179 research outputs found

    Resolving Target Ambiguity in 3D Gaze Interaction through VOR Depth Estimation

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    Target disambiguation is a common problem in gaze interfaces, as eye tracking has accuracy and precision limitations. In 3D environments this is compounded by objects overlapping in the field of view, as a result of their positioning at different depth with partial occlusion. We introduce \textit{VOR depth estimation}, a method based on the vestibulo-ocular reflex of the eyes in compensation of head movement, and explore its application to resolve target ambiguity. The method estimates gaze depth by comparing the rotations of the eye and the head when the users look at a target and deliberately rotate their head. We show that VOR eye movement presents an alternative to vergence for gaze depth estimation, that is feasible also with monocular tracking. In an evaluation of its use for target disambiguation, our method outperforms vergence for targets presented at greater depth

    Monocular gaze depth estimation using the vestibulo-ocular reflex

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    Gaze depth estimation presents a challenge for eye tracking in 3D. This work investigates a novel approach to the problem based on eye movement mediated by the vestibulo-ocular reflex (VOR). VOR stabilises gaze on a target during head movement, with eye movement in the opposite direction, and the VOR gain increases the closer the fixated target is to the viewer. We present a theoretical analysis of the relationship between VOR gain and depth which we investigate with empirical data collected in a user study (N=10). We show that VOR gain can be captured using pupil centres, and propose and evaluate a practical method for gaze depth estimation based on a generic function of VOR gain and two-point depth calibration. The results show that VOR gain is comparable with vergence in capturing depth while only requiring one eye, and provide insight into open challenges in harnessing VOR gain as a robust measure

    Outline Pursuits:Gaze-assisted Selection of Occluded Objects in Virtual Reality

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    In 3D environments, objects can be difficult to select when they overlap, as this affects available target area and increases selection ambiguity. We introduce Outline Pursuits which extends a primary pointing modality for gaze-assisted selection of occluded objects. Candidate targets within a pointing cone are presented with an outline that is traversed by a moving stimulus. This affords completion of the selection by gaze attention to the intended target's outline motion, detected by matching the user's smooth pursuit eye movement. We demonstrate two techniques implemented based on the concept, one with a controller as the primary pointer, and one in which Outline Pursuits are combined with head pointing for hands-free selection. Compared with conventional raycasting, the techniques require less movement for selection as users do not need to reposition themselves for a better line of sight, and selection time and accuracy are less affected when targets become highly occluded

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Eye, Head and Torso Coordination During Gaze Shifts in Virtual Reality

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    Humans perform gaze shifts naturally through a combination of eye, head and body movements. Although gaze has been long studied as input modality for interaction, this has previously ignored the coordination of the eyes, head and body. This article reports a study of gaze shifts in virtual reality (VR) aimed to address the gap and inform design. We identify general eye, head and torso coordination patterns and provide an analysis of the relative movements' contribution and temporal alignment. We quantify effects of target distance, direction and user posture, describe preferred eye-in-head motion ranges, and identify a high variability in head movement tendency. Study insights lead us to propose gaze zones that reflect different levels of contribution from eye, head and body. We discuss design implications for HCI and VR, and in conclusion argue to treat gaze as multimodal input, and eye, head and body movement as synergetic in interaction design

    Eye&Head:Synergetic Eye and Head Movement for Gaze Pointing and Selection

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    Eye gaze involves the coordination of eye and head movement to acquire gaze targets, but existing approaches to gaze pointing are based on eye-tracking in abstraction from head motion. We propose to leverage the synergetic movement of eye and head, and identify design principles for Eye&Head gaze interaction. We introduce three novel techniques that build on the distinction of head-supported versus eyes-only gaze, to enable dynamic coupling of gaze and pointer, hover interaction, visual exploration around pre-selections, and iterative and fast confirmation of targets. We demonstrate Eye&Head interaction on applications in virtual reality, and evaluate our techniques against baselines in pointing and confirmation studies. Our results show that Eye&Head techniques enable novel gaze behaviours that provide users with more control and flexibility in fast gaze pointing and selection

    Radi-Eye:Hands-Free Radial Interfaces for 3D Interaction using Gaze-Activated Head-Crossing

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    Eye gaze and head movement are attractive for hands-free 3D interaction in head-mounted displays, but existing interfaces afford only limited control. Radi-Eye is a novel pop-up radial interface designed to maximise expressiveness with input from only the eyes and head. Radi-Eye provides widgets for discrete and continuous input and scales to support larger feature sets. Widgets can be selected with Look & Cross, using gaze for pre-selection followed by head-crossing as trigger and for manipulation. The technique leverages natural eye-head coordination where eye and head move at an offset unless explicitly brought into alignment, enabling interaction without risk of unintended input. We explore Radi-Eye in three augmented and virtual reality applications, and evaluate the effect of radial interface scale and orientation on performance with Look & Cross. The results show that Radi-Eye provides users with fast and accurate input while opening up a new design space for hands-free fluid interaction
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