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  • Patterns in Motion On Head- and Non-Head Movers in VR during Viewport Control

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Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control

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

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Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control. / Lee, Hock Siang; Weidner, Florian; Gellersen, Hans.
2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2024.

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

Harvard

Lee, HS, Weidner, F & Gellersen, H 2024, Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control. in 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE. https://doi.org/10.1109/vrw62533.2024.00125

APA

Lee, H. S., Weidner, F., & Gellersen, H. (2024). Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control. In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) IEEE. https://doi.org/10.1109/vrw62533.2024.00125

Vancouver

Lee HS, Weidner F, Gellersen H. Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control. In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE. 2024 Epub 2024 Mar 16. doi: 10.1109/vrw62533.2024.00125

Author

Lee, Hock Siang ; Weidner, Florian ; Gellersen, Hans. / Patterns in Motion : On Head- and Non-Head Movers in VR During Viewport Control. 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2024.

Bibtex

@inproceedings{0bb96d4293f9484191813704263902d7,
title = "Patterns in Motion: On Head- and Non-Head Movers in VR During Viewport Control",
abstract = "This paper explores user behavior in virtual reality (VR) environ-ments, emphasizing the integration of idiosyncratic eye and headgaze for optimal user experience. Analyzing a gaze-based view-port control study dataset, we categorize users as head movers and non-head movers. In the study, participants were asked to align the viewport in VR so that a target is in the center. We tested three techniques: Controller Snap, Dwell Snap, and Gaze Pursuit, all using head and eye movement and showcasing particular behavioral patterns where some users prefer head movements, while others refrain from using head rotations for VR viewport control By that, our results point towards distinctive patterns of head- and non-head movers. The study highlights the need for personalized VR interfaces by considering these nuanced behavioral differences.",
author = "Lee, {Hock Siang} and Florian Weidner and Hans Gellersen",
year = "2024",
month = may,
day = "29",
doi = "10.1109/vrw62533.2024.00125",
language = "English",
isbn = "9798350374506",
booktitle = "2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)",
publisher = "IEEE",

}

RIS

TY - GEN

T1 - Patterns in Motion

T2 - On Head- and Non-Head Movers in VR During Viewport Control

AU - Lee, Hock Siang

AU - Weidner, Florian

AU - Gellersen, Hans

PY - 2024/5/29

Y1 - 2024/5/29

N2 - This paper explores user behavior in virtual reality (VR) environ-ments, emphasizing the integration of idiosyncratic eye and headgaze for optimal user experience. Analyzing a gaze-based view-port control study dataset, we categorize users as head movers and non-head movers. In the study, participants were asked to align the viewport in VR so that a target is in the center. We tested three techniques: Controller Snap, Dwell Snap, and Gaze Pursuit, all using head and eye movement and showcasing particular behavioral patterns where some users prefer head movements, while others refrain from using head rotations for VR viewport control By that, our results point towards distinctive patterns of head- and non-head movers. The study highlights the need for personalized VR interfaces by considering these nuanced behavioral differences.

AB - This paper explores user behavior in virtual reality (VR) environ-ments, emphasizing the integration of idiosyncratic eye and headgaze for optimal user experience. Analyzing a gaze-based view-port control study dataset, we categorize users as head movers and non-head movers. In the study, participants were asked to align the viewport in VR so that a target is in the center. We tested three techniques: Controller Snap, Dwell Snap, and Gaze Pursuit, all using head and eye movement and showcasing particular behavioral patterns where some users prefer head movements, while others refrain from using head rotations for VR viewport control By that, our results point towards distinctive patterns of head- and non-head movers. The study highlights the need for personalized VR interfaces by considering these nuanced behavioral differences.

U2 - 10.1109/vrw62533.2024.00125

DO - 10.1109/vrw62533.2024.00125

M3 - Conference contribution/Paper

SN - 9798350374506

BT - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

PB - IEEE

ER -