What you look at is what you get: eye movement-based interaction techniques
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The visible differences predictor: an algorithm for the assessment of image fidelity
Digital images and human vision
Taking steps: the influence of a walking technique on presence in virtual reality
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on virtual reality software and technology
A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Identifying fixations and saccades in eye-tracking protocols
ETRA '00 Proceedings of the 2000 symposium on Eye tracking research & applications
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Physiological measures of presence in stressful virtual environments
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
User-Centered Design and Evaluation of Virtual Environments
IEEE Computer Graphics and Applications
Trials and tribulations of using an eye-tracking system
CHI '00 Extended Abstracts on Human Factors in Computing Systems
Eye Tracking Methodology: Theory and Practice
Eye Tracking Methodology: Theory and Practice
Using Innovation Diffusion Theory to Guide Collaboration Technology Evaluation: Work in Progress
WETICE '01 Proceedings of the 10th IEEE International Workshops on Enabling Technologies: Infrastructure for Collaborative Enterprises
Evaluating a scientific collaboratory: Results of a controlled experiment
ACM Transactions on Computer-Human Interaction (TOCHI)
User-Centered Design and Evaluation of a Real-Time Battlefield Visualization Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
Managing Collaboration in the nanoManipulator
VR '03 Proceedings of the IEEE Virtual Reality 2003
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Effects of Field of View on Performance with Head-Mounted Displays
Effects of Field of View on Performance with Head-Mounted Displays
Passive haptics significantly enhances virtual environments
Passive haptics significantly enhances virtual environments
Head movement estimation for wearable eye tracker
Proceedings of the 2004 symposium on Eye tracking research & applications
Information Processing and Management: an International Journal
Discovering Statistics Using SPSS
Discovering Statistics Using SPSS
Predicting and Evaluating Saliency for Simplified Polygonal Models
ACM Transactions on Applied Perception (TAP)
ACM Transactions on Applied Perception (TAP)
Comparing VE Locomotion Interfaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Visual attention for efficient high-fidelity graphics
Proceedings of the 21st spring conference on Computer graphics
A field study of the Wheel-a usability engineering process model
Journal of Systems and Software
Use of eye movements for video game control
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Perceptual rendering of participating media
ACM Transactions on Applied Perception (TAP)
Real-time tracking of visually attended objects in interactive virtual environments
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
A psychophysical study of fixation behavior in a computer game
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Gaze and voice based game interaction: the revenge of the killer penguins
ACM SIGGRAPH 2008 posters
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Non-linear volume photon mapping
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Comparison of Four Subjective Methods for Image Quality Assessment
Computer Graphics Forum
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Members of the SIGGRAPH community are both consumers and producers of algorithms that make images and techniques that let us interact with visual applications. This course explains the essential role of user studies in insuring that algorithms, products, and content are effective for their intended purposes. The course introduces user studies through real examples and case studies that highlight good practices and warn of mistakes that can compromise evaluation. The cases are chosen to demonstrate the range of the application of user studies in computer graphics (for examle, in developing better algorithms and in evaluating images and interaction techniques. The first part of the course summarizes the different types of studies that are appropriate at different times during development of a user-interface technique. The second part uses examples from the evaluation of graphics to illustrate the different techniques that can be used to assess perceived image quality and preference. It includes some well-known techniques such as ranking and introduces novel concepts such as maximum-likelihood difference scaling. The third part reviews how eye tracking can support user studies. Eye tracking is useful as an interaction device in virtual environments, but it can also be a helpful tool in usability testing and evaluation of algorithms and techniques. It can collect and analyze additional data that can not be measured explicitly using questionnaires.