Abstract
Spatial interaction relies on fast and accurate visual acquisition. In this work, we analyse how visual acquisition and tracking of targets presented in a head-mounted display is affected by the user moving linearly at walking and jogging paces. We study four reference frames in which targets can be presented: Head and World where targets are affixed relative to the head and environment, respectively; HeadDelay where targets are presented in the head coordinate system but follow head movement with a delay, and novel Path where targets remain at fixed distance in front of the user, in the direction of their movement. Results of our study in virtual reality demonstrate that the more stable the target is relative to the environment, the faster and more precise it can be fixated. The results have practical significance as head-mounted displays enable interaction during mobility, and in particular when eye tracking is considered as input.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of the CHI Conference on Human Factors in Computing Systems |
| Place of Publication | New York |
| Publisher | Association for Computing Machinery (ACM) |
| Number of pages | 16 |
| ISBN (Electronic) | 9798400703300 |
| DOIs | |
| Publication status | Published - 11/05/2024 |
Publication series
| Name | CHI '24 |
|---|---|
| Publisher | Association for Computing Machinery |
User-defined Keywords
- UI placement
- extended reality
- eye tracking
- gaze interaction
- physical locomotion
- reference frames
- spatial UIs
Projects
- 1 Active
-
H2020 GEMINI: Gaze and Eye Movement in Interaction
Gellersen, H. (Principal Investigator)
1/10/21 → 30/09/27
Project: Research
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