A Comparison of the Fatigue Progression of Eye-Tracked and Motion-Controlled Interaction in Immersive Space

Lukas Maximilian Masopust, David Bauer, Siyuan Yao, Kwan-Liu Ma
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引用次数: 2

Abstract

Eye-tracking enabled virtual reality (VR) headsets have recently become more widely available. This opens up opportunities to incorporate eye gaze interaction methods in VR applications. However, studies on the fatigue-induced performance fluctuations of these new input modalities are scarce and rarely provide a direct comparison with established interaction methods. We conduct a study to compare the selection-interaction performance between commonly used handheld motion control devices and emerging eye interaction technology in VR. We investigate each interaction’s unique fatigue progression pattern in study sessions with ten minutes of continuous engagement. The results support and extend previous findings regarding the progression of fatigue in eye-tracked interaction over prolonged periods. By directly comparing gaze-with motion-controlled interaction, we put the emerging eye-trackers into perspective with the state-of-the-art interaction method for immersive space. We then discuss potential implications for future extended reality (XR) interaction design based on our findings.
沉浸式空间中眼动交互与动作控制交互的疲劳进程比较
眼球追踪功能的虚拟现实(VR)头显最近变得越来越普遍。这为在VR应用中加入眼睛注视交互方法提供了机会。然而,对这些新输入方式的疲劳引起的性能波动的研究很少,很少与已建立的交互方法进行直接比较。我们进行了一项研究,比较了VR中常用的手持运动控制设备和新兴的眼交互技术之间的选择交互性能。我们研究了在连续十分钟的学习过程中,每个互动的独特疲劳进展模式。该结果支持并扩展了先前关于长时间眼动追踪互动中疲劳进展的发现。通过直接比较凝视与动作控制交互,我们将新兴的眼动仪与最先进的沉浸式空间交互方法结合起来。然后,我们讨论了基于我们的发现对未来扩展现实(XR)交互设计的潜在影响。
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