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Eye tracking: Difference between revisions

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*'''Imaging:''' Small, high-[[frame rate]] infrared cameras capture images of the eye, specifically tracking the center of the [[pupil]] and the reflection(s) of the IR light off the surface of the [[cornea]] (known as glints).
*'''Imaging:''' Small, high-[[frame rate]] infrared cameras capture images of the eye, specifically tracking the center of the [[pupil]] and the reflection(s) of the IR light off the surface of the [[cornea]] (known as glints).
*'''[[Algorithm|Algorithmic Processing]]:''' Sophisticated [[computer vision]] and [[image processing]] algorithms analyze the captured images. By calculating the vector between the pupil center and the corneal reflection(s), the system determines the eye's orientation and calculates the user's gaze point with high accuracy.
*'''[[Algorithm|Algorithmic Processing]]:''' Sophisticated [[computer vision]] and [[image processing]] algorithms analyze the captured images. By calculating the vector between the pupil center and the corneal reflection(s), the system determines the eye's orientation and calculates the user's gaze point with high accuracy.
*'''[[Calibration]]:''' A per-user calibration process is usually required upon first use, and sometimes periodically, to account for individual differences in eye physiology (e.g., corneal shape, pupil size range) and the precise fit of the headset. This typically involves the user looking at specific points displayed within the headset.
*'''[[Calibration]]:''' A per-user calibration process is usually required upon first use, and sometimes periodically, to account for individual differences in eye physiology (for example corneal shape, pupil size range) and the precise fit of the headset. This typically involves the user looking at specific points displayed within the headset.


*'''Video-based eye tracking (Shape/Feature Tracking)''': Uses cameras aimed at the eyes to capture images, which are then analyzed using computer vision algorithms to identify eye features (pupil outline, iris texture, blood vessels) to determine gaze direction without necessarily relying on corneal reflections.<ref name="Hansen2010">Hansen, D. W., & Ji, Q. (2010). In the eye of the beholder: A survey of models for eyes and gaze. *IEEE Transactions on Pattern Analysis and Machine Intelligence, 32*(3), 478-500.</ref> PCCR is often considered a subset of this broader category.
*'''Video-based eye tracking (Shape/Feature Tracking)''': Uses cameras aimed at the eyes to capture images, which are then analyzed using computer vision algorithms to identify eye features (pupil outline, iris texture, blood vessels) to determine gaze direction without necessarily relying on corneal reflections.<ref name="Hansen2010">Hansen, D. W., & Ji, Q. (2010). In the eye of the beholder: A survey of models for eyes and gaze. *IEEE Transactions on Pattern Analysis and Machine Intelligence, 32*(3), 478-500.</ref> PCCR is often considered a subset of this broader category.
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*'''Natural Interaction / Gaze-Based Interaction''': Eye tracking enables more intuitive control schemes:
*'''Natural Interaction / Gaze-Based Interaction''': Eye tracking enables more intuitive control schemes:
**'''Gaze Selection/Pointing''': Allows users to select objects, menu items, or targets simply by looking at them. This is often combined with a confirmation action like a button press on a [[controller (computing)|controller]], a [[hand tracking]] gesture (e.g., pinch), or a short dwell time.<ref name="Piumsomboon2017">Piumsomboon, T., Lee, G., Lindeman, R. W., & Billinghurst, M. (2017). Exploring natural eye-gaze-based interaction for immersive virtual reality. *IEEE Symposium on 3D User Interfaces*, 36-39.</ref>
**'''Gaze Selection/Pointing''': Allows users to select objects, menu items, or targets simply by looking at them. This is often combined with a confirmation action like a button press on a [[controller (computing)|controller]], a [[hand tracking]] gesture (for example pinch), or a short dwell time.<ref name="Piumsomboon2017">Piumsomboon, T., Lee, G., Lindeman, R. W., & Billinghurst, M. (2017). Exploring natural eye-gaze-based interaction for immersive virtual reality. *IEEE Symposium on 3D User Interfaces*, 36-39.</ref>
**'''Intent Prediction''': Systems can anticipate user actions or needs based on gaze patterns (e.g., highlighting an object the user looks at intently).
