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3D Attention Volumes for Usability Studies in Virtual Reality Thies Pfeiffer * A.I. Group, Faculty of Technology, Bielefeld University ABSTRACT The time course and the distribution of visual attention are powerful measures for the evaluation of the usability of products. Eye track- ing is thus an established method for evaluating websites, software ergonomy or modern cockpits for cars or airplanes. In most cases, however, the point of regard is measured on 2D products. This ar- ticle presents work that uses an approach to measure the point of regard in 3D to generate 3D Attention Volumes as a qualitative 3D visualization of the distribution of visual attention. This visualiza- tion can be used to evaluate the design of virtual products in an immersive 3D setting, similar as heatmaps are used to assess the design of websites. Index Terms: H.5.2 [Information Interfaces and Presentation]: User Interfaces—Ergonomics; H.5.2 [Information Interfaces and Presentation]: User Interfaces—Evaluation/Methodology H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems—Artificial, Augmented, and Virtual Realities 1 I NTRODUCTION For the design and evaluation of 3D virtual prototypes, information about the distribution of visual attention over the prototype could be beneficial in the same way as 2D attention maps are used today to assess the reception of websites or software interfaces. Questions that could be answered by this approach are: How to improve the guidance of visual attention afforded by the product? How can an interface be optimized to reduce visual clutter? How can warning signals be designed to attract visual attention in the right moment? Based on measurements of visual attention on the virtual proto- type, design decisions can be evaluated earlier in the development process. This article provides a short overview of methods to esti- mate and visualize the 3D point of regard. The genuine contribution to this line of research is a new visualization method, the 3D Atten- tion Volumes, to provide visual feedback for the evaluation of the distribution of visual attention over a 3D product. 2 RELATED WORK Using gaze for interaction with complex environments has already been envisioned by Bolt in 1981 [1] for 2D interfaces. Roetting, Goebel and Springer [8] measured visual attention in space with an offline process in experimental settings. Their approach, how- ever, could only account for perspective changes on one axis semi- automatically and required the description of the geometry of the target object to classify the fixations in an object-centered manner. First approaches - also object-centered - to measure visual atten- tion in virtual reality used Head-Mounted Displays (HMDs) [10, 3]. These systems also identified the 3D point of regard, i.e. the point fixated with the eyes, and the model of interest based on object ge- ometries. A drawback of the calculation of the 3D point of regard based on object geometries is, that the depth of the fixation cannot be de- * e-mail: [email protected] Figure 1: 3D Attention Volume aggregating the data of 10 ob- servers. The volumes that received a higher amount of attention pop out more clearly using the volume-based rendering with color coding. The effect is even more intriguing when exploring the vi- sualization interactively. For a discussion of the accuracy see [7]. termined correctly. Several situations are difficult to handle with this approach: overlapping objects, small objects in front of large objects (e.g. text), transparent objects, partial occlusions of the eye, mirroring surfaces or geometry shaders, which hide part of the ob- ject’s geometry from intersection testing. Holistic methods to estimate the 3D point of regard function without a geometric model. Instead, they integrate multiple infor- mation sources. One approach is the triangulation of the 3D point of regard based on at least two measured lines of gaze. These can be either provided by a binocular eye-tracking system [4, 7], or by in- tegrating over time [5]. The holistic methods estimate the 3D point of regard based on information of the observer only. This way the described disadvantages of geometry-based methods are avoided. Once a 3D point of regard has been measured a visualization as 3D scanpath is straight forward. More advanced methods are, for example, object-centered visualizations. They colorize the target geometry with a color representing the level of attention (model- of-interest). More fine-grained details provide the surface-centered visualizations. Similar to a 2D heatmap they create specific textures representing the distribution of visual attention over the object [9]. In the literature, all object-centered visualizations visualize in- formation about 3D point of regards calculated by geometry-based algorithms. They are, however, not generally bound to this, as the coloration could also be determined by projecting holistically es- timated point of regards onto the surfaces of the objects. A direct 117 IEEE Virtual Reality 2012 4-8 March, Orange County, CA, USA 978-1-4673-1246-2/12/$31.00 ©2012 IEEE

