Using Gaze Behavior and Head Orientation for Implicit Identification in Virtual Reality

Jonathan Liebers, Patrick Horn, Christian Burschik, Uwe Gruenefeld, Stefan Schneegass
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引用次数: 16

Abstract

Identifying users of a Virtual Reality (VR) headset provides designers of VR content with the opportunity to adapt the user interface, set user-specific preferences, or adjust the level of difficulty either for games or training applications. While most identification methods currently rely on explicit input, implicit user identification is less disruptive and does not impact the immersion of the users. In this work, we introduce a biometric identification system that employs the user’s gaze behavior as a unique, individual characteristic. In particular, we focus on the user’s gaze behavior and head orientation while following a moving stimulus. We verify our approach in a user study. A hybrid post-hoc analysis results in an identification accuracy of up to 75 % for an explainable machine learning algorithm and up to 100 % for a deep learning approach. We conclude with discussing application scenarios in which our approach can be used to implicitly identify users.
基于注视行为和头向的虚拟现实内隐识别
识别虚拟现实(VR)耳机的用户为VR内容的设计师提供了调整用户界面、设置用户特定偏好或调整游戏或培训应用程序难度的机会。虽然目前大多数识别方法依赖于显式输入,但隐式用户识别的破坏性较小,不会影响用户的沉浸感。在这项工作中,我们引入了一种生物识别系统,该系统将用户的凝视行为作为一种独特的个体特征。特别是,我们关注用户的注视行为和头部方向,当跟随一个移动的刺激。我们在用户研究中验证了我们的方法。对于可解释的机器学习算法,混合事后分析的识别准确率高达75%,对于深度学习方法,识别准确率高达100%。最后,我们讨论了可以使用我们的方法来隐式标识用户的应用程序场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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