Eye-Tracking in Interactive Virtual Environments: Implementation and Evaluation
Abstract
1. Introduction
1.1. The Argument for Eye-Tracking
1.2. Eye-Tracking in VR
1.3. Current State of the Research Field
2. Methodological Issues
2.1. Eye-Tracking Technology Applied in VR
2.2. Levels of Interpretation
2.3. The Complex World behind the Projection
- Head movement is tracked by the VR headset (or a motion capture setup for whole body movement). Unless otherwise limited, its six degrees of freedom (6DoF) [45] allows direct rotation (3DoF) and movement (3DoF) in real space. User kinetic movement is translated directly into the virtual space, altering the camera’s rotation and position.
- Locomotion user interfaces allow translating movement into the virtual world—be it through abstraction, movement metaphors, or actual movement tracking. Up to six degrees of freedom are also possible, depending on the complexity and usability of the physical user interface (e.g., keyboard and mouse vs. a VR controller, treadmill, or other (experimental) devices [46]). There is a trade-off between the complexity of a locomotion user interface and the quality of sensory input it offers (e.g., keyboard facilitates on/off movement along one axis at a constant pace—it is a simple interface, but the lack of bodily kinesthetic feedback makes it susceptible to motion sickness [26]; a complex interface such as full-body motion capture allows for realistic, precise movement sensation—at a cost of setting up the interface, physical space demands, and significant purchasing costs). Locomotion user interfaces influence users’ perceived ease of movement and distance estimation [47]; they can even facilitate new ways of working with digital content [48,49]. They may also influence viewing behavior—this, however, has not been addressed in any research to date.
- Eye gaze coordinates are transformed into raycasts, which extend into the virtual world, i.e., by using the point of regard eye coordinate and camera position/rotation in the virtual world. As the ray is cast, it lands onto a spatial coordinate in the virtual world (point of fixation, PoF), provided something is in the ray’s path to land on (3D objects or surfaces).
- Static camera, static scene. The VR user observes the virtual world through a stationary, immovable virtual camera with zero degrees of freedom, and the only registered physical movement is eye movement. The user’s eye movements have no dynamic or interactive function attached, effectively equating this interpretation level to that of traditional 2D eye-tracking with static stimuli and the user resting on a chinrest. This is the simplest eye-tracking interpretation level, as the point of regard is the only relevant variable. The point of fixation transition is unnecessary since all the virtual coordinates seen on the screen are the only coordinates there are. Even if the presented scene is a 3D visualization with varying depth, the point of regard data set will always be transformed to the same point of fixation data set, with 1:1 projection. The acquired data can therefore be reduced to point of regard or worked with as if the stimulus were a static 2D image.Level of interpretation complexity: eye coordinates over time.
- Static camera, dynamic scene. The user has no control over the virtual camera position or rotation, giving them no possibility to change the perspective from which the presented stimuli are seen. The experimental scene can, however, dynamically change in front of the user’s eyes. In 3D, this would involve a predefined animation or other actors (AI, or other users with dynamic movement enabled). In classic eye-tracking studies, this can be equated to presenting a video. The majority of experimental control is still retained, i.e., the camera’s rotation/position is shown through the virtual camera, but knowing which content is shown, and the order in which it is shown, depends on whether the dynamics are deterministic (e.g., predefined animation vs. another user with dynamic controls). Regardless, this type of scene must be evaluated frame-by-frame. In these types of continuous scene, the positions of objects and their AoI coordinates change in time.Level of interpretation complexity: eye coordinates over time with scene movement.
- Dynamic camera, static scene. All interaction occurring in this type of scene is movement interaction [52], i.e., the user manipulates the virtual camera. The degree of complexity in recording and evaluating such movement increases significantly since the researcher abdicates control of the camera to the user, and thereby loses control of what is shown to the user, when it is shown, the order in which it is shown, from what angle and distance it is shown, and the overall scene composition. The user’s ability to navigate through the virtual scene depends on the physical controller and how the physical controller translates into the virtual scene (in-engine character controller [53]), and how many degrees of freedom such a controller provides, i.e., whether the camera can be rotated and moved and the extent of this movement. Even with simple camera dynamics, the three-dimensionality of a scene, i.e., the virtual space coordinates at and from which the user looks, and the distance between the user camera and the point of regard, must be considered for eye-tracking evaluation purposes. Free movement of the camera may cause 3D objects to occlude other objects, creating difficulties in interpretation [54]. Given the rather low precision of VR eye-trackers, measurement artifacts can originate at the border of multiple neighboring objects. The depth irregularity of a 3D scene and the potential measurement error is also projected irregularly onto objects in the 3D scene (objects at greater/varying distances accumulate more absolute-distance measurement errors than near objects of similar size since the eye-tracking precision error is based on angles, and the absolute distances between angle-based raycasts increase with depth). This level of eye-tracking complexity in 3D VR has no parallel in traditional eye-tracking in 2D.Level of interpretation complexity: eye movements over time with user movement and scene movement (synchronously).