**'''Intent Prediction''': Systems can anticipate user actions or needs based on gaze patterns (for example highlighting an object the user looks at intently).
**'''Gaze-directed Locomotion''': Steering movement within the virtual world based on gaze direction.
**'''Gaze-directed Locomotion''': Steering movement within the virtual world based on gaze direction.


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**'''[[Attention mapping]]''': Creating heatmaps and gaze plots to visualize areas of interest and attention duration.
**'''[[Attention mapping]]''': Creating heatmaps and gaze plots to visualize areas of interest and attention duration.
**'''Cognitive Load Assessment''': Measuring mental workload through metrics like pupil dilation, blink rate, and fixation patterns.<ref name="Clay2019">Clay, V., König, P., & König, S. (2019). Eye tracking in virtual reality. *Journal of Eye Movement Research, 12*(1).</ref>
**'''Cognitive Load Assessment''': Measuring mental workload through metrics like pupil dilation, blink rate, and fixation patterns.<ref name="Clay2019">Clay, V., König, P., & König, S. (2019). Eye tracking in virtual reality. *Journal of Eye Movement Research, 12*(1).</ref>
**'''Training and Simulation Analysis''': Assessing trainee attention, situational awareness, and decision-making processes in professional simulations (e.g., medical, aviation).
**'''Training and Simulation Analysis''': Assessing trainee attention, situational awareness, and decision-making processes in professional simulations (for example medical, aviation).


*'''Automatic [[Interpupillary distance|IPD]] Adjustment''': Some headsets utilize the eye tracking cameras to automatically measure the user's interpupillary distance (the distance between the centers of the pupils) and mechanically adjust the lens spacing for optimal visual clarity, stereo depth perception, and user comfort.
*'''Automatic [[Interpupillary distance|IPD]] Adjustment''': Some headsets utilize the eye tracking cameras to automatically measure the user's interpupillary distance (the distance between the centers of the pupils) and mechanically adjust the lens spacing for optimal visual clarity, stereo depth perception, and user comfort.


*'''[[Accessibility]]''': Eye tracking offers a powerful hands-free input modality for users with limited physical mobility, enabling them to navigate interfaces, communicate (e.g., gaze typing), and control applications within VR/AR.
*'''[[Accessibility]]''': Eye tracking offers a powerful hands-free input modality for users with limited physical mobility, enabling them to navigate interfaces, communicate (for example gaze typing), and control applications within VR/AR.


*'''Adaptive Optics / [[Varifocal display]]s''': Eye tracking is essential for dynamic varifocal displays, which adjust their focal plane based on where the user is looking in virtual depth. This helps address the [[vergence-accommodation conflict]], potentially reducing eye strain and improving visual realism.<ref name="Akeley2004">Akeley, K., Watt, S.J., Girshick, A.R., & Banks, M.S. (2004). A stereo display prototype with multiple focal distances. *ACM Transactions on Graphics, 23*(3), 804–813.</ref>
*'''Adaptive Optics / [[Varifocal display]]s''': Eye tracking is essential for dynamic varifocal displays, which adjust their focal plane based on where the user is looking in virtual depth. This helps address the [[vergence-accommodation conflict]], potentially reducing eye strain and improving visual realism.<ref name="Akeley2004">Akeley, K., Watt, S.J., Girshick, A.R., & Banks, M.S. (2004). A stereo display prototype with multiple focal distances. *ACM Transactions on Graphics, 23*(3), 804–813.</ref>
