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

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Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality. / Manakhov, Pavel; Sidenmark, Ludwig; Pfeuffer, Ken et al.
In: IEEE Transactions on Visualization and Computer Graphics, Vol. 30, No. 11, 30.11.2024, p. 7234-7244.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Manakhov, P, Sidenmark, L, Pfeuffer, K & Gellersen, H 2024, 'Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality', IEEE Transactions on Visualization and Computer Graphics, vol. 30, no. 11, pp. 7234-7244. https://doi.org/10.1109/TVCG.2024.3456153

APA

Vancouver

Manakhov P, Sidenmark L, Pfeuffer K, Gellersen H. Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality. IEEE Transactions on Visualization and Computer Graphics. 2024 Nov 30;30(11):7234-7244. Epub 2024 Sept 10. doi: 10.1109/TVCG.2024.3456153

Author

Manakhov, Pavel ; Sidenmark, Ludwig ; Pfeuffer, Ken et al. / Filtering on the Go : Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality. In: IEEE Transactions on Visualization and Computer Graphics. 2024 ; Vol. 30, No. 11. pp. 7234-7244.

Bibtex

@article{89a9f247c1b74458bedc4a5d9fd6e56f,
title = "Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality",
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.",
author = "Pavel Manakhov and Ludwig Sidenmark and Ken Pfeuffer and Hans Gellersen",
year = "2024",
month = nov,
day = "30",
doi = "10.1109/TVCG.2024.3456153",
language = "English",
volume = "30",
pages = "7234--7244",
journal = "IEEE Transactions on Visualization and Computer Graphics",
issn = "1077-2626",
publisher = "IEEE Computer Society",
number = "11",

}

RIS

TY - JOUR

T1 - Filtering on the Go

T2 - Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality

AU - Manakhov, Pavel

AU - Sidenmark, Ludwig

AU - Pfeuffer, Ken

AU - Gellersen, Hans

PY - 2024/11/30

Y1 - 2024/11/30

N2 - 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.

AB - 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.

U2 - 10.1109/TVCG.2024.3456153

DO - 10.1109/TVCG.2024.3456153

M3 - Journal article

VL - 30

SP - 7234

EP - 7244

JO - IEEE Transactions on Visualization and Computer Graphics

JF - IEEE Transactions on Visualization and Computer Graphics

SN - 1077-2626

IS - 11

ER -