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Eye-Tracking Beyond Peripersonal Space in Virtual Reality : Validation and Best Practices

Lamb, Maurice (author)
Högskolan i Skövde,Institutionen för informationsteknologi,Forskningsmiljön Informationsteknologi,Institutionen för ingenjörsvetenskap,Forskningsmiljön Virtuell produkt- och produktionsutveckling,Interaction Lab (ILAB)
Brundin, Malin (author)
Högskolan i Skövde,Institutionen för informationsteknologi,Interaction Lab (ILAB)
Perez Luque, Estela, 1994- (author)
Högskolan i Skövde,Institutionen för ingenjörsvetenskap,Forskningsmiljön Virtuell produkt- och produktionsutveckling,User Centred Product Design (UCPD)
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Billing, Erik, PhD, 1981- (author)
Högskolan i Skövde,Institutionen för informationsteknologi,Forskningsmiljön Informationsteknologi,Interaction Lab (ILAB)
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 (creator_code:org_t)
2022-04-08
2022
English.
In: Frontiers in Virtual Reality. - : Frontiers Media S.A.. - 2673-4192. ; 3
  • Journal article (peer-reviewed)
Abstract Subject headings
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  • Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tremendous opportunities for human subjects researchers. Accessible eye-tracking in VR opens new opportunities for highly controlled experimental setups in which participants can engage novel 3D digital environments. However, because VR embedded eye-tracking differs from the majority of historical eye-tracking research, in both providing for relatively unconstrained movement and stimulus presentation distances, there is a need for greater discussion around methods for implementation and validation of VR based eye-tracking tools. The aim of this paper is to provide a practical introduction to the challenges of, and methods for, 3D gaze-tracking in VR with a focus on best practices for results validation and reporting. Specifically, first, we identify and define challenges and methods for collecting and analyzing 3D eye-tracking data in VR. Then, we introduce a validation pilot study with a focus on factors related to 3D gaze tracking. The pilot study provides both a reference data point for a common commercial hardware/software platform (HTC Vive Pro Eye) and illustrates the proposed methods. One outcome of this study was the observation that accuracy and precision of collected data may depend on stimulus distance, which has consequences for studies where stimuli is presented on varying distances. We also conclude that vergence is a potentially problematic basis for estimating gaze depth in VR and should be used with caution as the field move towards a more established method for 3D eye-tracking.

Subject headings

NATURVETENSKAP  -- Data- och informationsvetenskap -- Datavetenskap (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Computer Sciences (hsv//eng)
NATURVETENSKAP  -- Data- och informationsvetenskap -- Människa-datorinteraktion (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Human Computer Interaction (hsv//eng)
TEKNIK OCH TEKNOLOGIER  -- Annan teknik -- Interaktionsteknik (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Other Engineering and Technologies -- Interaction Technologies (hsv//eng)

Keyword

eye tracking
virtual reality
gaze depth
vergence
validation
Interaction Lab (ILAB)
Interaction Lab (ILAB)
User Centred Product Design
Användarcentrerad produktdesign

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ref (subject category)
art (subject category)

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