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*'''[[Meta Quest Pro]]''': Features inward-facing sensors for eye and face tracking, primarily used for foveated rendering and driving realistic avatar expressions in social applications.<ref name="MetaAvatarsEyeTracking"/>
*'''[[Meta Quest Pro]]''': Features inward-facing sensors for eye and face tracking, primarily used for foveated rendering and driving realistic avatar expressions in social applications.<ref name="MetaAvatarsEyeTracking"/>
*'''[[PlayStation VR2]]''': Integrates [[Tobii]] eye tracking technology for foveated rendering, gaze-based interactions in games, and enhanced immersion.<ref name="SonyPSVR2">Sony Interactive Entertainment. (2023). *PS VR2 Features*. PlayStation.com. https://www.playstation.com/en-us/ps-vr2/features/</ref>
*'''[[PlayStation VR2]]''': Integrates [[Tobii]] eye tracking technology for foveated rendering, gaze-based interactions in games, and enhanced immersion.<ref name="SonyPSVR2">Sony Interactive Entertainment. (2023). *PS VR2 Features*. PlayStation.com. https://www.playstation.com/en-us/ps-vr2/features/</ref>
*'''[[HTC VIVE Pro Eye]]''': An earlier enterprise-focused headset integrating Tobii eye tracking (accuracy ~0.5-1.1 degrees, 120Hz). Newer VIVE models may offer eye tracking via add-ons (e.g., VIVE Focus 3 Eye Tracker).<ref name="ViveProEye">HTC Corporation. (n.d.). *VIVE Pro Eye*. VIVE. Retrieved November 16, 2023, from https://www.vive.com/us/product/vive-pro-eye/overview/</ref>
*'''[[HTC VIVE Pro Eye]]''': An earlier enterprise-focused headset integrating Tobii eye tracking (accuracy ~0.5-1.1 degrees, 120Hz). Newer VIVE models may offer eye tracking via add-ons (for example VIVE Focus 3 Eye Tracker).<ref name="ViveProEye">HTC Corporation. (n.d.). *VIVE Pro Eye*. VIVE. Retrieved November 16, 2023, from https://www.vive.com/us/product/vive-pro-eye/overview/</ref>
*'''[[Varjo]] XR-4, XR-3, VR-3, Aero''': High-end professional headsets featuring industrial-grade eye tracking (sub-degree accuracy, 200Hz) for demanding simulation, research, and design applications.<ref name="VarjoAero">Varjo Technologies Oy. (n.d.). *Varjo Aero*. Varjo. Retrieved November 16, 2023, from https://varjo.com/products/aero/</ref><ref name="VarjoXR3">Varjo Technologies. (2021). *Varjo XR-3 Technical Specifications*. Varjo.com.</ref>
*'''[[Varjo]] XR-4, XR-3, VR-3, Aero''': High-end professional headsets featuring industrial-grade eye tracking (sub-degree accuracy, 200Hz) for demanding simulation, research, and design applications.<ref name="VarjoAero">Varjo Technologies Oy. (n.d.). *Varjo Aero*. Varjo. Retrieved November 16, 2023, from https://varjo.com/products/aero/</ref><ref name="VarjoXR3">Varjo Technologies. (2021). *Varjo XR-3 Technical Specifications*. Varjo.com.</ref>
*'''[[Pimax]] Crystal''': Consumer-focused high-resolution headset incorporating eye tracking for features like foveated rendering and automatic IPD adjustment.<ref name="PimaxCrystal">Pimax Technology (Shanghai) Co., Ltd. (n.d.). *Pimax Crystal*. Pimax. Retrieved November 16, 2023, from https://pimax.com/crystal/</ref>
*'''[[Pimax]] Crystal''': Consumer-focused high-resolution headset incorporating eye tracking for features like foveated rendering and automatic IPD adjustment.<ref name="PimaxCrystal">Pimax Technology (Shanghai) Co., Ltd. (n.d.). *Pimax Crystal*. Pimax. Retrieved November 16, 2023, from https://pimax.com/crystal/</ref>
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*'''Precision''': The consistency or reproducibility of measurements for the same gaze point (RMS of successive samples). Often between 0.1° and 0.5°.
