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EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

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EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments. / Mardanbegi, Diako; Pfeuffer, Ken; Perzl, Alexander et al.
2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. p. 474-483.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Mardanbegi, D, Pfeuffer, K, Perzl, A, Mayer, B, Jalaliniya, S & Gellersen, H-WG 2019, EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments. in 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, pp. 474-483, IEEEVR, Osaka, Japan, 23/03/19. https://doi.org/10.1109/VR.2019.8797988

APA

Mardanbegi, D., Pfeuffer, K., Perzl, A., Mayer, B., Jalaliniya, S., & Gellersen, H-W. G. (2019). EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 474-483). IEEE. https://doi.org/10.1109/VR.2019.8797988

Vancouver

Mardanbegi D, Pfeuffer K, Perzl A, Mayer B, Jalaliniya S, Gellersen H-WG. EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE. 2019. p. 474-483 doi: 10.1109/VR.2019.8797988

Author

Mardanbegi, Diako ; Pfeuffer, Ken ; Perzl, Alexander et al. / EyeSeeThrough : Unifying Tool Selection and Application in Virtual Environments. 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. pp. 474-483

Bibtex

@inproceedings{4d53802619ca4105a6ecd8a24478b2c7,
title = "EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments",
abstract = "In 2D interfaces, actions are often represented by fixed tools arranged in menus, palettes, or dedicated parts of a screen, whereas 3D interfaces afford their arrangement at different depths relative to the user and the user can move them relative to each other. In this paper, we introduce EyeSeeThrough as a novel interaction technique that utilizes eye-tracking in VR. The user can apply an action to an intended object by visually aligning the object with the tool at the line-of-sight, and then issue a confirmation command. The underlying idea is to merge the two-step process of 1) selection of a mode in a menu and 2) applying it to a target, into one unified interaction. We present a user study where we compare the method to the baseline two-step selection. The results of our user study showed that our technique outperforms the two step selection in terms of speed and comfort. We further developed a prototype of a virtual living room to demonstrate the practicality of the proposed technique.",
author = "Diako Mardanbegi and Ken Pfeuffer and Alexander Perzl and Benedikt Mayer and Shahram Jalaliniya and Gellersen, {Hans-Werner Georg}",
year = "2019",
month = mar,
day = "23",
doi = "10.1109/VR.2019.8797988",
language = "English",
isbn = "9781728113784",
pages = "474--483",
booktitle = "2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)",
publisher = "IEEE",
note = "IEEEVR ; Conference date: 23-03-2019 Through 27-03-2019",
url = "http://ieeevr.org/2019/",

}

RIS

TY - GEN

T1 - EyeSeeThrough

T2 - IEEEVR

AU - Mardanbegi, Diako

AU - Pfeuffer, Ken

AU - Perzl, Alexander

AU - Mayer, Benedikt

AU - Jalaliniya, Shahram

AU - Gellersen, Hans-Werner Georg

PY - 2019/3/23

Y1 - 2019/3/23

N2 - In 2D interfaces, actions are often represented by fixed tools arranged in menus, palettes, or dedicated parts of a screen, whereas 3D interfaces afford their arrangement at different depths relative to the user and the user can move them relative to each other. In this paper, we introduce EyeSeeThrough as a novel interaction technique that utilizes eye-tracking in VR. The user can apply an action to an intended object by visually aligning the object with the tool at the line-of-sight, and then issue a confirmation command. The underlying idea is to merge the two-step process of 1) selection of a mode in a menu and 2) applying it to a target, into one unified interaction. We present a user study where we compare the method to the baseline two-step selection. The results of our user study showed that our technique outperforms the two step selection in terms of speed and comfort. We further developed a prototype of a virtual living room to demonstrate the practicality of the proposed technique.

AB - In 2D interfaces, actions are often represented by fixed tools arranged in menus, palettes, or dedicated parts of a screen, whereas 3D interfaces afford their arrangement at different depths relative to the user and the user can move them relative to each other. In this paper, we introduce EyeSeeThrough as a novel interaction technique that utilizes eye-tracking in VR. The user can apply an action to an intended object by visually aligning the object with the tool at the line-of-sight, and then issue a confirmation command. The underlying idea is to merge the two-step process of 1) selection of a mode in a menu and 2) applying it to a target, into one unified interaction. We present a user study where we compare the method to the baseline two-step selection. The results of our user study showed that our technique outperforms the two step selection in terms of speed and comfort. We further developed a prototype of a virtual living room to demonstrate the practicality of the proposed technique.

U2 - 10.1109/VR.2019.8797988

DO - 10.1109/VR.2019.8797988

M3 - Conference contribution/Paper

SN - 9781728113784

SP - 474

EP - 483

BT - 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)

PB - IEEE

Y2 - 23 March 2019 through 27 March 2019

ER -