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Comparing Eye Tracking and Head Tracking During a Visual Attention Task in Immersive Virtual Reality

机译:沉浸式虚拟现实中视觉注意任务中眼睛跟踪和头部跟踪的比较

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The use of eye tracking (ET) and head tracking (HT) in head-mounted displays allows for the study of a subject's attention in virtual reality environments, expanding the possibility to develop experiments in areas such as health or consumer behavior research. ET is a more precise technique than HT, but many commercial devices do not include ET systems. One way to study visual attention is to segment the space in areas of interest (AoI). However, the ET and HT responses could be similar depending on the size of the studied area in the virtual environment. Therefore, understanding the differences between ET and HT based on AoI size is critical in order to enable the use of HT to assess human attention. The purpose of this study was to perform a comparison between ET and HT technologies through the study of multiple sets of AoI in an immersive virtual environment. To do that, statistical techniques were developed with the objective of measuring the differences between the two technologies. This study found that with HT, an accuracy of 75.37% was obtained when the horizontal and vertical angular size of the AoIs was 25°. Moreover, the results suggest that horizontal movements of the head are much more similar to eye movements than vertical movements. Finally, this work presents a guide for future researchers to measure the precision of HT against ET, considering the dimensions of the AoI defined in a virtual scenario.
机译:在头戴式显示器中使用眼睛跟踪(ET)和头部跟踪(HT)可以在虚拟现实环境中研究受试者的注意力,扩大了在健康或消费者行为研究等领域开发实验的可能性。ET是一种比HT更精确的技术,但许多商用设备不包括ET系统。研究视觉注意力的一种方法是在感兴趣的区域(AoI)中分割空间。然而,ET和HT的反应可能相似,这取决于虚拟环境中研究区域的大小。因此,了解ET和HT之间基于AoI大小的差异对于使用HT评估人类注意力至关重要。本研究的目的是通过研究沉浸式虚拟环境中的多组AoI,对ET和HT技术进行比较。为了做到这一点,开发了统计技术,目的是测量这两种技术之间的差异。本研究发现,使用HT时,当AOI的水平和垂直角度大小为25°时,精确度为75.37%。此外,研究结果表明,头部的水平运动比垂直运动更类似于眼球运动。最后,考虑到虚拟场景中定义的AoI维度,这项工作为未来的研究人员提供了一个指南,以测量HT与ET的精度。

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