학술논문

Eye Tracking Performance in Mobile Mixed Reality
Document Type
Conference
Source
2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) VRW Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2024 IEEE Conference on. :1049-1050 Mar, 2024
Subject
Computing and Processing
Performance evaluation
Legged locomotion
Headphones
Three-dimensional displays
Design methodology
Conferences
Mixed reality
Human-centered computing—Human computer interaction (HCI)—Interaction paradigms—Mixed/augmented reality
Human-centered computing—Human computer interaction (HCI)—HCI design and evaluation methods—User studies
Human-centered computing—Ubiquitous and mobile computing—Ubiquitous and mobile devices-Mobile devices
Language
Abstract
Implementing and evaluating eye tracking across multiple platforms and use cases can be challenging due to the lack of standardized metrics and measurements. Additionally, existing calibration methods and accuracy measurements often do not account for the common scenarios of walking and scanning in mobile AR settings. We conducted user studies evaluating eye tracking on the Magic Leap One, the Meta Quest Pro, and the HoloLens 2. Our results reveal that the degree to which locomotion influenced eye tracking performance depended on the headset, with the HoloLens 2, which features a retractable visor, displaying the greatest decrease in accuracy during locomotion.