Towards gaze-based prediction of the intent to interact in virtual reality

Brendan David-John, C. Peacock, Ting Zhang, T. Scott Murdison, Hrvoje Benko, Tanya R. Jonker
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引用次数: 46

Abstract

With the increasing frequency of eye tracking in consumer products, including head-mounted augmented and virtual reality displays, gaze-based models have the potential to predict user intent and unlock intuitive new interaction schemes. In the present work, we explored whether gaze dynamics can predict when a user intends to interact with the real or digital world, which could be used to develop predictive interfaces for low-effort input. Eye-tracking data were collected from 15 participants performing an item-selection task in virtual reality. Using logistic regression, we demonstrated successful prediction of the onset of item selection. The most prevalent predictive features in the model were gaze velocity, ambient/focal attention, and saccade dynamics, demonstrating that gaze features typically used to characterize visual attention can be applied to model interaction intent. In the future, these types of models can be used to infer user’s near-term interaction goals and drive ultra-low-friction predictive interfaces.
在虚拟现实中基于注视的交互意图预测
随着眼动追踪在包括头戴式增强现实和虚拟现实显示器在内的消费产品中的使用频率越来越高,基于凝视的模型有可能预测用户意图并解锁直观的新交互方案。在目前的工作中,我们探索了凝视动态是否可以预测用户何时打算与现实世界或数字世界进行交互,这可以用于开发低工作量输入的预测界面。研究人员收集了15名参与者在虚拟现实中进行物品选择任务的眼动追踪数据。使用逻辑回归,我们证明了项目选择开始的成功预测。模型中最普遍的预测特征是凝视速度、环境/焦点注意力和扫视动态,这表明通常用于表征视觉注意力的凝视特征可以应用于模型交互意图。在未来,这些类型的模型可以用来推断用户的近期交互目标,并驱动超低摩擦的预测界面。
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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