Home > Research > Publications & Outputs > Unveiling Variations: A Comparative Study of VR...

Electronic data

Links

Text available via DOI:

View graph of relations

Unveiling Variations: A Comparative Study of VR Headsets Regarding Eye Tracking Volume, Gaze Accuracy, and Precision

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

Published

Standard

Unveiling Variations: A Comparative Study of VR Headsets Regarding Eye Tracking Volume, Gaze Accuracy, and Precision. / Hou, Baosheng James; Abdrabou, Yasmeen; Weidner, Florian et al.
2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2024. p. 650-655.

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

Harvard

APA

Vancouver

Hou BJ, Abdrabou Y, Weidner F, Gellersen H. Unveiling Variations: A Comparative Study of VR Headsets Regarding Eye Tracking Volume, Gaze Accuracy, and Precision. In 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE. 2024. p. 650-655 Epub 2024 Mar 16. doi: 10.1109/VRW62533.2024.00127

Author

Hou, Baosheng James ; Abdrabou, Yasmeen ; Weidner, Florian et al. / Unveiling Variations: A Comparative Study of VR Headsets Regarding Eye Tracking Volume, Gaze Accuracy, and Precision. 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2024. pp. 650-655

Bibtex

@inproceedings{12b3fa579bf74ca5b636cc28f13362f9,
title = "Unveiling Variations: A Comparative Study of VR Headsets Regarding Eye Tracking Volume, Gaze Accuracy, and Precision",
abstract = "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.",
keywords = "Headphones, Three-dimensional displays, Head-mounted displays, Decision making, Gaze tracking, Virtual reality, Resists, Human-centered computing—Human-Computer-Interaction—Interaction paradigms—Mixed / augmented reality, Human-centered computing—Human-Computer-Interaction—Interaction paradigms—Virtual reality",
author = "Hou, {Baosheng James} and Yasmeen Abdrabou and Florian Weidner and Hans Gellersen",
year = "2024",
month = may,
day = "29",
doi = "10.1109/VRW62533.2024.00127",
language = "English",
isbn = "9798350374506",
pages = "650--655",
booktitle = "2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)",
publisher = "IEEE",

}

RIS

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 -