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Eye tracking and gaze vector calculation within immersive virtual environments

Published: 05 November 2007 Publication History

Abstract

Human vision is arguably our most powerful sense, with our eyes constantly darting around in an almost subconscious manner to create a complete picture of the visual scene around us. These movements can unveil information about the way the brain is processing the incoming visual data into its mental image of our surroundings.
In this paper we discuss a method of obtaining and preprocessing the eye movements of a user immersed within a controllable synthetic environment. We investigate how their gaze patterns can be captured and used to identify viewed virtual objects, and how this can be used as a natural method of interacting with the scene.

References

[1]
Applied Science Laboratories. 2007. Operation Manual Mobile Eye, January.
[2]
Haffegee, A., Ramsamy, P., Jamieson, R., and Alexandrov, V. 2006. Creation and control of interactive virtual environments. In ICCS 2006, Springer Verlag, 595--602.

Cited By

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  • (2021)Hands-free interaction in immersive virtual reality: A systematic reviewIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.306768727:5(2702-2713)Online publication date: May-2021
  • (2021)Prospective on Eye-Tracking-based Studies in Immersive Virtual Reality2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD)10.1109/CSCWD49262.2021.9437692(861-866)Online publication date: 5-May-2021
  • (2016)Binocular eye tracking calibration during a virtual ball catching task using head mounted displayProceedings of the ACM Symposium on Applied Perception10.1145/2931002.2931020(15-18)Online publication date: 22-Jul-2016
  • Show More Cited By

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cover image ACM Conferences
VRST '07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology
November 2007
259 pages
ISBN:9781595938633
DOI:10.1145/1315184
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 05 November 2007

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Author Tags

  1. eye tracking
  2. gaze interaction
  3. immersive VR

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VRST07

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2021)Hands-free interaction in immersive virtual reality: A systematic reviewIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.306768727:5(2702-2713)Online publication date: May-2021
  • (2021)Prospective on Eye-Tracking-based Studies in Immersive Virtual Reality2021 IEEE 24th International Conference on Computer Supported Cooperative Work in Design (CSCWD)10.1109/CSCWD49262.2021.9437692(861-866)Online publication date: 5-May-2021
  • (2016)Binocular eye tracking calibration during a virtual ball catching task using head mounted displayProceedings of the ACM Symposium on Applied Perception10.1145/2931002.2931020(15-18)Online publication date: 22-Jul-2016
  • (2016)Metaphor and Storytelling in Interface Design for Virtual RealityUniversal Access in Human-Computer Interaction. Interaction Techniques and Environments10.1007/978-3-319-40244-4_28(287-300)Online publication date: 21-Jun-2016

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