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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 » « lessFree, publicly-accessible full text available May 20, 2026
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LaRubbio, Karina; Wilson, Ethan; Koppal, Sanjeev; Jörg, Sophie; Jain, Eakta (, IEEE)
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LaRubbio, Karina; Wright, Jeremiah; David-John, Brendan; Enqvist, Andreas; Jain, Eakta (, 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW))Behavior-based authentication methods are actively being developed for XR. In particular, gaze-based methods promise continuous authentication of remote users. However, gaze behavior depends on the task being performed. Identification rate is typically highest when comparing data from the same task. In this study, we compared authentication performance using VR gaze data during random dot viewing, 360-degree image viewing, and a nuclear training simulation. We found that within-task authentication performed best for image viewing (72%). The implication for practitioners is to integrate image viewing into a VR workflow to collect gaze data that is viable for authentication.more » « less
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