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3D Attention Volumes for Usability Studies in Virtual RealityThies Pfeiffer∗

A.I. Group, Faculty of Technology, Bielefeld University

ABSTRACT

The time course and the distribution of visual attention are powerfulmeasures for the evaluation of the usability of products. Eye track-ing is thus an established method for evaluating websites, softwareergonomy or modern cockpits for cars or airplanes. In most cases,however, the point of regard is measured on 2D products. This ar-ticle presents work that uses an approach to measure the point ofregard in 3D to generate 3D Attention Volumes as a qualitative 3Dvisualization of the distribution of visual attention. This visualiza-tion can be used to evaluate the design of virtual products in animmersive 3D setting, similar as heatmaps are used to assess thedesign of websites.

Index Terms: H.5.2 [Information Interfaces and Presentation]:User Interfaces—Ergonomics; H.5.2 [Information Interfaces andPresentation]: User Interfaces—Evaluation/Methodology H.5.1[Information Interfaces and Presentation]: Multimedia InformationSystems—Artificial, Augmented, and Virtual Realities

1 INTRODUCTION

For the design and evaluation of 3D virtual prototypes, informationabout the distribution of visual attention over the prototype could bebeneficial in the same way as 2D attention maps are used today toassess the reception of websites or software interfaces. Questionsthat could be answered by this approach are: How to improve theguidance of visual attention afforded by the product? How can aninterface be optimized to reduce visual clutter? How can warningsignals be designed to attract visual attention in the right moment?

Based on measurements of visual attention on the virtual proto-type, design decisions can be evaluated earlier in the developmentprocess. This article provides a short overview of methods to esti-mate and visualize the 3D point of regard. The genuine contributionto this line of research is a new visualization method, the 3D Atten-tion Volumes, to provide visual feedback for the evaluation of thedistribution of visual attention over a 3D product.

2 RELATED WORK

Using gaze for interaction with complex environments has alreadybeen envisioned by Bolt in 1981 [1] for 2D interfaces. Roetting,Goebel and Springer [8] measured visual attention in space withan offline process in experimental settings. Their approach, how-ever, could only account for perspective changes on one axis semi-automatically and required the description of the geometry of thetarget object to classify the fixations in an object-centered manner.

First approaches - also object-centered - to measure visual atten-tion in virtual reality used Head-Mounted Displays (HMDs) [10, 3].These systems also identified the 3D point of regard, i.e. the pointfixated with the eyes, and the model of interest based on object ge-ometries.

A drawback of the calculation of the 3D point of regard basedon object geometries is, that the depth of the fixation cannot be de-

∗e-mail: [email protected]

Figure 1: 3D Attention Volume aggregating the data of 10 ob-servers. The volumes that received a higher amount of attentionpop out more clearly using the volume-based rendering with colorcoding. The effect is even more intriguing when exploring the vi-sualization interactively. For a discussion of the accuracy see [7].

termined correctly. Several situations are difficult to handle withthis approach: overlapping objects, small objects in front of largeobjects (e.g. text), transparent objects, partial occlusions of the eye,mirroring surfaces or geometry shaders, which hide part of the ob-ject’s geometry from intersection testing.

Holistic methods to estimate the 3D point of regard functionwithout a geometric model. Instead, they integrate multiple infor-mation sources. One approach is the triangulation of the 3D pointof regard based on at least two measured lines of gaze. These can beeither provided by a binocular eye-tracking system [4, 7], or by in-tegrating over time [5]. The holistic methods estimate the 3D pointof regard based on information of the observer only. This way thedescribed disadvantages of geometry-based methods are avoided.

