Using Gaze Behavior and Head Orientation for Implicit Identification in Virtual Reality

被引:19
作者
Liebers, Jonathan [1 ]
Horn, Patrick [1 ]
Burschik, Christian [1 ]
Gruenefeld, Uwe [1 ]
Schneegass, Stefan [1 ]
机构
[1] Univ Duisburg Essen, Essen, Germany
来源
PROCEEDINGS OF 27TH ACM SYMPOSIUM ON VIRTUAL REALITY SOFTWARE AND TECHNOLOGY, VRST 2021 | 2021年
关键词
virtual reality; gaze-based authentication; eye tracking; implicit identification;
D O I
10.1145/3489849.3489880
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Identifying users of a Virtual Reality (VR) headset provides designers of VR content with the opportunity to adapt the user interface, set user-specific preferences, or adjust the level of difficulty either for games or training applications. While most identification methods currently rely on explicit input, implicit user identification is less disruptive and does not impact the immersion of the users. In this work, we introduce a biometric identification system that employs the user's gaze behavior as a unique, individual characteristic. In particular, we focus on the user's gaze behavior and head orientation while following a moving stimulus. We verify our approach in a user study. A hybrid post-hoc analysis results in an identification accuracy of up to 75 % for an explainable machine learning algorithm and up to 100 % for a deep learning approach. We conclude with discussing application scenarios in which our approach can be used to implicitly identify users.
引用
收藏
页数:9
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