Using eye-tracking to support interaction with layered 3D interfaces on stereoscopic displays

Florian Alt, Stefan Schneegass, Jonas Auda, Rufat Rzayev, N. Broy
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引用次数: 26

Abstract

In this paper, we investigate the concept of gaze-based interaction with 3D user interfaces. We currently see stereo vision displays becoming ubiquitous, particularly as auto-stereoscopy enables the perception of 3D content without the use of glasses. As a result, application areas for 3D beyond entertainment in cinema or at home emerge, including work settings, mobile phones, public displays, and cars. At the same time, eye tracking is hitting the consumer market with low-cost devices. We envision eye trackers in the future to be integrated with consumer devices (laptops, mobile phones, displays), hence allowing the user's gaze to be analyzed and used as input for interactive applications. A particular challenge when applying this concept to 3D displays is that current eye trackers provide the gaze point in 2D only (x and y coordinates). In this paper, we compare the performance of two methods that use the eye's physiology for calculating the gaze point in 3D space, hence enabling gaze-based interaction with stereoscopic content. Furthermore, we provide a comparison of gaze interaction in 2D and 3D with regard to user experience and performance. Our results show that with current technology, eye tracking on stereoscopic displays is possible with similar performance as on standard 2D screens.
使用眼动追踪来支持与立体显示器上的分层3D界面的交互
在本文中,我们研究了基于注视的交互与三维用户界面的概念。我们目前看到立体视觉显示器变得无处不在,特别是自动立体技术使人们无需戴眼镜就能感知3D内容。因此,除了影院或家庭娱乐之外,还出现了3D的应用领域,包括工作环境、移动电话、公共显示器和汽车。与此同时,眼动追踪技术正以低成本设备冲击消费者市场。我们设想眼动仪未来将与消费设备(笔记本电脑、手机、显示器)集成,从而允许用户的目光被分析并用作交互式应用程序的输入。将这一概念应用于3D显示器时面临的一个特殊挑战是,当前的眼动仪仅提供2D的注视点(x和y坐标)。在本文中,我们比较了两种方法的性能,这两种方法使用眼睛的生理学来计算3D空间中的凝视点,从而实现基于凝视与立体内容的交互。此外,我们提供了2D和3D凝视交互在用户体验和性能方面的比较。我们的研究结果表明,以目前的技术,在立体显示器上进行眼动追踪是可能的,其性能与标准2D屏幕相似。
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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