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Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
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TY - GEN
T1 - Gaze on the Go
T2 - Effect of Spatial Reference Frame on Visual Target Acquisition During Physical Locomotion in Extended Reality
AU - Manakhov, Pavel
AU - Sidenmark, Ludwig
AU - Pfeuffer, Ken
AU - Gellersen, Hans
PY - 2024/5/11
Y1 - 2024/5/11
N2 - Spatial interaction relies on fast and accurate visual acquisition. In this work, we analyse how visual acquisition and tracking of targets presented in a head-mounted display is affected by the user moving linearly at walking and jogging paces. We study four reference frames in which targets can be presented: Head and World where targets are affixed relative to the head and environment, respectively; HeadDelay where targets are presented in the head coordinate system but follow head movement with a delay, and novel Path where targets remain at fixed distance in front of the user, in the direction of their movement. Results of our study in virtual reality demonstrate that the more stable the target is relative to the environment, the faster and more precise it can be fixated. The results have practical significance as head-mounted displays enable interaction during mobility, and in particular when eye tracking is considered as input.
AB - Spatial interaction relies on fast and accurate visual acquisition. In this work, we analyse how visual acquisition and tracking of targets presented in a head-mounted display is affected by the user moving linearly at walking and jogging paces. We study four reference frames in which targets can be presented: Head and World where targets are affixed relative to the head and environment, respectively; HeadDelay where targets are presented in the head coordinate system but follow head movement with a delay, and novel Path where targets remain at fixed distance in front of the user, in the direction of their movement. Results of our study in virtual reality demonstrate that the more stable the target is relative to the environment, the faster and more precise it can be fixated. The results have practical significance as head-mounted displays enable interaction during mobility, and in particular when eye tracking is considered as input.
KW - UI placement
KW - extended reality
KW - eye tracking
KW - gaze interaction
KW - physical locomotion
KW - reference frames
KW - spatial UIs
U2 - 10.1145/3613904.3642915
DO - 10.1145/3613904.3642915
M3 - Conference contribution/Paper
T3 - CHI '24
BT - Proceedings of the CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery (ACM)
CY - New York
ER -