In this study, we establish a much-needed baseline for evaluating eye tracking interactions using an eye tracking enabled Meta Quest 2 VR headset with 30 participants. Each participant went through 1098 targets using multiple conditions representative of AR/VR targeting and selecting tasks, including both traditional standards and those more aligned with AR/VR interactions today. We use circular white world-locked targets, and an eye tracking system with sub-1-degree mean accuracy errors running at approximately 90Hz. In a targeting and button press selection task, we, by design, compare completely unadjusted, cursor-less, eye tracking with controller and head tracking, which both had cursors. Across all inputs, we presented targets in a configuration similar to the ISO 9241-9 reciprocal selection task and another format with targets more evenly distributed near the center. Targets were laid out either flat on a plane or tangent to a sphere and rotated toward the user. Even though we intended this to be a baseline study, we see unmodified eye tracking, without any form of a cursor, or feedback, outperformed the head by 27.9% and performed comparably to the controller (5.63% decrease) in throughput. Eye tracking had improved subjective ratings relative to head in Ease of Use, Adoption, and Fatigue (66.4%, 89.8%, and 116.1% improvements, respectively) and had similar ratings relative to the controller (reduction by 4.2%, 8.9%, and 5.2% respectively). Eye tracking had a higher miss percentage than controller and head (17.3% vs 4.7% vs 7.2% respectively). Collectively, the results of this baseline study serve as a strong indicator that eye tracking, with even minor sensible interaction design modifications, has tremendous potential in reshaping interactions in next-generation AR/VR head mounted displays.
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http://dx.doi.org/10.1109/TVCG.2023.3247058 | DOI Listing |
Biol Psychiatry Cogn Neurosci Neuroimaging
January 2025
Development and Neurodiversity Lab, Department of Psychology, Uppsala University, Uppsala, Sweden; Center of Neurodevelopmental Disorders, Centre for Psychiatry Research, Department of Women's and Children's Health, Karolinska Institutet and Stockholm Health Care Services, Region Stockholm, Stockholm, Sweden. Electronic address:
Front Psychiatry
December 2024
Academy of Medical Engineering and Translational Medicine, Tianjin University, Tianjin, China.
[This corrects the article DOI: 10.3389/fpsyt.2023.
View Article and Find Full Text PDFFront Hum Neurosci
December 2024
Department of Neuroscience, Erasmus Medical Center, Rotterdam, Netherlands.
Introduction: Global Visual Selective Attention (VSA) is the ability to integrate multiple visual elements of a scene to achieve visual overview. This is essential for navigating crowded environments and recognizing objects or faces. Clinical pediatric research on global VSA deficits primarily focuses on autism spectrum disorder (ASD).
View Article and Find Full Text PDFActa Neurochir (Wien)
January 2025
Department of Neurosurgery, University Medicine Greifswald, Greifswald, Germany.
Purpose: Currently available grading and classification systems for hemifacial spasm either rely on subjective assessments or are excessively intricate. Here, we make use of facial recognition and facial tracking technologies towards accurately grouping patients according to severity and characteristics of the spasms.
Methods: A retrospective review of our prospectively maintained preoperative videos database for hemifacial spasm was done.
Sensors (Basel)
December 2024
School of Digital Media & Design Arts, Beijing University of Posts and Telecommunications, No. 10 Xitucheng Road, Beijing 100876, China.
Trust is a crucial human factor in automated supervisory control tasks. To attain appropriate reliance, the operator's trust should be calibrated to reflect the system's capabilities. This study utilized eye-tracking technology to explore novel approaches, given the intrusive, subjective, and sporadic characteristics of existing trust measurement methods.
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