My Eyes Hurt: Effects of Jitter in 3D Gaze Tracking
dc.authorid | Batmaz, Anil Ufuk/0000-0001-7948-8093 | |
dc.authorid | Hudhud Mughrabi, Moaaz/0000-0001-5381-0427 | |
dc.authorid | Stuerzlinger, Wolfgang/0000-0002-7110-5024 | |
dc.authorwosid | Batmaz, Anil Ufuk/ABE-7803-2021 | |
dc.contributor.author | Batmaz, Anıl Ufuk | |
dc.contributor.author | Mutasim, Aunnoy K. | |
dc.contributor.author | Stuerzlinger, Wolfgang | |
dc.contributor.author | Batmaz, Anil Ufuk | |
dc.date.accessioned | 2023-10-19T15:11:52Z | |
dc.date.available | 2023-10-19T15:11:52Z | |
dc.date.issued | 2022 | |
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, Canada | en_US |
dc.description | IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR) -- MAR 12-16, 2022 -- ELECTR NETWORK | en_US |
dc.description.abstract | Jitter, 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.sponsorship | IEEE,IEEE Comp Soc,ChristchurchNZ,Virbela,Univ Canterbury,Immers Learning Res Network,Qualcomm,HIT Lab NZ, Appl Immers Gaming Initiat | en_US |
dc.identifier.citation | 9 | |
dc.identifier.doi | 10.1109/VRW55335.2022.00070 | en_US |
dc.identifier.endpage | 306 | en_US |
dc.identifier.isbn | 978-1-6654-8402-2 | |
dc.identifier.scopus | 2-s2.0-85129664131 | en_US |
dc.identifier.scopusquality | N/A | |
dc.identifier.startpage | 301 | en_US |
dc.identifier.uri | https://doi.org/10.1109/VRW55335.2022.00070 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12469/5260 | |
dc.identifier.wos | WOS:000808111800061 | en_US |
dc.identifier.wosquality | N/A | |
dc.khas | 20231019-WoS | en_US |
dc.language.iso | en | en_US |
dc.publisher | IEEE Computer Soc | en_US |
dc.relation.ispartof | 2022 Ieee Conference on Virtual Reality and 3d User Interfaces Abstracts and Workshops (Vrw 2022) | en_US |
dc.relation.publicationcategory | Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı | en_US |
dc.rights | info:eu-repo/semantics/closedAccess | en_US |
dc.subject | Human-centered computing | en_US |
dc.subject | Human computer interaction (HCI) | en_US |
dc.subject | Interaction devices | en_US |
dc.subject | Pointing devices | en_US |
dc.subject | Human-centered computing | en_US |
dc.subject | Fitts Law | En_Us |
dc.subject | Human computer interaction (HCI) | en_US |
dc.subject | Interaction devices | en_US |
dc.subject | Fitts Law | |
dc.subject | Graphics input devices | en_US |
dc.title | My Eyes Hurt: Effects of Jitter in 3D Gaze Tracking | en_US |
dc.type | Conference Object | en_US |
dspace.entity.type | Publication | |
relation.isAuthorOfPublication | b12eff7e-174d-4ce0-839b-71d7ea11e4f5 | |
relation.isAuthorOfPublication.latestForDiscovery | b12eff7e-174d-4ce0-839b-71d7ea11e4f5 |
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