Unveiling Variations: A Comparative Study of VR Headsets Regarding Eye Tracking Volume, Gaze Accuracy, and Precision DOI
Baosheng James Hou, Yasmeen Abdrabou, Florian Weidner

и другие.

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

Язык: Английский

Eye tracking in virtual reality: Vive pro eye spatial accuracy, precision, and calibration reliability DOI Creative Commons

Immo Schuetz,

Katja Fiehler

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.

Язык: Английский

Процитировано

51

Leveling the Playing Field: A Comparative Reevaluation of Unmodified Eye Tracking as an Input and Interaction Modality for VR DOI Creative Commons
Ajoy S. Fernandes, T. Scott Murdison, Michael J. Proulx

и другие.

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.

Язык: Английский

Процитировано

37

A Preliminary Study of the Eye Tracker in the Meta Quest Pro DOI Open Access
Shu Wei, Desmond Bloemers, Aitor Rovira

и другие.

Опубликована: Июнь 12, 2023

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.

Язык: Английский

Процитировано

34

Evaluation of Eye Tracking Signal Quality for Virtual Reality Applications: A Case Study in the Meta Quest Pro DOI
Samantha Aziz, Dillon Lohr, Lee Friedman

и другие.

Опубликована: Май 31, 2024

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.

Язык: Английский

Процитировано

14

Towards a typology of virtual tourists: Efficacy of visual patterns and attentional cues DOI
Biqiang Liu, Brent Moyle, Anna Kralj

и другие.

Tourism Management, Год журнала: 2024, Номер 105, С. 104943 - 104943

Опубликована: Апрель 18, 2024

Язык: Английский

Процитировано

12

Gaze Inputs for Targeting: The Eyes Have It, Not With a Cursor DOI Creative Commons
Ajoy S. Fernandes, Immo Schütz, T. Scott Murdison

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2025, Номер unknown, С. 1 - 19

Опубликована: Фев. 5, 2025

Язык: Английский

Процитировано

2

Attention computing for enhanced visuomotor skill performance: Testing the effectiveness of gaze-adaptive cues in virtual reality golf putting DOI Creative Commons
David Harris, Ross I. Donaldson,

Max Bray

и другие.

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.

Язык: Английский

Процитировано

8

ColorVideoVDP: A visual difference predictor for image, video and display distortions DOI
Rafał Mantiuk, Param Hanji, Maliha Ashraf

и другие.

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.

Язык: Английский

Процитировано

7

Functional sophistication in human escape DOI Creative Commons
Juliana Sporrer, Jack Brookes,

Samson Hall

и другие.

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.

Язык: Английский

Процитировано

11

Predicting Perceived Realism in Virtual Reality Driving Simulations Using Participants’ Personality Traits, Heart Rate Changes, and Risk Preference DOI Creative Commons
Uijong Ju, Sanghyeon Kim

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.

Язык: Английский

Процитировано

3