Project overview
In our recent VR dyad study, 41.7 percent of the variance in Receivers’ attention-decoding error was systematic: a smooth, largely target-dependent bias field. A static correction recovered part of this bias on aggregated targets but backfired on individual trials because per-trial noise dominates. The study therefore proposes, but does not build, two systems: a session-adaptive probabilistic corrector that accumulates evidence about a Receiver’s bias and falls back to no correction when data are sparse, and avatar pre-distortion, where the system renders the Sender as attending to a pre-shifted location so the Receiver’s own bias lands their estimate on the truth. This project builds and evaluates them.
Project motivation
Systematic-but-noisy error is exactly the regime where naive correction hurts and probabilistic correction shines, a lesson established for mid-air pointing [1]. Pre-distortion additionally has a perceptual budget: avatar gaze and pose can only be redirected so far before users notice, and recent detection-threshold work quantifies that budget [2]. Combining both lines into a working attention-correction system, with honest uncertainty handling, is a strong systems-plus-evaluation thesis, and the parent study’s dataset (3,631 trials with full bias fields) provides everything needed for offline development before any new data collection.
Project goals
- Offline corrector. Develop and cross-validate a per-Receiver, uncertainty-aware bias model on the existing dataset (for example a Gaussian-process or hierarchical Bayesian field over target direction), quantifying when correction helps versus harms as calibration data accumulate.
- Online evaluation. Integrate the best corrector into the Unity environment in both variants (post-hoc correction of estimates and avatar pre-distortion within perceptibility thresholds) and evaluate with a live dyad study.
You will
- Perform a literature review on offset correction and gaze redirection
- Develop probabilistic correction models on the existing dataset (Python)
- Integrate the corrector into the existing Unity VR environment
- Run an evaluation study and quantify decoding-accuracy gains
- Summarize your findings in a thesis and present them to an audience
- (Optional) co-write a research paper
You need
- Strong communication skills in English
- Solid Python and machine-learning or Bayesian-modeling skills
- Good knowledge of Unity
References
- Mayer, S., Schwind, V., Schweigert, R., & Henze, N. (2018). The effect of offset correction and cursor on mid-air pointing in real and virtual environments. CHI 2018. https://doi.org/10.1145/3173574.3174227
- Schott, D., et al. (2025). Estimating Detection Thresholds of Being Looked at in Virtual Reality for Avatar Redirection. CHI 2025. https://doi.org/10.1145/3706598.3714041
- Bailenson, J. N., Beall, A. C., Loomis, J., Blascovich, J., & Turk, M. (2005). Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments. Human Communication Research. https://doi.org/10.1111/j.1468-2958.2005.tb00881.x
- The parent study on avatar-mediated shared attention in virtual reality; details are available from the advisor on request.
Keywords: VR, Bias Correction, Bayesian Modeling, Avatar Pre-Distortion, Gaze Redirection