV) while using commodity cameras Our...
Abstract Ray‐axis aligned bounding box intersection tests play a crucial role in the runtime performance of many rendering applications, driven not by complexity but mainly volume required. While existing solutions were believed to be pretty much optimal terms on current hardware, our paper introduces new test requiring fewer arithmetic operations compared all previous methods. By transforming ray we eliminate need for one third traditional bounding‐slab and achieve speed enhancement...
Abstract This article investigates neural and physiological correlates of simulator sickness (SS) through a controlled experiment conducted within fully immersive dome projection system. Our goal is to establish reliable, objective, in situ measurable predictive indicator SS. SS problem common all types visual simulators consisting motion sickness‐like symptoms that may be experienced while after being exposed dynamic, visualization. It leads ethical concerns impaired validity...
We investigate the mitigation of cybersickness (CS) in 360° videos, a phenomenon caused by visually induced impression ego-motion while being physically at rest. evaluate effectiveness scene modulations to reduce motion peripheral visual field deliberately blurring or opaque occluding eccentric view areas up ten degrees. Our results indicate that both methods effectively CS pre-recorded video with dynamic occlusion method yielding best results.
In this article, we evaluate various image-space modulation techniques that aim to unobtrusively guide viewers’ attention. While previous evaluations mainly target desktop settings, examine their applicability ultrawide field of view immersive environments, featuring technical characteristics expected for future-generation head-mounted displays. A custom-built, high-resolution dome environment with high-precision eye tracking is used in our experiments. We investigate gaze guidance success...
We investigate the efficiency of five different gaze guidance techniques for immersive environments, probing our peripheral vision's sensitivity to stimuli embedded in complex, real-world panorama still images. conducted extensive user studies a commercially available headset as well custom-built dome projection environment. The enables us create true 360° visual immersion at high-resolution, akin what may be expected future-generation VR headsets. Evaluation with high-quality eye tracking...
In this paper, we propose a new method for attention and gaze redirection, specifically designed immersive stereo displays. Exploiting the dual nature of imagery, our stimulus is composed complementary parts displayed each individual eye. This attracts viewers' due to induced binocular rivalry. perceptual study, investigate size- intensity-related thresholds six different real-world panorama images. Our results show that flexible parameterization allows be perceived even in complex...
Virtual reality has ushered in a revolutionary era of immersive content perception. However, persistent challenge dynamic environments is the occurrence cybersickness arising from conflict between visual and vestibular cues. Prior techniques have demonstrated that limiting illusory self-motion, so-called vection, by blurring peripheral part images, introducing tunnel vision, or altering camera path can effectively reduce problem. Unfortunately, these methods often alter user's experience...
In this paper we investigate the efficiency of five different image-space post-processing gaze guidance techniques adapted for immersive environments, probing our peripheral vision's sensitivity to stimuli embedded in complex, real-world panorama still images. We conducted an extensive perceptual study commercially available HTC Vive Head-Mounted Display that is equipped with a high-quality eye tracking system monitor subjects' direction and saccades real-time. Despite evaluation reveals no...
Bright glare in nighttime situations strongly decreases human contrast perception. Nighttime simulations therefore require a way to realistically depict perception of the user. Due limited luminance popular as well specialized high-dynamic range displays, physical adaptation eye cannot yet be replicated physically correct manner simulation environment. To overcome this limitation, we propose method emulate using perception-based model. We implemented postprocessing tone mapping algorithm...
W e present a solution for integrating binocular eye tracker into current state-of-the-art lens-based head-mounted displays (HMDs) without affecting the available field-of-view on display. Estimating relative gaze of user opens door HMDs to much wider spectrum virtual reality applications and games. Further, we concept low-cost display with tracking discuss which strongly depend or benefit from estimation.
Abstract The peak of virtual reality offers new exciting possibilities for the creation media content but also poses challenges. Some areas interest might be overlooked because visual fills up a large portion viewers' field. Moreover, this is available in 360° around viewer, yielding locations completely out sight, making, example, recall or storytelling cinematic Virtual Reality (VR) quite difficult. In paper, we present an evaluation Stereo Inverse Brightness Modulation effective and...
We present the ICG Dome, a research facility to explore human visual perception in high-resolution virtual environment. Current state-of-the-art VR devices still suffer from some technical limitations, like limited field of view, screen-door effect or so-called god-rays. These issues are not at least strongly reduced our system, by design. Latest technology for real-time motion capture and eye tracking open up wide range applications.
We present a complete hardware and software solution for integrating binocular eye tracking into current state-of-the-art lens-based Head-mounted Displays (HMDs) without affecting the user's wide field-of-view off display. The system uses robust efficient new algorithms calibration pupil allows realtime gaze estimation. Estimating relative direction of user opens door to much wider spectrum virtual reality applications games when using HMDs. show 3d-printed prototype low-cost HMD with that...
Abstract In this paper, we tackle the challenging problem of rendering real‐world 360° panorama videos that support full 6 degrees‐of‐freedom (DoF) head motion from a prerecorded omnidirectional stereo (ODS) video. contrast to recent approaches create novel views for individual frames, introduce video‐specific temporally‐consistent multi‐sphere image (MSI) scene representation. Given conventional ODS video, first extract information by estimating framewise descriptive feature maps. Then,...
In a concurrent electroencephalography (EEG) and eye-tracking study, we explore the specific neural responses associated with saccadic eye movements. We hypothesise that there is distinct saccade-related response occurs well before physical saccade this different for free, natural saccades versus forced saccades. Our results show measurable brain approximately 200 ms actually occurs. This distinctly free open up possibilities of predicting based on data. particular relevance creating...
No abstract available.