2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW),
Год журнала:
2024,
Номер
unknown, С. 650 - 655
Опубликована: Март 16, 2024
The
increasing
availability
of
Head-mounted
displays
(HMDs)
has
prompted
extensive
research
to
improve
gaze
interaction
in
Virtual
Reality
(VR).
Selecting
the
most
suitable
HMD
for
and
design
remains
a
challenge,
with
accuracy
precision
playing
crucial
roles
determining
efficacy
eye-tracking
measurements.
This
paper
compares
accuracy,
precision,
tracking
area
across
four
VR
headsets:
Tobii
Pro,
Vive
Pro
Eye,
Focus
3,
Meta
Quest
(in
both
stand-alone
tethered
modes).
All
headsets
exhibit
accurate
performance
central
region
but
face
challenges
peripheral
(>
15
degrees),
requiring
careful
consideration
applications.
Variations
sample-to-sample
distance
dispersion
among
impact
fixation
quality
gestures,
influencing
headset
choice
specific
needs.
Our
findings
provide
valuable
insights
researchers
designers,
guiding
decisions
selecting
enhancing
user
experiences
diverse
Journal of Eye Movement Research,
Год журнала:
2022,
Номер
15(3)
Опубликована: Сен. 7, 2022
A
growing
number
of
virtual
reality
devices
now
include
eye
tracking
technology,
which
can
facilitate
oculomotor
and
cognitive
research
in
VR
enable
use
cases
like
foveated
rendering.
These
applications
require
different
performance,
often
measured
as
spatial
accuracy
precision.
While
manufacturers
report
data
quality
estimates
for
their
devices,
these
typically
represent
ideal
performance
may
not
reflect
real-world
quality.
Additionally,
it
is
unclear
how
precision
change
across
sessions
within
the
same
participant
or
between
influenced
by
vision
correction.
Here,
we
Vive
Pro
Eye
built-in
tracker
a
range
30
visual
degrees
horizontally
vertically.
Participants
completed
ten
measurement
over
multiple
days,
allowing
to
evaluate
calibration
reliability.
Accuracy
were
highest
central
gaze
decreased
with
greater
eccentricity
both
axes.
Calibration
was
successful
all
participants,
including
those
wearing
contacts
glasses,
but
glasses
yielded
significantly
lower
performance.
We
further
found
differences
(but
precision)
two
headsets,
estimated
participants'
inter-pupillary
distance.
Our
metrics
suggest
high
reliability
serve
baseline
expected
experiments.
IEEE Transactions on Visualization and Computer Graphics,
Год журнала:
2023,
Номер
29(5), С. 2269 - 2279
Опубликована: Фев. 22, 2023
In
this
study,
we
establish
a
much-needed
baseline
for
evaluating
eye
tracking
interactions
using
an
enabled
Meta
Quest
2
VR
headset
with
30
participants.
Each
participant
went
through
1098
targets
multiple
conditions
representative
of
AR/VR
targeting
and
selecting
tasks,
including
both
traditional
standards
those
more
aligned
today.
We
use
circular
white
world-locked
targets,
system
sub-1-degree
mean
accuracy
errors
running
at
approximately
90Hz.
button
press
selection
task,
we,
by
design,
compare
completely
unadjusted,
cursor-less,
controller
head
tracking,
which
had
cursors.
Across
all
inputs,
presented
in
configuration
similar
to
the
ISO
9241-9
reciprocal
task
another
format
evenly
distributed
near
center.
Targets
were
laid
out
either
flat
on
plane
or
tangent
sphere
rotated
toward
user.
Even
though
intended
be
see
unmodified
without
any
form
cursor,
feedback,
outperformed
27.9%
performed
comparably
(5.63%
decrease)
throughput.
Eye
improved
subjective
ratings
relative
Ease
Use,
Adoption,
Fatigue
(66.4%,
89.8%,
116.1%
improvements,
respectively)
(reduction
4.2%,
8.9%,
5.2%
respectively).
higher
miss
percentage
than
(17.3%
vs
4.7%
7.2%
Collectively,
results
study
serve
as
strong
indicator
that
even
minor
sensible
interaction
design
modifications,
has
tremendous
potential
reshaping
next-generation
mounted
displays.
This
paper
presents
the
preliminary
results
of
an
accuracy
testing
Meta
Quest
Pro's
eye
tracker.
We
conducted
user
to
evaluate
spatial
accuracy,
precision
and
subjective
performance
under
head-free
head-restrained
conditions.
Our
measurements
indicated
average
1.652°
with
a
0.699°
(standard
deviation)
0.849°
(root
mean
square)
for
visual
field
spanning
15°
during
head-free.
The
signal
quality
eye-tracker
is
comparable
existing
AR/VR
eye-tracking
headsets.
Notably,
careful
considerations
are
required
when
designing
size
scene
objects,
mapping
areas
interest,
determining
interaction
flow.
Researchers
should
also
be
cautious
about
interpreting
fixation
multiple
targets
within
close
proximity.
Further
investigation
better
specification
information
transparency
needed
establish
its
capabilities
limitations.
We
present
an
analysis
of
the
eye
tracking
capabilities
Meta
Quest
Pro
virtual
reality
headset
using
a
dataset
movement
recordings
collected
from
78
participants.
highlight
potential
differences
in
user
experience
as
function
device
performance
novel,
user-centered
evaluation
framework
for
signal
quality
analysis.
