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dc.contributor.authorPathmanathan, Nelusaen_US
dc.contributor.authorÖney, Seydaen_US
dc.contributor.authorBecher, Michaelen_US
dc.contributor.authorSedlmair, Michaelen_US
dc.contributor.authorWeiskopf, Danielen_US
dc.contributor.authorKurzhals, Kunoen_US
dc.contributor.editorBujack, Roxanaen_US
dc.contributor.editorArchambault, Danielen_US
dc.contributor.editorSchreck, Tobiasen_US
dc.date.accessioned2023-06-10T06:17:25Z
dc.date.available2023-06-10T06:17:25Z
dc.date.issued2023
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14838
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14838
dc.description.abstractThe distribution of visual attention can be evaluated using eye tracking, providing valuable insights into usability issues and interaction patterns. However, when used in real, augmented, and collaborative environments, new challenges arise that go beyond desktop scenarios and purely virtual environments. Toward addressing these challenges, we present a visualization technique that provides complementary views on the movement and eye tracking data recorded from multiple people in realworld environments. Our method is based on a space-time cube visualization and a linked 3D replay of recorded data. We showcase our approach with an experiment that examines how people investigate an artwork collection. The visualization provides insights into how people moved and inspected individual pictures in their spatial context over time. In contrast to existing methods, this analysis is possible for multiple participants without extensive annotation of areas of interest. Our technique was evaluated with a think-aloud experiment to investigate analysis strategies and an interview with domain experts to examine the applicability in other research fields.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Human-centered computing -> Visualization
dc.subjectHuman centered computing
dc.subjectVisualization
dc.titleBeen There, Seen That: Visualization of Movement and 3D Eye Tracking Data from Real-World Environmentsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersWhere to Look? AR, VR, and Attention
dc.description.volume42
dc.description.number3
dc.identifier.doi10.1111/cgf.14838
dc.identifier.pages385-396
dc.identifier.pages12 pages


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  • 42-Issue 3
    EuroVis 2023 - Conference Proceedings

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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License