*'''Precision''': The consistency or reproducibility of measurements for the same gaze point (RMS of successive samples). Often between 0.1° and 0.5°.
*'''Sampling Rate''': The frequency at which eye position is measured, expressed in Hertz (Hz). Consumer systems range from 30Hz to 120Hz or more, while research systems can exceed 1000Hz. Higher rates capture more detail about rapid movements like saccades.
*'''Sampling Rate''': The frequency at which eye position is measured, expressed in Hertz (Hz). Consumer systems range from 30Hz to 120Hz or more, while research systems can exceed 1000Hz. Higher rates capture more detail about rapid movements like saccades.
*'''Latency''': The time delay between an actual eye movement and when it is detected and reported by the system. Crucial for real-time applications like foveated rendering and interaction, ideally below 20ms, though system latency can sometimes be higher (e.g., 45-81 ms reported in some studies).<ref name="SpringerReview2022">Mack, S., et al. (2022). A survey on eye tracking in virtual and augmented reality. *Virtual Reality*, 27, 1597–1625. https://link.springer.com/article/10.1007/s10055-022-00738-z</ref>
*'''Latency''': The time delay between an actual eye movement and when it is detected and reported by the system. Crucial for real-time applications like foveated rendering and interaction, ideally below 20ms, though system latency can sometimes be higher (for example 45-81 ms reported in some studies).<ref name="SpringerReview2022">Mack, S., et al. (2022). A survey on eye tracking in virtual and augmented reality. *Virtual Reality*, 27, 1597–1625. https://link.springer.com/article/10.1007/s10055-022-00738-z</ref>
*'''Robustness / Tracking Ratio''': The percentage of time the system successfully tracks the eyes under various conditions (e.g., different users, lighting, eyewear).
*'''Robustness / Tracking Ratio''': The percentage of time the system successfully tracks the eyes under various conditions (for example different users, lighting, eyewear).
*'''Field of View / Freedom of Head Movement''': The range of eye rotation and head position within which the system maintains tracking.
*'''Field of View / Freedom of Head Movement''': The range of eye rotation and head position within which the system maintains tracking.
<ref name="Blignaut2018">Blignaut, P. (2018). Using eye tracking to assess user experience: A case of a mobile banking application. In *ACM International Conference Proceeding Series*, 219-228.</ref>
<ref name="Blignaut2018">Blignaut, P. (2018). Using eye tracking to assess user experience: A case of a mobile banking application. In *ACM International Conference Proceeding Series*, 219-228.</ref>
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*'''Smooth Pursuit Calibration''': The user follows one or more moving targets across the screen.
*'''Smooth Pursuit Calibration''': The user follows one or more moving targets across the screen.
*'''Implicit/Adjustment Calibration''': Systems that attempt to calibrate or refine calibration based on natural viewing behavior during normal use, potentially reducing user friction.
*'''Implicit/Adjustment Calibration''': Systems that attempt to calibrate or refine calibration based on natural viewing behavior during normal use, potentially reducing user friction.
*'''Calibration Drift''': Accuracy can degrade over time due to headset slippage or physiological changes, potentially requiring recalibration. Some studies note significant drift (e.g., 30% accuracy loss) within minutes under certain conditions.<ref name="SpringerReview2022"/>
*'''Calibration Drift''': Accuracy can degrade over time due to headset slippage or physiological changes, potentially requiring recalibration. Some studies note significant drift (for example 30% accuracy loss) within minutes under certain conditions.<ref name="SpringerReview2022"/>
<ref name="Santini2018">Santini, T., Fuhl, W., & Kasneci, E. (2018). CalibMe: Fast and unsupervised eye tracker calibration for gaze-based pervasive human-computer interaction. *CHI Conference on Human Factors in Computing Systems*, 1-6.</ref>
<ref name="Santini2018">Santini, T., Fuhl, W., & Kasneci, E. (2018). CalibMe: Fast and unsupervised eye tracker calibration for gaze-based pervasive human-computer interaction. *CHI Conference on Human Factors in Computing Systems*, 1-6.</ref>


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===Technical Challenges===
===Technical Challenges===
*'''Individual Variations''': Differences in eye physiology (e.g., corneal curvature, pupil size, eyelid shape, ethnicity-related features, "droopy" eyelids) can impact tracking accuracy and robustness.
