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

Reflecting on Excellence: VR Simulation for Learning Indirect Vision in Complex Bi-Manual Tasks DOI
Maximilian Kaluschke, René Weller, Myat Su Yin

и другие.

Опубликована: Март 16, 2024

Indirect vision through a mirror, while bi-manually manipulating both the mirror and another tool is relatively common way to perform operations in various types of surgery. However, learning such psychomotor skills requires extensive training; they are difficult teach; can be quite costly, for instance, dentistry schools. In order study effectiveness VR simulators these kinds skills, we developed simulator training dental surgery procedures, which supports tracking eye gaze trajectories (mirror drill), as well automated outcome scoring. We carried out pre-/post-test 30 fifth-year students received six sessions access opening stage root canal procedure using simulator. addition, experts performed three trials The outcomes drilling on realistic plastic teeth showed significant effect due sessions. Also, with larger improvements tended improve more real-world tests. Analysis data revealed novel relationships between several metrics w.r.t. use, performance effectiveness: high rates correct placement during active continuity fixation tooth associated increased effectiveness. Larger time allocation inspections i.e., indirect vision, frequency inspection Our findings suggest that provide valuable insights into student gains bi-manual particularly environments.

Язык: Английский

Процитировано

3

The Effect of Degraded Eye Tracking Accuracy on Interactions in VR DOI
Ajoy S. Fernandes, T. Scott Murdison,

Immo Schuetz

и другие.

Опубликована: Май 31, 2024

Gaze-based user interfaces and interactions are becoming more prevalent in augmented virtual reality (AR/VR). The effectiveness of eye tracking for interaction depends on its quality. Many studies discuss as an input modality but do not provide details about quality, making it difficult to compare findings. Here we implement a framework degrade accuracy error with the loop. We then approximate calibration error, those degradations applied each block "Effective Gaze Error." Participants selected single targets (3° or 5° diameter) using sampling frequency display rate 120 Hz. Higher Error" smaller resulted decreased human performance subjective evaluations. Our experiment results starting point future assessing how gaze degradation impacts performance, beyond tasks.

Язык: Английский

Процитировано

3

Oculomics analysis in multiple sclerosis: Current ophthalmic clinical and imaging biomarkers DOI Creative Commons
Alex Suh, Gilad A. Hampel,

Aditya Vinjamuri

и другие.

Eye, Год журнала: 2024, Номер unknown

Опубликована: Июнь 10, 2024

Язык: Английский

Процитировано

3

A randomised controlled test in virtual reality of the effects on paranoid thoughts of virtual humans’ facial animation and expression DOI Creative Commons
Shu Wei, Daniel Freeman, Victoria Harris

и другие.

Scientific Reports, Год журнала: 2024, Номер 14(1)

Опубликована: Июль 24, 2024

Virtual reality (VR) is increasingly used in the study and treatment of paranoia. This based on finding that people who mistakenly perceive hostile intent from other also similar threat virtual characters. However, there has been no programming characteristics characters may influence their interpretation. We set out to investigate how animation expressions humans affect In a two-by-two factor, between-groups, randomized design, 122 individuals with elevated paranoia rated perceptions humans, an eye-tracking enabled VR lift scenario, varied facial (static or animated) expression (neutral positive). Both (group difference = 102.328 [51.783, 152.872], p < 0.001, ηp2 0.125) positive 53.016 [0.054, 105.979], 0.049, 0.033) led less triggering paranoid thoughts about humans. Facial 2.442 [- 4.161, - 0.724], 0.006, 0.063) but not 0.344 1.429, 2.110], 0.681, 0.001) significantly increased likelihood neutral Our shows detailed can impact occurrence VR. The needs careful consideration depending purpose use.

Язык: Английский

Процитировано

3

A comparative analysis of perceptual noise in lateral and depth motion: Evidence from eye tracking DOI Creative Commons
Joan López‐Moliner

Journal of Vision, Год журнала: 2025, Номер 25(1), С. 15 - 15

Опубликована: Янв. 24, 2025

The characterization of how precisely we perceive visual speed has traditionally relied on psychophysical judgments in discrimination tasks. Such tasks are often considered laborious and susceptible to biases, particularly without the involvement highly trained participants. Additionally, thresholds for motion-in-depth perception frequently reported as higher compared lateral motion, a discrepancy that contrasts with everyday visuomotor In this research, rely smooth pursuit model, based Kalman filter, quantify observational uncertainties. This model allows us distinguish between additive multiplicative noise across three conditions motion dynamics within virtual reality setting: random walk, linear nonlinear incorporating both depth components. We aim assess tracking performance perceptual uncertainties versus motion-in-depth. alignment prior our results indicate diminished walk condition, characterized by unpredictable positioning. However, when velocity information is available facilitates predictions future positions, become more consistent in-depth motion. consistency noticeable ranges where retinal speeds overlap these two dimensions. Significantly, emerges primary source uncertainty, largely exceeding noise. predominance computational accounts Our study challenges earlier beliefs marked differences processing motions, suggesting similar levels uncertainty underscoring significant role

Язык: Английский

Процитировано

0

Counteracting uncertainty: exploring the impact of anxiety on updating predictions about environmental states DOI Creative Commons
David Harris, Tom Arthur, Mark Wilson

и другие.

Biological Cybernetics, Год журнала: 2025, Номер 119(2-3)

Опубликована: Фев. 20, 2025

Язык: Английский

Процитировано

0

Virtual Reality-Based Medical Rehabilitation Assistance System DOI
Xinran Li, Yiyu Yao,

Ping Liang

и другие.

Communications in computer and information science, Год журнала: 2025, Номер unknown, С. 146 - 155

Опубликована: Янв. 1, 2025

Язык: Английский

Процитировано

0

Online-EYE: Multimodal Implicit Eye Tracking Calibration for XR DOI
Baosheng James Hou,

Lucy Abramyan,

Prasanthi Gurumurthy

и другие.

Опубликована: Апрель 24, 2025

Язык: Английский

Процитировано

0

ITap: Index Finger Tap Interaction by Gaze and Tabletop Integration DOI Creative Commons

Jeong-hyeon Kim,

Jemin Lee,

Jung-Hoon Ahn

и другие.

Sensors, Год журнала: 2025, Номер 25(9), С. 2833 - 2833

Опубликована: Апрель 30, 2025

This paper presents ITap, a novel interaction method utilizing hand tracking to create virtual touchpad on tabletop. ITap facilitates touch interactions such as tapping, dragging, and swiping using the index finger. The technique combines gaze-based object selection with gestures, while pinch gesture performed opposite activates manual mode, enabling precise cursor control independently of gaze direction. primary purpose this research is enhance efficiency, reduce user fatigue, improve accuracy in tasks, particularly complex cluttered XR environments. Specifically, we addressed two questions: (1) How does ITap's mode compare traditional + regarding speed tasks across varying distances densities? (2) Does provide improved comfort, naturalness, reduced fatigue compared during prolonged scrolling tasks? To evaluate these questions, studies were conducted. first study for various second examined both methods focusing fatigue. findings revealed that outperformed terms error reduction, scenarios involving distant or densely arranged objects. Additionally, demonstrated superior performance participants reporting greater comfort integration input gestures provided by offers more efficient user-friendly technique. Its ability makes it especially suitable environments extended usage settings.

Язык: Английский

Процитировано

0

Modeling the Intuitiveness of Mobile GUI Navigation by Understanding and Simulating Users' Attention Distribution DOI
Xiaozhu Hu, Xiaoyu Mo, Xiaofu Jin

и другие.

Опубликована: Май 8, 2025

Язык: Английский

Процитировано

0