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Licence: CC BY: Creative Commons Attribution 4.0 International License
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 - Snap, Pursuit and Gain
T2 - CHI 2024
AU - Lee, Hock Siang
AU - Weidner, Florian
AU - Sidenmark, Ludwig
AU - Gellersen, Hans
PY - 2024/5/11
Y1 - 2024/5/11
N2 - Head-mounted displays let users explore virtual environments through a viewport that is coupled with head movement. In this work, we investigate gaze as an alternative modality for viewport control, enabling exploration of virtual worlds with less head movement. We designed three techniques that leverage gaze based on different eye movements: Dwell Snap for viewport rotation in discrete steps, Gaze Gain for amplified viewport rotation based on gaze angle, and Gaze Pursuit for central viewport alignment of gaze targets. All three techniques enable 360-degree viewport control through naturally coordinated eye and head movement. We evaluated the techniques in comparison with controller snap and head amplification baselines, for both coarse and precise viewport control, and found them to be as fast and accurate. We observed a high variance in performance which may be attributable to the different degrees to which humans tend to support gaze shifts with head movement.
AB - Head-mounted displays let users explore virtual environments through a viewport that is coupled with head movement. In this work, we investigate gaze as an alternative modality for viewport control, enabling exploration of virtual worlds with less head movement. We designed three techniques that leverage gaze based on different eye movements: Dwell Snap for viewport rotation in discrete steps, Gaze Gain for amplified viewport rotation based on gaze angle, and Gaze Pursuit for central viewport alignment of gaze targets. All three techniques enable 360-degree viewport control through naturally coordinated eye and head movement. We evaluated the techniques in comparison with controller snap and head amplification baselines, for both coarse and precise viewport control, and found them to be as fast and accurate. We observed a high variance in performance which may be attributable to the different degrees to which humans tend to support gaze shifts with head movement.
KW - Human-centered computing
KW - Interaction techniques
KW - User studies
KW - Virtual reality
U2 - 10.1145/3613904.3642838
DO - 10.1145/3613904.3642838
M3 - Conference contribution/Paper
BT - CHI'24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems
PB - ACM
CY - Nw York
Y2 - 11 May 2024 through 16 May 2024
ER -