As eye tracking can reduce the computational burden of virtual reality devices through a technique known as foveated rendering, we believe not only that eye tracking will be implemented in all virtual reality devices, but that eye tracking biometrics will become the standard method of authentication in virtual reality. Thus, we have created a real-time eye movement-driven authentication system for virtual reality devices. In this work, we describe the architecture of the system and provide a specific implementation that is done using the FOVE head-mounted display. We end with an exploration into future topics of research to spur thought and discussion.
more »
« less
Eye Tracking in Virtual Reality: a Broad Review of Applications and Challenges
Abstract Eye tracking is becoming increasingly available in head-mounted virtual reality displays with various headsets with integrated eye trackers already commercially available. The applications of eye tracking in virtual reality are highly diversified and span multiple disciplines. As a result, the number of peer-reviewed publications that study eye tracking applications has surged in recent years. We performed a broad review to comprehensively search academic literature databases with the aim of assessing the extent of published research dealing with applications of eye tracking in virtual reality, and highlighting challenges, limitations and areas for future research.
more »
« less
- Award ID(s):
- 1911041
- PAR ID:
- 10391818
- Publisher / Repository:
- Springer Science + Business Media
- Date Published:
- Journal Name:
- Virtual Reality
- Volume:
- 27
- Issue:
- 2
- ISSN:
- 1359-4338
- Page Range / eLocation ID:
- p. 1481-1505
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
J. Y. C., Chen (Ed.)Controlling and standardizing experiments is imperative for quantitative research methods. With the increase in the availability and quantity of low-cost eye-tracking devices, gaze data are considered as an important user input for quantitative analysis in many social science research areas, especially incorporating with virtual reality (VR) and augmented reality (AR) technologies. This poses new challenges in providing a default interface for gaze data in a common method. This paper propose GazeXR, which focuses on designing a general eye-tracking system interfacing two eye-tracking devices and creating a hardware independent virtual environment. We apply GazeXR to the in-class teaching experience analysis use case using external eye-tracking hardware to collect the gaze data for the gaze track analysis.more » « less
-
Immersive, interactive virtual reality (VR) experiences rely on eye tracking data for a variety of applications. However, eye trackers assume that the user's eyes move in a coordinated way. We investigate how the violation of this assumption impacts the performance and subjective experience of users with strabismus and amblyopia. Our investigation follows a case study approach by analyzing in depth the qualitative and quantitative data collected during an interactive VR game by a small number of users with these visual impairments. Our findings reveal the ways in which assumptions about the default functioning of the eye can discourage or even exclude otherwise enthusiastic users from immersive VR. This study thus opens a new frontier for eye tracking research and practice.more » « less
-
Eye-tracking is a critical source of information for understanding human behavior and developing future mixed-reality technology. Eye-tracking enables applications that classify user activity or predict user intent. However, eye-tracking datasets collected during common virtual reality tasks have also been shown to enable unique user identification, which creates a privacy risk. In this paper, we focus on the problem of user re-identification from eye-tracking features. We adapt standardized privacy definitions of k-anonymity and plausible deniability to protect datasets of eye-tracking features, and evaluate performance against re-identification by a standard biometric identification model on seven VR datasets. Our results demonstrate that re-identification goes down to chance levels for the privatized datasets, even as utility is preserved to levels higher than 72% accuracy in document type classification.more » « less
-
As virtual reality (VR) garners more attention for eye tracking research, knowledge of accuracy and precision of head-mounted display (HMD) based eye trackers becomes increasingly necessary. It is tempting to rely on manufacturer-provided information about the accuracy and precision of an eye tracker. However, unless data is collected under ideal conditions, these values seldom align with on-site metrics. Therefore, best practices dictate that accuracy and precision should be measured and reported for each study. To address this issue, we provide a novel open-source suite for rigorously measuring accuracy and precision for use with a variety of HMD-based eye trackers. This tool is customizable without having to alter the source code, but changes to the code allow for further alteration. The outputs are available in real time and easy to interpret, making eye tracking with VR more approachable for all users.more » « less
An official website of the United States government
