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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 - Unveiling Variations: A Comparative Study of VR Headsets Regarding Eye Tracking Volume, Gaze Accuracy, and Precision
AU - Hou, Baosheng James
AU - Abdrabou, Yasmeen
AU - Weidner, Florian
AU - Gellersen, Hans
PY - 2024/5/29
Y1 - 2024/5/29
N2 - The increasing availability of Head-mounted displays (HMDs) has prompted extensive research to improve gaze interaction in Virtual Reality (VR). Selecting the most suitable HMD for research and design remains a challenge, with gaze accuracy and precision playing crucial roles in determining the efficacy of eye-tracking measurements. This paper compares gaze accuracy, precision, and tracking area across four VR headsets: Tobii Pro, Vive Pro Eye, Vive Focus 3, and Meta Quest Pro (in both stand-alone and tethered modes). All VR headsets exhibit accurate performance in the central region but face challenges in the peripheral area (> 15 degrees), requiring careful consideration for research applications. Variations in sample-to-sample distance and dispersion among headsets impact fixation quality and gaze gestures, influencing the headset choice for specific research needs. Our findings provide valuable insights for researchers and designers, guiding decisions in selecting VR headsets for gaze interaction and enhancing user experiences across diverse applications.
AB - The increasing availability of Head-mounted displays (HMDs) has prompted extensive research to improve gaze interaction in Virtual Reality (VR). Selecting the most suitable HMD for research and design remains a challenge, with gaze accuracy and precision playing crucial roles in determining the efficacy of eye-tracking measurements. This paper compares gaze accuracy, precision, and tracking area across four VR headsets: Tobii Pro, Vive Pro Eye, Vive Focus 3, and Meta Quest Pro (in both stand-alone and tethered modes). All VR headsets exhibit accurate performance in the central region but face challenges in the peripheral area (> 15 degrees), requiring careful consideration for research applications. Variations in sample-to-sample distance and dispersion among headsets impact fixation quality and gaze gestures, influencing the headset choice for specific research needs. Our findings provide valuable insights for researchers and designers, guiding decisions in selecting VR headsets for gaze interaction and enhancing user experiences across diverse applications.
KW - Headphones
KW - Three-dimensional displays
KW - Head-mounted displays
KW - Decision making
KW - Gaze tracking
KW - Virtual reality
KW - Resists
KW - Human-centered computing—Human-Computer-Interaction—Interaction paradigms—Mixed / augmented reality
KW - Human-centered computing—Human-Computer-Interaction—Interaction paradigms—Virtual reality
U2 - 10.1109/VRW62533.2024.00127
DO - 10.1109/VRW62533.2024.00127
M3 - Conference contribution/Paper
SN - 9798350374506
SP - 650
EP - 655
BT - 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
PB - IEEE
ER -