Once a 3D point of regard has been measured a visualization as3D scanpath is straight forward. More advanced methods are, forexample, object-centered visualizations. They colorize the targetgeometry with a color representing the level of attention (model-of-interest). More fine-grained details provide the surface-centeredvisualizations. Similar to a 2D heatmap they create specific texturesrepresenting the distribution of visual attention over the object [9].

In the literature, all object-centered visualizations visualize in-formation about 3D point of regards calculated by geometry-basedalgorithms. They are, however, not generally bound to this, as thecoloration could also be determined by projecting holistically es-timated point of regards onto the surfaces of the objects. A direct

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IEEE Virtual Reality 20124-8 March, Orange County, CA, USA978-1-4673-1246-2/12/$31.00 ©2012 IEEE

technique to visualize holistically estimated point of regards are the3D Attention Volumes (see Figure 1) presented in this paper.

The analysis of the distribution of visual attention over a 3D vir-tual prototype should have the same benefits for assessing usabilityand ergonomics as the 2D approaches have which are used todayby many usability professionals. Besides using this technique foran offline optimization process of products, it could also be usedonline in the digital design review process to transport the knowl-edge about the current attention of the interlocutors in a distributedvirtual reality environment [2].

3 3D ATTENTION VOLUMES

For demonstration, we recorded the visual attention of 10 observersover a construct of small target objects with sizes of about 2 to 4cm. The participants were asked to look at some target objects ina specific pattern. The 3D point of regards were measured using aholistic approach [7]. Based on this data, we created the sample 3DAttention Volume visualization depicted in Figure 1.

Our proposed function for creating the 3D Attention Volumesuses a continuous weighting function 3DAV (~x). This weightingfunction realizes a Gaussian distribution around the measured 3Dpoint of regard. The Gaussian distribution models the acuity aroundthe visual axis. In addition, the distribution is slightly distorted indepth, by taking the opening angle of the area of high visual acuityinto account for every single point in space, thus the distributiongets broader the more distant it is from the observing eye.

3DAV (~x) : d(t)e−|~x−~pPOR |

2

σ(~peye ,~x) (1)with d(t) : amplification factor depending on the duration

~pPOR : 3D point of regard~peye : 3D position of the observing eye

σ(~peye,~x) : std. deviation models area of high visual acuity

The function 3DAV (~x) assigns a value to each point in spacewhich represents the visual attention that has been spent on thispoint. The amplification factor d(t) amplifies the distribution de-pending on the duration of the fixation. Longer durations will leadto higher amplitudes of the Gaussian function.

Aggregated visualizations of 3D Attention Volumes for multiplefixations and participants can be created by integrating over all the3D Attention Volumes for the individual fixations and normalizingthe values afterwards.

The 3D Attention Volumes can then be visualized using volumerendering techniques (see Fig. 1). Following the color-coding of theestablished 2D heatmaps, levels of high visual attentions are givena red shading and less warmth colors are used to shade lower levelsof visual attention.

As the 3D Attention Volume models are independent of perspec-tive, they can be rendered from different views and thus allow forthe creation of tracking shots for offline viewing. The volume-rendering approach also does not require the knowledge about orthe presence of object geometries. It can thus be used together withall kinds of methods to estimate the 3D point of regards. In par-ticular, 3D Attention Volumes can even be used to depict visualattention on real 3D products [6]. Knowledge about the geome-tries, however, could be used to increase the visual quality of therendering, for example, to correctly consider partial occlusions of3D Attention Volumes by foreground objects.

4 CONCLUSION

Starting point was the reflection that the evaluation of ergonomyand usability of virtual 3D prototypes based on the distribution ofvisual attention could bring similar benefits as for 2D products. Theestablished methods for measuring visual attention, however, are

restricted to 2D stimuli. After a review of different methods to as-sess the 3D point of regard and a presentation of the current state ofthe art concerning visualizations of visual attention, 3D AttentionVolumes were introduced as alternative model and visualization.

