Understanding User Attention In VR Using Gaze Controlled Games

Murtada Dohan, Mu Mu*

*Corresponding author for this work

Research output: Contribution to Book/ReportConference Contributionpeer-review

Abstract

Understanding user’s intent has a pivotal role in developing immersive and personalised media applications. This paper introduces our recent research and user experiments towards interpreting user attention in virtual reality (VR). We designed a gaze-controlled Unity VR game for this study and implemented additional libraries to bridge raw eye-tracking data with game elements and mechanics.The experimental data show distinctive patterns of fixation spans which are paired with user interviews to help us explore characteristics of user attention.
Original languageEnglish
Title of host publication ACM International Conference on Interactive Experiences for TV and Online Video
PublisherIEEE
Pages167-173
Number of pages7
ISBN (Electronic)978-1-4503-6017
DOIs
Publication statusPublished - 4 Jun 2019
EventACM International Conference on Interactive Experiences for TV and Online Video (TVX'19) -
Duration: 6 Jun 2019 → …

Conference

ConferenceACM International Conference on Interactive Experiences for TV and Online Video (TVX'19)
Period6/06/19 → …

Bibliographical note

Murtada Dohan and Mu Mu. 2019. Understanding User Attention In VR Using Gaze Controlled Games. In ACM
International Conference on Interactive Experiences for TV and Online Video (TVX ’19), June 5–7, 2019, Salford
(Manchester), United Kingdom. ACM, New York, NY, USA, 7 pages. https://doi.org/10.1145/3317697.3325118

Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee
provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the
full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact
the owner/author(s).

TVX ’19, June 5–7, 2019, Salford (Manchester), United Kingdom
© 2019 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-6017-3/19/06.
https://doi.org/10.1145/3317697.3325118

Keywords

  • Eye tracking
  • Gaze
  • Serious games
  • User attention
  • Virtual reality

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