*'''Individual Variations''': Differences in eye physiology (for example corneal curvature, pupil size, eyelid shape, ethnicity-related features, "droopy" eyelids) can impact tracking accuracy and robustness.
*'''Eyewear Compatibility''': Prescription glasses (especially with thick lenses, bifocals, or certain coatings) and some types of contact lenses can interfere with IR illumination and camera imaging, degrading performance.
*'''Eyewear Compatibility''': Prescription glasses (especially with thick lenses, bifocals, or certain coatings) and some types of contact lenses can interfere with IR illumination and camera imaging, degrading performance.
*'''Processing Requirements''': Real-time, high-frequency eye tracking requires significant computational resources, impacting overall system performance and battery life, especially on standalone mobile headsets.
*'''Processing Requirements''': Real-time, high-frequency eye tracking requires significant computational resources, impacting overall system performance and battery life, especially on standalone mobile headsets.
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===User Experience Concerns===
===User Experience Concerns===
*'''Calibration Process''': The need for calibration can be perceived as inconvenient, especially if required frequently.
*'''Calibration Process''': The need for calibration can be perceived as inconvenient, especially if required frequently.
*'''[[Privacy]] Implications''': Eye tracking data is highly sensitive [[biometric data]]. It can potentially reveal information about identity, attention focus, cognitive state, emotional responses, interests, and even certain health conditions (e.g., fatigue, intoxication, neurological disorders), raising significant privacy concerns if collected, stored, or shared improperly.<ref name="Kroger2020">Kröger, J. L., Lutz, O. H. M., & Müller, F. (2020). What does your gaze reveal about you? On the privacy implications of eye tracking. *Privacy and Identity Management*, 226-241.</ref><ref name="EFFPrivacyVRAR">Crockford, K., & Electronic Frontier Foundation. (2020, November 19). *The Privacy Bird Isn't Real: Your VR/AR Data Is*. Electronic Frontier Foundation. https://www.eff.org/deeplinks/2020/11/privacy-bird-isnt-real-your-vrar-data</ref>
*'''[[Privacy]] Implications''': Eye tracking data is highly sensitive [[biometric data]]. It can potentially reveal information about identity, attention focus, cognitive state, emotional responses, interests, and even certain health conditions (for example fatigue, intoxication, neurological disorders), raising significant privacy concerns if collected, stored, or shared improperly.<ref name="Kroger2020">Kröger, J. L., Lutz, O. H. M., & Müller, F. (2020). What does your gaze reveal about you? On the privacy implications of eye tracking. *Privacy and Identity Management*, 226-241.</ref><ref name="EFFPrivacyVRAR">Crockford, K., & Electronic Frontier Foundation. (2020, November 19). *The Privacy Bird Isn't Real: Your VR/AR Data Is*. Electronic Frontier Foundation. https://www.eff.org/deeplinks/2020/11/privacy-bird-isnt-real-your-vrar-data</ref>
*'''The "[[Uncanny Valley]]" Effect''': Imperfectly synchronized or unnatural avatar eye movements can appear disturbing rather than enhance social presence.
*'''The "[[Uncanny Valley]]" Effect''': Imperfectly synchronized or unnatural avatar eye movements can appear disturbing rather than enhance social presence.


===Accessibility Issues===
===Accessibility Issues===
*'''Compatibility with Eye Conditions''': Certain ophthalmological conditions (e.g., strabismus, nystagmus, ptosis, corneal scarring) can significantly impair or prevent accurate eye tracking for affected individuals.
*'''Compatibility with Eye Conditions''': Certain ophthalmological conditions (for example strabismus, nystagmus, ptosis, corneal scarring) can significantly impair or prevent accurate eye tracking for affected individuals.