In
addition
to
presenting
classical
metrics
such
spatial
accuracy
and
precision,
we
also
explore
how
varies
across
field
view
different
users
range
device.
This
work
contributes
growing
understanding
platforms,
where
usability
gaze-based
applications
is
directly
dependent
on
device's
signal.
Multimedia Tools and Applications,
Год журнала:
2024,
Номер
83(21), С. 60861 - 60879
Опубликована: Янв. 4, 2024
This
work
explored
how
immersive
technologies
like
virtual
reality
can
be
exploited
for
improved
motor
learning.
While
is
becoming
a
practical
replacement
training
that
otherwise
expensive,
dangerous,
or
inconvenient
to
deliver,
simulations
also
enhance
the
learning
process.
Based
on
concept
of
'attention
computing',
we
developed
and
tested
novel
'gaze-adaptive'
method
within
putting
environment
augmented
with
eye
motion
tracking.
To
our
knowledge,
this
first
application
attention
computing
adaptive
sports
skill
training.
Novice
golfers
were
randomly
assigned
either
standard
practice
in
(control)
gaze-adaptive
conditions.
For
training,
golf
ball
was
sensitive
participant's
gaze
illuminated
when
fixated
upon,
prompt
longer
more
stable
pre-shot
fixations.
We
recorded
effect
these
conditions
task
performance,
control,
kinematics.
Gaze-adaptive
successful
generating
expert-like
control
kinematics,
although
did
not
transfer
performance
outcomes
abbreviated
paradigm.
These
findings
suggest
environments
visuomotor
may
promising
augmenting
environments.
ACM Transactions on Graphics,
Год журнала:
2024,
Номер
43(4), С. 1 - 20
Опубликована: Июль 19, 2024
ColorVideoVDP
is
a
video
and
image
quality
metric
that
models
spatial
temporal
aspects
of
vision
for
both
luminance
color.
The
built
on
novel
psychophysical
chromatic
spatiotemporal
contrast
sensitivity
cross-channel
masking.
It
accounts
the
viewing
conditions,
geometric,
photometric
characteristics
display.
was
trained
to
predict
common
video-streaming
distortions
(e.g.,
compression,
rescaling,
transmission
errors)
also
8
new
distortion
types
related
AR/VR
displays
light
source
waveguide
non-uniformities).
To
address
latter
application,
we
collected
our
XR-Display-Artifact-Video
dataset
(XR-DAVID),
comprised
336
distorted
videos.
Extensive
testing
XR-DAVID,
as
well
several
datasets
from
literature,
indicate
significant
gain
in
prediction
performance
compared
existing
metrics.
opens
doors
many
applications
require
joint
automated
assessment
color
distortions,
including
streaming,
display
specification,
design,
visual
comparison
results,
perceptually-guided
optimization.
code
can
be
found
at
https://github.com/gfxdisp/ColorVideoVDP.
iScience,
Год журнала:
2023,
Номер
26(11), С. 108240 - 108240
Опубликована: Окт. 18, 2023
Animals
including
humans
must
cope
with
immediate
threat
and
make
rapid
decisions
to
survive.
Without
much
leeway
for
cognitive
or
motor
errors,
this
poses
a
formidable
computational
problem.
Utilizing
fully
immersive
virtual
reality
13
natural
threats,
we
examined
escape
in
N
=
59
humans.
We
show
that
goals
are
dynamically
updated
according
environmental
changes.
The
decision
whether
when
depends
on
time-to-impact,
identity
predicted
trajectory,
stable
personal
characteristics.
Its
implementation
appears
integrate
secondary
such
as
behavioral
affordances.
Perturbance
experiments
the
underlying
algorithm
exhibits
planning
properties
can
novel
actions.
In
contrast,
information-seeking
foraging-suppression
only
partly
devaluation-sensitive.
Instead
of
being
instinctive
hardwired
stimulus-response
patterns,
human
multiple
variables
flexible
architecture.
Taken
together,
provide
steps
toward
model
how
brain
rapidly
solves
survival
challenges.
IEEE Access,
Год журнала:
2024,
Номер
12, С. 12138 - 12148
Опубликована: Янв. 1, 2024
Virtual
reality
(VR)
has
recently
been
adopted
for
driving
simulations
to
enhance
their
realism
and
thus
improve
the
validity
of
simulation
results.
However,
given
that
perceived
is
a
subjective
factor
varies
by
individual,
understanding
predicting
in
VR
are
prerequisites
enhancing
validity.
Studies
on
have
investigated
how
individual
factors,
such
as
psychophysiological
metrics,
associated
with
realism.
these
metrics
not
yet
investigated.
To
address
this
problem,
study
relationship
between
including
characteristics
(sex,
age),
personality
traits
(psychopathy,
Machiavellianism,
sensation
seeking,
impulsivity),
heart
rate
changes
during
event,
risky
decision-making
across
three
simulations.
The
results
indicated
psychopathy,
event
were
significantly
correlated
In
addition,
we
tested
types
machine
learning
models
find
appropriate
ones
realism,
showing
tree-based
algorithm
had
highest
prediction
accuracy.