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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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Wilson, Ethan; Ibragimov, Azim; Proulx, Michael J; Tetali, Sai Deep; Butler, Kevin; Jain, Eakta (, IEEE Transactions on Visualization and Computer Graphics)
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LaRubbio, Karina; Wilson, Ethan; Koppal, Sanjeev; Jörg, Sophie; Jain, Eakta (, IEEE)
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