Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality

Pavel Manakhov;Ludwig Sidenmark;Ken Pfeuffer;Hans Gellersen
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Abstract

Eye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality.
在行进中过滤:在扩展现实中进行物理运动时,过滤器对凝视指向准确性的影响
研究表明,眼动跟踪滤波器可以提高静止环境下注视估计和输入的准确性。然而,它们在物理运动中的有效性仍未得到充分探索。在这项工作中,我们比较了在扩展现实中物理运动背景下的常见在线滤镜,并提出了改进措施,以提高它们在移动环境中的效果。我们进行了一项计算实验,利用参与者在站立、行走和慢跑时注意位于世界、路径和两个基于头部的参考框架中的视觉目标的数据,模拟在线过滤器的性能。我们的结果让我们深入了解了滤波器的有效性以及影响其有效性的因素,如运动造成的噪音量和眼球运动补偿的差异,并证明了具有囊状动作检测功能的滤波器在随身环境中最为有用。我们讨论了研究结果的意义,最后提出了在扩展现实中进行交互的凝视数据过滤指南。
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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