The 3D Attention Volumes are a generalization of the establishedattention map models for 2D content and surface-based visualiza-tions. In contrast to them, however, 3D Attention Volumes do notrequire object intersections (2D plane or 3D object geometry) andare thus not affected by the problems mentioned earlier.

Using volume-based rendering, 3D Attention Volumes can bevisualized interactively as an overlay on the virtual prototype. To-gether with the 3D scanpaths and the object- and surface-based vi-sualizations there are now pendants for all of the established 2Dvisualizations of visual attention available to assess visual attentionin 3D space.

Advances can be expected from a more fine-grained modelingof the 3D extension of the volume of visual high acuity. The pre-sented model approximates this volume roughly using a Gaussiandistribution, which is comparable to the approximations used for2D heatmaps. The reality, however, is much more complex.

In practice, methodical aspects play an important role. The 3Dattention tracking system should be easy and fast to setup and cali-brate. In addition, it should support long interaction periods withoutinterceptions by re-calibrations or drift corrections of the gear. In3D scenarios, however, the user will naturally move around - in con-trast to the 2D condition where the users remain seated and rathermotionless in front of a computer screen. Thus while the chainof tools and methods for assessing visual attention in 3D space isnow complete, it would require several more iterations to make itas convenient to operate as the 2D attention analysis tools of today.

REFERENCES

[1] R. Bolt. Gaze-orchestrated dynamic windows. Proceedings of the 8thannual conference on Computer graphics and interactive techniques,pages 109–119, 1981.

[2] A. T. Duchowski, N. Cournia, B. Cumming, D. McCallum,A. Gramopadhye, J. Greenstein, S. Sadasivan, and R. A. Tyrrell. Vi-sual Deictic Reference in a Collaborative Virtual Environment. InEye Tracking Research & Applications Symposium 2004, pages 35–40, San Antonio, TX, March 2004. ACM Press.

[3] A. T. Duchowski, E. Medlin, A. Gramopadhye, B. Melloy, and S. Nair.Binocular Eye Tracking in VR for Visual Inspection Training. In S. A.S. I. G. on Computer-Human Interaction und SIGGRAPH: ACM Spe-cial Interest Group on Computer Graphics and I. Techniques, editors,Virtual Reality Software and Technology ACM: Symposium on Virtualreality software and technology, pages 1–8. ACM Press, 2001.

[4] K. Essig, M. Pomplun, and H. Ritter. A neural network for 3D gazerecording with binocular eye trackers. The International Journal ofParallel, Emergent and Distributed Systems, 21(2):79–95, 2006.

[5] Y.-M. Kwon, K.-W. Jeon, J. Ki, Q. M. Shahab, S. Jo, and S.-K. Kim.3D Gaze Estimation and Interaction to Stereo Display. The Interna-tional Journal of Virtual Reality, 5(3):41–45, 2006.

[6] T. Pfeiffer. Understanding Multimodal Deixis with Gaze and Gesturein Conversational Interfaces. Berichte aus der Informatik. Shaker Ver-lag, Aachen, Germany, December 2011.

[7] T. Pfeiffer, M. E. Latoschik, and I. Wachsmuth. Evaluation of Binoc-ular Eye Trackers and Algorithms for 3D Gaze Interaction in VirtualReality Environments. Journal of Virtual Reality and Broadcasting,5(16), jan 2009.

[8] M. Rotting, M. Gobel, and J. Springer. Automatic object identificationand analysis of eye movement recordings. MMI-Interaktiv, 2, 1999.

[9] S. Stellmach, L. Nacke, and R. Dachselt. 3d attentional maps: aggre-gated gaze visualizations in three-dimensional virtual environments.In Proceedings of the International Conference on Advanced VisualInterfaces, pages 345–348. ACM, 2010.

[10] V. Tanriverdi and R. J. K. Jacob. Interacting with eye movements invirtual environments. In Conference on Human Factors in ComputingSystems, CHI 2000, pages 265–272, New York, 2000. ACM Press.

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