Whether it is via traditional methods with pen and paper or contemporary techniques such as 3D digital modelling and VR drawing, the eye typically plays a mostly passive or consuming role within the design process. By incorporating eye-tracking deeper within these methods, we can begin to discern this technology's possibilities as a method that encompasses the visual experience as an active input. Our research, however, developed the Eye-Tracking Voxel Environment Sculptor (EVES) that incorporates eye-tracking as there design actor. Through EVES we can extend eye-tracking as an active design medium. The eye-tracking data garnered from the designer within EVES is directly utilised as an input within a modelling environment to manipulate and sculpt voxels. In addition to modelling input, eye-tracking is also explored in its usability in the Virtual Reality User Interface. Eye-tracking is implemented within EVES to this extent to test the limits and possibilities of eye-tracking and the Human-Computer Interface within the realm of Virtual Reality Aided Design.
CITATION STYLE
Wells, C., Schnabel, M. A., Moleta, T., & Brown, A. (2021). Beauty is in the eye of the beholder: Improving the human-computer interface within vrad by the active and two-way employment of our visual senses. In Projections - Proceedings of the 26th International Conference of the Association for Computer-Aided Architectural Design Research in Asia, CAADRIA 2021 (Vol. 2, pp. 355–364). The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA). https://doi.org/10.52842/conf.caadria.2021.2.355
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