TY - GEN
T1 - The Evaluation of Gait-Free Locomotion Methods with Eye Movement in Virtual Reality
AU - Gao, Hong
AU - Frommelt, Lasse
AU - Kasneci, Enkelejda
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - As VR becomes increasingly popular in the entertainment industry, VR locomotion, a technique that allows users to navigate virtual environments beyond the spatial confines of the real world, is being increasingly studied by developers and researchers. Previous work has examined the effects of locomotion methods on various aspects of users, such as user experience, motion sickness, and task performance. However, how locomotion methods affect users' eye movements that might indicate cognitive load has not yet been in-vestigated, although several relevant works have addressed these effects as being important to study. To contribute to this area of research, in this work we investigate the evaluation of five common gait-free locomotion methods using eye movements during VR nav-igation. The results show that locomotion methods significantly affect participants' eye movement behavior (i.e., blinks, fixations, and saccades), suggesting that different cognitive responses were elicited with different locomotion methods. Our research provides a viable tool for future studies evaluating locomotion methods, thus providing further in-depth insights for developing more effective and enjoyable VR locomotion methods.
AB - As VR becomes increasingly popular in the entertainment industry, VR locomotion, a technique that allows users to navigate virtual environments beyond the spatial confines of the real world, is being increasingly studied by developers and researchers. Previous work has examined the effects of locomotion methods on various aspects of users, such as user experience, motion sickness, and task performance. However, how locomotion methods affect users' eye movements that might indicate cognitive load has not yet been in-vestigated, although several relevant works have addressed these effects as being important to study. To contribute to this area of research, in this work we investigate the evaluation of five common gait-free locomotion methods using eye movements during VR nav-igation. The results show that locomotion methods significantly affect participants' eye movement behavior (i.e., blinks, fixations, and saccades), suggesting that different cognitive responses were elicited with different locomotion methods. Our research provides a viable tool for future studies evaluating locomotion methods, thus providing further in-depth insights for developing more effective and enjoyable VR locomotion methods.
KW - Human-centered computing-Human computer interaction (HCI)-Interaction paradigms-Virtual reality
KW - Virtual reality
KW - cognitive load
KW - eye tracking
KW - locomotion methods
UR - http://www.scopus.com/inward/record.url?scp=85146055546&partnerID=8YFLogxK
U2 - 10.1109/ISMAR-Adjunct57072.2022.00112
DO - 10.1109/ISMAR-Adjunct57072.2022.00112
M3 - Conference contribution
AN - SCOPUS:85146055546
T3 - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
SP - 530
EP - 535
BT - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
Y2 - 17 October 2022 through 21 October 2022
ER -