*'''Make-up Interference''': Certain types of mascara or eyeliner can sometimes interfere with tracking.
*'''Make-up Interference''': Certain types of mascara or eyeliner can sometimes interfere with tracking.


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*'''[[Artificial intelligence|AI]]/[[Machine learning|ML]]-Enhanced Tracking''': Using neural networks to improve robustness across diverse users, reduce calibration needs, and potentially infer more complex states from eye data.<ref name="Fuhl2016">Fuhl, W., Santini, T., Kasneci, G., & Kasneci, E. (2016). PupilNet: Convolutional neural networks for robust pupil detection. *CoRR, abs/1601.04902*.</ref>
*'''[[Artificial intelligence|AI]]/[[Machine learning|ML]]-Enhanced Tracking''': Using neural networks to improve robustness across diverse users, reduce calibration needs, and potentially infer more complex states from eye data.<ref name="Fuhl2016">Fuhl, W., Santini, T., Kasneci, G., & Kasneci, E. (2016). PupilNet: Convolutional neural networks for robust pupil detection. *CoRR, abs/1601.04902*.</ref>
*'''Advanced Optical Designs''': Novel lens and camera configurations to improve tracking quality, especially for users with eyewear.
*'''Advanced Optical Designs''': Novel lens and camera configurations to improve tracking quality, especially for users with eyewear.
*'''Sensor Fusion''': Combining eye tracking data with other sensor inputs (e.g., [[electroencephalography]] (EEG), head tracking, facial expression tracking) for richer interaction and analysis.
*'''Sensor Fusion''': Combining eye tracking data with other sensor inputs (for example [[electroencephalography]] (EEG), head tracking, facial expression tracking) for richer interaction and analysis.


===Research Directions===
===Research Directions===
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===Development Frameworks and APIs===
===Development Frameworks and APIs===
*'''[[Unity (game engine)|Unity]]''': Provides APIs through its XR Interaction Toolkit and potential vendor-specific SDKs (e.g., Tobii XR SDK).
*'''[[Unity (game engine)|Unity]]''': Provides APIs through its XR Interaction Toolkit and potential vendor-specific SDKs (for example Tobii XR SDK).
*'''[[Unreal Engine]]''': Offers native interfaces and plugins for accessing eye tracking data.
*'''[[Unreal Engine]]''': Offers native interfaces and plugins for accessing eye tracking data.
*'''[[OpenXR]]''': The cross-platform standard includes an `XR_EXT_eye_gaze_interaction` extension, allowing developers to write more portable code.
*'''[[OpenXR]]''': The cross-platform standard includes an `XR_EXT_eye_gaze_interaction` extension, allowing developers to write more portable code.
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==Standards and Regulations==
==Standards and Regulations==
Efforts are underway to standardize aspects of eye tracking technology and address its implications:
Efforts are underway to standardize aspects of eye tracking technology and address its implications:
*'''[[Khronos Group]] / [[OpenXR]]''': Defines standard APIs for accessing eye tracking data (e.g., [[XR_EXT_eye_gaze_interaction]]).
*'''[[Khronos Group]] / [[OpenXR]]''': Defines standard APIs for accessing eye tracking data (for example [[XR_EXT_eye_gaze_interaction]]).
*'''[[IEEE Standards Association|IEEE]]''': Working groups like IEEE P2048.5 focus on standards for immersive learning, potentially including eye tracking metrics.
*'''[[IEEE Standards Association|IEEE]]''': Working groups like IEEE P2048.5 focus on standards for immersive learning, potentially including eye tracking metrics.
*'''[[Virtual Reality Industry Forum]] (VRIF)''': Develops guidelines for VR implementation, potentially covering eye tracking best practices.
*'''[[Virtual Reality Industry Forum]] (VRIF)''': Develops guidelines for VR implementation, potentially covering eye tracking best practices.