My Eyes Hurt: Effects of Jitter in 3D Gaze Tracking

dc.authoridBatmaz, Anil Ufuk/0000-0001-7948-8093
dc.authoridHudhud Mughrabi, Moaaz/0000-0001-5381-0427
dc.authoridStuerzlinger, Wolfgang/0000-0002-7110-5024
dc.authorwosidBatmaz, Anil Ufuk/ABE-7803-2021
dc.contributor.authorMughrabi, Moaaz Hudhud
dc.contributor.authorMutasim, Aunnoy K.
dc.contributor.authorStuerzlinger, Wolfgang
dc.contributor.authorBatmaz, Anil Ufuk
dc.date.accessioned2023-10-19T15:11:52Z
dc.date.available2023-10-19T15:11:52Z
dc.date.issued2022
dc.department-temp[Mughrabi, Moaaz Hudhud; Batmaz, Anil Ufuk] Kadir Has Univ, Dept Mechatron Engn, Istanbul, Turkey; [Mutasim, Aunnoy K.; Stuerzlinger, Wolfgang] Simon Fraser Univ, Sch Interact Arts & Technol, Burnaby, BC V5A 1S6, Canadaen_US
dc.descriptionIEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR) -- MAR 12-16, 2022 -- ELECTR NETWORKen_US
dc.description.abstractJitter, small fluctuations in the signal, is one of the major sources for a decrease in motor performance and a negative user experience in virtual reality (VR) systems. Current technologies still cannot eliminate jitter in VR systems, especially in the eye-gaze tracking systems embedded in many head-mounted displays. In this work, we used an HTC Vive Pro Eye, artificially added 0.5 degrees, 1 degrees, and 1.5 degrees jitter to the eye-tracking data, and analyzed user performance in an ISO 9241:411 pointing task with targets at 1 or 2 meters visual distance using angular Fitts' law. The results showed that the user's error rate significantly increases with increased jitter levels. No significant difference was observed for time and throughput. Additionally, we observed a significant decrease in performance in terms of time, error rate, and accuracy for the more distant targets. We hope that our results guide researchers, practitioners, and developers towards better gaze-tracking-based VR applications.en_US
dc.description.sponsorshipIEEE,IEEE Comp Soc,ChristchurchNZ,Virbela,Univ Canterbury,Immers Learning Res Network,Qualcomm,HIT Lab NZ, Appl Immers Gaming Initiaten_US
dc.identifier.citation9
dc.identifier.doi10.1109/VRW55335.2022.00070en_US
dc.identifier.endpage306en_US
dc.identifier.isbn978-1-6654-8402-2
dc.identifier.scopus2-s2.0-85129664131en_US
dc.identifier.scopusqualityN/A
dc.identifier.startpage301en_US
dc.identifier.urihttps://doi.org/10.1109/VRW55335.2022.00070
dc.identifier.urihttps://hdl.handle.net/20.500.12469/5260
dc.identifier.wosWOS:000808111800061en_US
dc.identifier.wosqualityN/A
dc.khas20231019-WoSen_US
dc.language.isoenen_US
dc.publisherIEEE Computer Socen_US
dc.relation.ispartof2022 Ieee Conference on Virtual Reality and 3d User Interfaces Abstracts and Workshops (Vrw 2022)en_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectHuman-centered computingen_US
dc.subjectHuman computer interaction (HCI)en_US
dc.subjectInteraction devicesen_US
dc.subjectPointing devicesen_US
dc.subjectHuman-centered computingen_US
dc.subjectFitts LawEn_Us
dc.subjectHuman computer interaction (HCI)en_US
dc.subjectInteraction devicesen_US
dc.subjectFitts Law
dc.subjectGraphics input devicesen_US
dc.titleMy Eyes Hurt: Effects of Jitter in 3D Gaze Trackingen_US
dc.typeConference Objecten_US
dspace.entity.typePublication

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