vr追求:在虚拟现实中使用平滑的追求眼球运动进行交互

M. Khamis, Carl Oechsner, Florian Alt, A. Bulling
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引用次数: 85

摘要

基于注视的交互使用平滑的眼球运动(pursuit eye movement)是很有吸引力的,因为它是直观的,并且克服了点石成金的问题。与此同时,眼动追踪在VR应用中越来越受欢迎。虽然在几个交互环境中显示出了pursuit的有效性,但在此之前,VR从未对其进行过深入探索。在一项用户研究(N=26)中,我们调查了特定于VR设置的参数如何影响pursuit的性能。例如,我们发现,对于不同大小的虚拟3D目标,pursuit具有很强的鲁棒性。然而,当轨迹大小(例如,半径)较大时,特别是当用户在交互时行走时,性能会有所提高。在行走时,通过追击选择移动目标通常是可行的,尽管不如静止时准确。最后,我们通过展示两个示例用例来讨论这些发现的含义和VR中顺利追求交互的潜力:1)VR中基于凝视的身份验证,以及2)太空流星射击游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VRpursuits: interaction in virtual reality using smooth pursuit eye movements
Gaze-based interaction using smooth pursuit eye movements (Pursuits) is attractive given that it is intuitive and overcomes the Midas touch problem. At the same time, eye tracking is becoming increasingly popular for VR applications. While Pursuits was shown to be effective in several interaction contexts, it was never explored in-depth for VR before. In a user study (N=26), we investigated how parameters that are specific to VR settings influence the performance of Pursuits. For example, we found that Pursuits is robust against different sizes of virtual 3D targets. However performance improves when the trajectory size (e.g., radius) is larger, particularly if the user is walking while interacting. While walking, selecting moving targets via Pursuits is generally feasible albeit less accurate than when stationary. Finally, we discuss the implications of these findings and the potential of smooth pursuits for interaction in VR by demonstrating two sample use cases: 1) gaze-based authentication in VR, and 2) a space meteors shooting game.
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