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Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze

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

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Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze. / Lee, Hock Siang; Weidner, Florian; Sidenmark, Ludwig et al.
CHI'24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. Nw York: ACM, 2024.

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

Harvard

Lee, HS, Weidner, F, Sidenmark, L & Gellersen, H 2024, Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze. in CHI'24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. ACM, Nw York, CHI 2024, Oahu, Hawaii, United States, 11/05/24. https://doi.org/10.1145/3613904.3642838

APA

Vancouver

Lee HS, Weidner F, Sidenmark L, Gellersen H. Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze. In CHI'24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. Nw York: ACM. 2024 doi: 10.1145/3613904.3642838

Author

Lee, Hock Siang ; Weidner, Florian ; Sidenmark, Ludwig et al. / Snap, Pursuit and Gain : Virtual Reality Viewport Control by Gaze. CHI'24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems. Nw York : ACM, 2024.

Bibtex

@inproceedings{04485ff6d1a949d5bd9638647ce1545c,
title = "Snap, Pursuit and Gain: Virtual Reality Viewport Control by Gaze",
abstract = "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.",
keywords = "Human-centered computing, Interaction techniques, User studies, Virtual reality",
author = "Lee, {Hock Siang} and Florian Weidner and Ludwig Sidenmark and Hans Gellersen",
year = "2024",
month = may,
day = "11",
doi = "10.1145/3613904.3642838",
language = "English",
booktitle = "CHI'24: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems",
publisher = "ACM",
note = "CHI 2024 : Surfing the World ; Conference date: 11-05-2024 Through 16-05-2024",
url = "https://chi2024.acm.org/",

}

RIS

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 -