TY - GEN
T1 - A comparison of the fatigue progression of eye-tracked and motion-controlled interaction in immersive space
AU - Masopust, Lukas Maximilian
AU - Bauer, David
AU - Yao, Siyuan
AU - Ma, Kwan Liu
N1 - Funding Information:
We want to thank Dr. James Brandt for his help in acquiring the Varjo XR-1 headset. This work was supported in part by the U.S. National Science Foundation through grant IIS-1741536.
Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - Eye-tracking enabled virtual reality (VR) headsets have recently become more widely available. This opens up opportunities to incorporate eye gaze interaction methods in VR applications. However, studies on the fatigue-induced performance fluctuations of these new input modalities are scarce and rarely provide a direct comparison with established interaction methods. We conduct a study to compare the selection-interaction performance between commonly used handheld motion control devices and emerging eye interaction technology in VR. We investigate each interaction’s unique fatigue progression pattern in study sessions with ten minutes of continuous engagement. The results support and extend previous findings regarding the progression of fatigue in eye-tracked interaction over prolonged periods. By directly comparing gaze-with motion-controlled interaction, we put the emerging eye-trackers into perspective with the state-of-the-art interaction method for immersive space. We then discuss potential implications for future extended reality (XR) interaction design based on our findings.
AB - Eye-tracking enabled virtual reality (VR) headsets have recently become more widely available. This opens up opportunities to incorporate eye gaze interaction methods in VR applications. However, studies on the fatigue-induced performance fluctuations of these new input modalities are scarce and rarely provide a direct comparison with established interaction methods. We conduct a study to compare the selection-interaction performance between commonly used handheld motion control devices and emerging eye interaction technology in VR. We investigate each interaction’s unique fatigue progression pattern in study sessions with ten minutes of continuous engagement. The results support and extend previous findings regarding the progression of fatigue in eye-tracked interaction over prolonged periods. By directly comparing gaze-with motion-controlled interaction, we put the emerging eye-trackers into perspective with the state-of-the-art interaction method for immersive space. We then discuss potential implications for future extended reality (XR) interaction design based on our findings.
KW - Concepts
KW - Empirical studies in interaction design
KW - Human-centered computing
KW - Human-centered computing
KW - Human-centered computing
KW - Human-centered computing
KW - Interaction design theory
KW - Mixed / augmented reality
KW - Paradigms
KW - Virtual reality
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U2 - 10.1109/ISMAR52148.2021.00063
DO - 10.1109/ISMAR52148.2021.00063
M3 - Conference contribution
AN - SCOPUS:85126392280
T3 - Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
SP - 460
EP - 469
BT - Proceedings - 2021 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
A2 - Marchal, Maud
A2 - Ventura, Jonathan
A2 - Olivier, Anne-Helene
A2 - Wang, Lili
A2 - Radkowski, Rafael
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 20th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2021
Y2 - 4 October 2021 through 8 October 2021
ER -