Abstract
Virtual reality head-mounted displays (HMDs) have recently incorporated eye-tracking into hardware design. For the present study, the Varjo VR-1 and HTC Vive Pro Eye HMDs were used for three eye-tracking scenarios; and immersion, simulator sickness, and visual discomfort questionnaires measured subjective reactions. A lack of research exists comparing HMDs equipped with eye-tracking capabilities, in terms of the subjective measures employed. In this study, the HMDs were investigated using between-subjects and within-subjects designs. For the between-subjects design, the independent variable was the HMD (i.e., Varjo VR-1 or HTC Vive Pro Eye) and the dependent variables were the immersion, simulator sickness, and visual discomfort measurements. For the within-subjects design, simulator sickness, and visual discomfort were evaluated across scenarios. Forty participants were asked to detect and confirm the same target stimulus in each of the three eye-tracking scenarios of increasing ecological complexity. For the results, non-parametric statistics were used, given non-normal data. Since between-groups differences were not found for immersion, simulator sickness, and visual discomfort, recommendations are provided for updating the survey measures. Within-groups differences for both simulator sickness and visual discomfort are explained for plausible cause and reduction methods. Correlation results indicate overlap between visual discomfort and simulator sickness; immersion lacked significant correlations with the other measures. Overall, survey updates and individual differences (e.g., ocular aspects) should be considered for future research and development.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Barbuceanu, F., Antonya, C.: Eye tracking applications. Bull. Transilvania Univ. Brasov, Ser. 1: Eng. Sci. 2(51), 17–24 (2009)
Boyce, P.R., Wilkins, A.: Visual discomfort indoors. Lighting Res. Technol. 50(1), 98–114 (2018)
Cao, S., Nandakumar, K., Babu, R., Thompson, B.: Game play in virtual reality driving simulation involving head-mounted display and comparison to desktop display. Vir. Reality, 1–11 (2020)
Clay, V., König, P., König, S.U.: Eye tracking in virtual reality. J. Eye Mov. Res. 12(1) (2019)
Curatu, C., Hua, H., Rolland, J.: Projection-based head-mounted display with eye-tracking capabilities. In: Novel Optical Systems Design and Optimization VIII, vol. 5875. International Society for Optics and Photonics, August 2005
Denisova, A., Cairns, P.: First person vs. third person perspective in digital games: do player preferences affect immersion? In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 145–148, April 2015
Guna, J., et al.: Virtual reality sickness and challenges behind different technology and content settings. Mob. Netw. Appl. 1–10 (2019)
Hoffman, D.M., Girshick, A.R., Akeley, K., Banks, M.S.: Vergence–accommodation conflicts hinder visual performance and cause visual fatigue. J. Vis. 8(3), 1–30 (2008)
Hülsmann, F., Dankert, T., Pfeiffer, T.: Comparing gaze-based and manual interaction in a fast-paced gaming task in virtual reality. In: Proceedings of the Workshop Virtuelle & Erweiterte Realität (2011)
Jaiswal, S., Asper, L., Long, J., Lee, A., Harrison, K., Golebiowski, B.: Ocular and visual discomfort associated with smartphones, tablets and computers: what we do and do not know. Clin. Exper. Optom. 102(5), 463–477 (2019)
Jennett, C.I.: Is game immersion just another form of selective attention? An empirical investigation of real world dissociation in computer game immersion [Doctoral thesis]. University College London (2010)
Jennett, C., et al.: Measuring and defining the experience of immersion in games. Int. J. Hum.-Comput. Stud. 66(9), 641–661 (2008)
Kennedy, R., Lane, N., Berbaum, K., Lilienthal, M.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993)
Lambooij, M., Fortuin, M., Heynderickx, I., IJsselsteijn, W.: Visual discomfort and visual fatigue of stereoscopic displays: A review. J. Imaging Sci. Technol. 53(3), 030201–030201-14 (2009)
Li, J., Barkowsky, M., Le Callet, P.: Visual discomfort in 3DTV: Definitions, causes, measurement, and modeling. Novel 3D Media Technologies, pp. 185–209. Springer, New York (2015). https://doi.org/10.1007/978-1-4939-2026-6_10
Nyström, M., Andersson, R., Holmqvist, K., Van De Weijer, J.: The influence of calibration method and eye physiology on eyetracking data quality. Behav. Res. Meth. 45(1), 272–288 (2013)
O’Hare, L., Hibbard, P.B.: Visual discomfort and blur. J. Vis. 13(5), 7 (2013)
Poole, A., Ball, L.J.: Eye tracking in HCI and usability research. In: Encyclopedia of Human Computer Interaction, pp. 211–219. IGI Global (2006)
Schulze, E.: A new $6,000 virtual reality headset lets you see with ‘human-eye’ resolution. CNBC. https://www.cnbc.com/2019/02/19/finnish-start-up-varjo-launches-5995-vr-1-headset.html. Accessed 19 Feb 2019
Singla, A., Fremerey, S., Robitza, W., Raake, A.: Measuring and comparing QoE and simulator sickness of omnidirectional videos in different head mounted displays. In: 2017 Ninth international conference on quality of multimedia experience (QoMEX), pp. 1–6. IEEE, May 2017
Slater, M., Usoh, M., Steed, A.: Taking steps: the influence of a walking technique on presence in virtual reality. ACM Trans. Comput.-Hum. Interact. (TOCHI) 2(3), 201–219 (1995)
Tobii (n.d): What is eye tracking?. https://tech.tobii.com/technology/what-is-eye-tracking/. Accessed 25 Nov 2020
Varjo (2020): VR-1. https://varjo.com/products/vr-1/
Velichkovsky, B.B., Rumyantsev, M.A., Morozov, M.A.: New solution to the midas touch problem: identification of visual commands via extraction of focal fixations. Procedia Comput. Sci. 39, 75–82 (2014)
Virtual Reality Society: Head-mounted displays (HMDs). VRS. https://www.vrs.org.uk/virtual-reality-gear/head-mounted-displays/. Accessed 28 June 2017
Vive (2020): VIVE Pro Eye with Tobii Eye. https://vr.tobii.com/products/htc-vive-pro-eye/. Accessed 25 Sept 2020
Vive Enterprise (n.d.): Vive Pro Eye Office. https://enterprise.vive.com/us/product/vive-pro-eye-office/
Walch, M., et al.: Evaluating VR driving simulation from a player experience perspective. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2982–2989, May 2017
Yildirim, C.: Don’t make me sick: investigating the incidence of cybersickness in commercial virtual reality headsets. Virt. Reality, 1–9 (2019)
Acknowledgments
This research was sponsored by Mr. Clayton Burford of the U.S. Army Futures Command, CCDC-SC, Simulation and Training Technologies Center (STTC) under contract W911QX-13-C-0052. However, the views, findings, and conclusions contained in this presentation are solely those of the authors and should not be interpreted as representing the official policies, either expressed or implied, of the U.S. Government.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Maraj, C., Hurter, J., Pruitt, J. (2021). Using Head-Mounted Displays for Virtual Reality: Investigating Subjective Reactions to Eye-Tracking Scenarios. In: Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality. HCII 2021. Lecture Notes in Computer Science(), vol 12770. Springer, Cham. https://doi.org/10.1007/978-3-030-77599-5_27
Download citation
DOI: https://doi.org/10.1007/978-3-030-77599-5_27
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-77598-8
Online ISBN: 978-3-030-77599-5
eBook Packages: Computer ScienceComputer Science (R0)