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
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.
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.
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.
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
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.