Abstract
Head mounted displays provide a good platform for viewing of immersive 360° or hemispheric images. A person can observe an image all around, just by turning his/her head and looking at different directions. The device also provides a highly useful tool for studying the observer’s gaze directions and head turns. We aimed to explore the interplay between participant’s head and gaze directions and collected head and gaze orientation data while participants were asked to view and study hemispheric images. In this exploration paper we show combined visualizations of both the head and gaze orientations and present two preliminary models of the relation between the gaze and the head orientations. We also show results of an analysis of the gaze and head behavior in relation to the given task/question.
Highlights
Recent development of low cost eye trackers has meant a significant expansion in the research on practical utilization of gaze in various kind of situations
The results of these experiments using the head mounted displays and virtual reality material again demonstrate that there exists an interesting interplay between the head and gaze directions
The measures that we developed for the context recognition (Section 5.5) didn’t separate the different question categories but only in one case, which means that we answer the research question RQ3 (How does the free viewing category differ in head and gaze orientation data from other categories?) by not having differences
Summary
Recent development of low cost eye trackers has meant a significant expansion in the research on practical utilization of gaze in various kind of situations. Some practical use cases for eye tracking are, for example, 1) usability studies where the user’s gaze behavior gives valuable information of which features the user is paying and not paying attention to (Jacob and Karn, 2003; Poole and Ball, 2006), 2) market research where gaze behavior is studied to learn what features in a product are noticed (Wedel and Pieters, 2008), and 3) as an input method for human-computer interfaces (Kangas et al, 2016; Morimoto and Mimica, 2005; Rantala et al, 2020). An interesting application for the gaze tracking is to observe indirectly the cognitive processes (Liversedge and Findlay, 2000; Just and Carpenter, 1976), such as in which order the person studies complicated environment or navigates social situations. There are plenty of examples of useful applications of gaze tracking
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