Online-EYE: Multimodal Implicit Eye Tracking Calibration for XR

Unlike other inputs for extended reality (XR) that work out of the box, eye tracking typically requires custom calibration per user or session. We present a multimodal inputs approach for implicit calibration of eye tracker in VR, leveraging UI interaction for continuous, background calibration. Our method analyzes gaze data alongside controller interaction with UI elements, and employing ML techniques it continuously refines the calibration matrix without interrupting users from their current tasks. Potentially eliminating the need for explicit calibration. We demonstrate the accuracy and effectiveness of this implicit approach across various tasks and real time applications achieving comparable eye tracking accuracy to native, explicit calibration. While our evaluation focuses on VR and controller-based interactions, we anticipate the broader applicability of this approach to various XR devices and input modalities.

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Publication Details

Published
2025-04-24
DOI
https://doi.org/10.1145/3706598.3713461
Citations
2
Primary Topic
Gaze Tracking and Assistive Technology
Type
article
Field-Weighted Citation Impact
3.87
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article

Online-EYE: Multimodal Implicit Eye Tracking Calibration for XR

Eric J. Gonzalez, Karan Ahuja, Mar González-Franco, Hans Gellersen et al.
2 citations
Gaze Tracking and Assistive Technology
3.87
article

Online-EYE: Multimodal Implicit Eye Tracking Calibration for XR

Eric J. Gonzalez, Karan Ahuja, Mar González-Franco, Hans Gellersen, Baosheng James Hou, Haley Adams, Lucy Abramyan, Ken Pfeuffer, Andrea Colaço, Khushman Patel, Prasanthi Gurumurthy, Ivana Tosic Rodgers
article en
2 citations

Abstract

Unlike other inputs for extended reality (XR) that work out of the box, eye tracking typically requires custom calibration per user or session. We present a multimodal inputs approach for implicit calibration of eye tracker in VR, leveraging UI interaction for continuous, background calibration. Our method analyzes gaze data alongside controller interaction with UI elements, and employing ML techniques it continuously refines the calibration matrix without interrupting users from their current tasks. Potentially eliminating the need for explicit calibration. We demonstrate the accuracy and effectiveness of this implicit approach across various tasks and real time applications achieving comparable eye tracking accuracy to native, explicit calibration. While our evaluation focuses on VR and controller-based interactions, we anticipate the broader applicability of this approach to various XR devices and input modalities.

Northwestern University (US), Google (United States) (US), Aarhus University (DK), Seattle University (US), Lancaster University (GB)
Openalex Percentile: Top 8%
Gaze Tracking and Assistive Technology
3.87
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