Research has shown that sensor data generated by a user during a VR experience is closely related to the user’s behavior or state, meaning that the VR user can be quantitatively understood and modeled. Eye-tracking as a sensor signal has been studied in prior research, but its usefulness in a VR context has been less examined, and most extant studies have dealt with eye-tracking within a single environment. Our goal is to expand the understanding of the relationship between eye-tracking data and user modeling in VR. In this paper, we examined the role and influence of eye-tracking data in predicting a level of cybersickness and types of locomotion. We developed and applied the same structure of a deep learning model to the multi-sensory dat...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Each study has its own VR content, providing participants with the proper environment for cybersickn...
Gaze is an excellent metric for understanding human attention. However, research on identifying gaze...
Virtual Reality (VR) allows users to perform natural movements such as hand movements, turning the h...
The intent of this paper is to provide an introduction into the bourgeoning field of eye tracking in...
The intent of this paper is to provide an introduction into the bourgeoning field of eye tracking in...
Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tr...
Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tr...
Virtual reality (VR) is not a new technology but has been in development for decades, driven by adva...
Virtual reality (VR) is not a new technology but has been in development for decades, driven by adva...
Past research has shown that humans exhibit certain eye-head responses to the appearance of visual s...
Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tr...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Each study has its own VR content, providing participants with the proper environment for cybersickn...
Gaze is an excellent metric for understanding human attention. However, research on identifying gaze...
Virtual Reality (VR) allows users to perform natural movements such as hand movements, turning the h...
The intent of this paper is to provide an introduction into the bourgeoning field of eye tracking in...
The intent of this paper is to provide an introduction into the bourgeoning field of eye tracking in...
Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tr...
Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tr...
Virtual reality (VR) is not a new technology but has been in development for decades, driven by adva...
Virtual reality (VR) is not a new technology but has been in development for decades, driven by adva...
Past research has shown that humans exhibit certain eye-head responses to the appearance of visual s...
Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tr...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Simulating eye movements for virtual humans or avatars can improve social experiences in virtual rea...
Each study has its own VR content, providing participants with the proper environment for cybersickn...