Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments
暂无分享,去创建一个
[1] Marc Levoy,et al. Gaze-directed volume rendering , 1990, I3D '90.
[2] David P. Luebke,et al. Perceptually-Driven Simplification for Interactive Rendering , 2001, Rendering Techniques.
[3] Anatole Lécuyer,et al. Camera Motions Improve the Sensation of Walking in Virtual Environments , 2006, IEEE Virtual Reality Conference (VR 2006).
[4] Robert J. K. Jacob,et al. Evaluation of eye gaze interaction , 2000, CHI.
[5] LevoyMarc,et al. Gaze-directed volume rendering , 1990 .
[6] B. Cohen,et al. Interaction of the body, head, and eyes during walking and turning , 2000, Experimental Brain Research.
[7] T. C. Nicholas Graham,et al. Use of eye movements for video game control , 2006, ACE '06.
[8] Paul Sharkey,et al. Operator performance evaluation of controlled depth of field in a stereographically displayed virtual environment , 2001, IS&T/SPIE Electronic Imaging.
[9] H. Minamitani,et al. Head mounted goggle system with liquid crystal display for evaluation of eye tracking functions on neurological disease patients , 2003, Proceedings of the 25th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (IEEE Cat. No.03CH37439).
[10] Anatole Lécuyer,et al. Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments , 2007, IEEE Computer Graphics and Applications.