
Knowledge · Research paper
Eye movements in virtual environments
By Valeria Garro, Veronica Sundstedt
Recent advancements in virtual reality (VR) with embedded eye-tracking offer new opportunities for research, but they also present unique challenges for data collection and analysis. This paper discusses best practices for validating 3D gaze-tracking in VR, highlighting a pilot study that indicates accuracy may vary with stimulus distance and cautions against relying solely on vergence for estimating gaze depth.
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- 2022Where it sits among everything in the Knowledge Bank, by year
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Abstract
About the paper
Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tremendous opportunities for human subjects researchers. Accessible eye-tracking in VR opens new opportunities for highly controlled experimental setups in which participants can engage novel 3D digital environments. However, because VR embedded eye-tracking differs from the majority of historical eye-tracking research, in both providing for relatively unconstrained movement and stimulus presentation distances, there is a need for greater discussion around methods for implementation and validation of VR based eye-tracking tools.
The aim of this paper is to provide a practical introduction to the challenges of, and methods for, 3D gaze-tracking in VR with a focus on best practices for results validation and reporting. Specifically, first, we identify and define challenges and methods for collecting and analyzing 3D eye-tracking data in VR. Then, we introduce a validation pilot study with a focus on factors related to 3D gaze tracking.
The pilot study provides both a reference data point for a common commercial hardware/software platform (HTC Vive Pro Eye) and illustrates the proposed methods. One outcome of this study was the observation that accuracy and precision of collected data may depend on stimulus distance, which has consequences for studies where stimuli is presented on varying distances.
We also conclude that vergence is a potentially problematic basis for estimating gaze depth in VR and should be used with caution as the field move towards a more established method for 3D eye-tracking.
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