Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality

Eye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality.

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Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2024-09-10
DOI
https://doi.org/10.1109/tvcg.2024.3456153
Citations
7
Primary Topic
Gaze Tracking and Assistive Technology
Type
article
Field-Weighted Citation Impact
2.60

Funders

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article

Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality

Pavel Manakhov, Ludwig Sidenmark, Hans Gellersen, Ken Pfeuffer
7 citations
IEEE Transactions on Visualization and Computer Graphics
Gaze Tracking and Assistive Technology
2.60
article

Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality

Pavel Manakhov, Ludwig Sidenmark, Hans Gellersen, Ken Pfeuffer
article en
7 citations

Abstract

Eye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality.

IEEE Transactions on Visualization and Computer GraphicsVol. 30(11)
University of Toronto (CA), Aarhus University (DK)
European Commission, H2020 European Research Council
Openalex Percentile: Top 10%
Gaze Tracking and Assistive Technology
2.60
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