Related papers: Measuring eye-tracking accuracy and its impact on …
Accurately knowing uncertainties in appearance-based gaze tracking is critical for ensuring reliable downstream applications. Due to the lack of individual uncertainty labels, current uncertainty-aware approaches adopt probabilistic models…
In extended reality, pass-through enables users to view their real-world surroundings via cameras on the headset, displaying live video inside the device. This study compared the pass-through quality of three devices: Apple Vision Pro, Meta…
Teachers' visual attention and its distribution across the students in classrooms can constitute important implications for student engagement, achievement, and professional teacher training. Despite that, inferring the information about…
This article adds to the understanding of teachers' visual expertise by measuring visual information processing in real-world classrooms (mobile eye-tracking) with the newly introduced Gaze Relational Index (GRI) metric, which is defined as…
Operators want to maintain awareness of the structure being tested while observing sensor data. Normally the human's gaze shifts to a separate device or screen during the experiment for data information, missing the structure's physical…
This paper examines the key factors that influence the performance of state-of-the-art gaze-based authentication. Experiments were conducted on a large-scale, in-house dataset comprising 8,849 subjects collected with Meta Quest Pro…
With the imminent release of the Apple Vision Pro, a wave of innovative technology will be going to get into people's hands. The "eyes and hands" interface mixes up interaction design, indicating a need for principles, frameworks, and…
This study compares user behavior between real and virtual supermarket shelves using eye tracking technology to assess behavior in both environments. A sample of 29 participants was randomly assigned to two conditions: a real world…
Visual assistive technologies, such as Microsoft Seeing AI, can improve access to environmental information for persons with blindness or low vision (pBLV). Yet, the physical and functional implications of different device embodiments…
User experience research often uses surveys and interviews, which may miss subconscious user interactions. This study explores eye-tracking and biometric feedback as tools to assess user engagement and cognitive load in digital interfaces.…
Virtual reality (VR) offers the promise of an infinite office and remote collaboration, however, existing interactions in VR do not strongly support one of the most essential tasks for most knowledge workers, reading. This paper presents…
For decades, manufacturers have attempted to reduce or eliminate the optical aberrations that appear on the progressive addition lens' surfaces during manufacturing. Besides every effort made, some of these distortions are inevitable given…
Gaze-based interactions offer a potential way for users to naturally engage with mixed reality (XR) interfaces. Black-box machine learning models enabled higher accuracy for gaze-based interactions. However, due to the black-box nature of…
Smartphones with large screens provide users with increased display and interaction space but pose challenges in reaching certain areas with the thumb when using the device with one hand. To address this, we introduce GazeSwipe, a…
Virtual reality (VR) sensors capture large amounts of user data, including body motion and eye tracking, that contain personally identifying information. While privacy-enhancing techniques can obfuscate this data, incomplete privacy…
Visual impairment affects the ability of people to live a life like normal people. Such people face challenges in performing activities of daily living, such as reading, writing, traveling and participating in social gatherings. Many…
Contactless Electrooculography (EOC) using electric charge variation (QVar) sensing has recently emerged as a promising eye-tracking technique for wearable devices. QVar enables low-power and unobtrusive interaction without requiring…
Current Virtual Reality systems are designed for interaction under visual control. Using built-in cameras, headsets track the user's hands or hand-held controllers while they are inside the field of view. Current systems thus ignore the…
One of the primary challenges faced by deep learning is the degree to which current methods exploit superficial statistics and dataset bias, rather than learning to generalise over the specific representations they have experienced. This is…
Virtual Reality (VR) is gaining ground in the robotics and teleoperation industry, opening new prospects as a novel computerized methodology to make humans interact with robots. In contrast with more conventional button-based…