My Eyes Hurt: Effects of Jitter in 3D Gaze Tracking

被引:18
作者
Mughrabi, Moaaz Hudhud [1 ]
Mutasim, Aunnoy K. [2 ]
Stuerzlinger, Wolfgang [2 ]
Batmaz, Anil Ufuk [1 ]
机构
[1] Kadir Has Univ, Dept Mechatron Engn, Istanbul, Turkey
[2] Simon Fraser Univ, Sch Interact Arts & Technol, Burnaby, BC V5A 1S6, Canada
来源
2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2022) | 2022年
关键词
Human-centered computing; Human computer interaction (HCI); Interaction devices; Pointing devices; Graphics input devices; FITTS LAW;
D O I
10.1109/VRW55335.2022.00070
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Jitter, small fluctuations in the signal, is one of the major sources for a decrease in motor performance and a negative user experience in virtual reality (VR) systems. Current technologies still cannot eliminate jitter in VR systems, especially in the eye-gaze tracking systems embedded in many head-mounted displays. In this work, we used an HTC Vive Pro Eye, artificially added 0.5 degrees, 1 degrees, and 1.5 degrees jitter to the eye-tracking data, and analyzed user performance in an ISO 9241:411 pointing task with targets at 1 or 2 meters visual distance using angular Fitts' law. The results showed that the user's error rate significantly increases with increased jitter levels. No significant difference was observed for time and throughput. Additionally, we observed a significant decrease in performance in terms of time, error rate, and accuracy for the more distant targets. We hope that our results guide researchers, practitioners, and developers towards better gaze-tracking-based VR applications.
引用
收藏
页码:301 / 306
页数:6
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