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.contributor.other Mechatronics Engineering
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.citationcount 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.scopus.citedbyCount 19
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
dc.wos.citedbyCount 17
dspace.entity.type Publication
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