- Dynamic camera, dynamic scene. All the interpretation issues mentioned above apply to this classification. In this case, other actors besides the user can also manipulate the projection and composition of the scene. At the user interaction level, these may be other (concurrent) user interfaces, controllers, or interaction metaphors, which allow selection, manipulation, systemic control, or symbolic input. Scene manipulation may occur at the level of individual objects, groups of objects [52], or the entire virtual scene [55]. At the execution level, events happening in the scene may be user-driven (interaction) or autonomous (AI or script-based), with or without feedback (visible, audible, or unregistrable), with or without affordances [56], (communicating or not communicating to the user that events or objects are potentially (inter)actible). Other users (multiplayer), AI, or interactive scripts may also instill changes within the scene. All these factors raise a new set of computational and visualization questions in the interpretation and visualization of a series of point of regard coordinates that target moving objects (especially when the user is concurrently moving in a different direction, or using a different controller).Level of interpretation complexity: eye movements over time with user movement and scene movement (asynchronously or a multitude of concurrent movements).
2.4. The State of Other Implementations
3. Implementation
3.1. The Technology That Is Available and the Technology That Is Used
3.2. The Program Architecture
3.3. Levels of Working with Eye-Tracking Data
- Eye-tracking calibration data (success/failure, or more detailed accuracy value);
- Timestamp for each log entry (time, up to milliseconds);
- User coordinates (positional Vector3 in the virtual world);
- User camera rotation (rotational Vector3 in the virtual world);
- Eye-tracking rotation relative to the user camera rotation or the point of fixation (Vector3).
- Eye-tracking rotation relative to the user camera rotation and point of fixation—both;
- Gazed 3D object name (object.name value);
- Gaze distance from the user camera to the point of fixation (in meters);
- Data loss metric, i.e., a check for missing eye inputs;
- Fixation metric, i.e., a check for whether eye-tracking fixation is occurring, based on the eye-tracker movement velocity and its near-time history, all relative to camera movement;
- Other potential physiological measurements of the eyes, if supported by the API (e.g., pupil dilation size or measurement accuracy);
- Other potential derived variables.
3.4. Setting Up the 3D Environment for Eye-Tracking
3.5. Data Acquisition and Related Algorithms
3.6. Data Cleaning, Curation, and Related Algorithms
3.7. Data Visualization and Related Algorithms
4. Discussion and Conclusions
4.1. Contributions to Eye-Tracking in VR
- experiment\PathScript.cs is our custom-built logger. On its own, it implements generic logging functionality (i.e., user movement, user interface usage, and user collision with other objects (e.g., spatial polygons depicted in Figure 5)). Moreover, custom logs to be passed to it, to be written into CSV files. Eye-tracking data can be one of such custom inputs.
- experiment\DualRaycaster.cs is an extended implementation of the raycaster function provided by the SRanipal API [62]. The second raycaster can be specified to pass through some virtual environment object layer(s) (Section 3.5, Dual Raycaster). It utilizes the PathScript logger to produce eye-tracking CSV logs. The logged variables are derived from the variable listing needed for further eye-tracking data processing (Section 3.3).
- experiment\MultiLevelColliderClient.cs and experiment\MultiLevelColliderServer.cs is a server-client solution for segmenting eye-tracking colliders (AoI) according to the user-object distance (Section 3.5, Multi-level collider segmentation). The server-client separation is intended so that the collider switching logic can be customized regardless of the collider-switchable objects present in a 3D scene—meaning that multiple clients subscribe to one server. Depending on server implementation and set-up (performance and evaluation heuristics), multi-level eye-tracking colliders are switched through the experimental runtime.
- verification\CSVReader.cs is an auxiliary script that loads CSV files back into the evaluation runtime (Section 3.2), to be converted into a List<Dictionary<>> data structure. Such data structures can be processed further by data cleaning (Section 3.6) and data visualization (Section 3.7) algorithms.
- verification\Recaster.cs is a re-raycasting script intended to reprocess existing eye-tracking data onto a scene with post-hoc altered 3D object and 3D object collider naming/structuring (Section 3.6, Recaster). The script utilizes CSVReader to load existing data; the 3D coordinates (user positional, user camera rotation, and eye-tracking angle) are used to re-raycast eye-tracking gaze onto the altered virtual environment, and the acquired results are saved, again, using PathScript.
- verification\et_recalculation.pde is an external script written in Processing programming language. The script processes eye-tracking CSV files produced by the raycaster/logger, to filter out junk data, data loss, and gaze segments too brief to be considered fixations. The provided verification\et_recalculation_sample\ directory also contains example input data and their reprocessed counterparts.
- visualization\ReplayScript.cs provides replays on acquired user behavior data including eye-tracking data, if existent (Section 3.7, Replay script). As the script loads a user’s CSV log using CSVReader, it takes control of the evaluation runtime camera to move and rotate through the virtual scene in real-time in a same way as the user (as specified by the positional and rotational vectors included in the CSV file). Eye-tracking data can be visualized, e.g., as a small white sphere rendered at the PoF positional vector, as hit by the eye-tracking raycast back in the experimental runtime.
- visualization\HeatmapVisualizer.cs and visualization\PathVisualizer.cs are two examples of visualizing existing CSV data (Section 3.7, Heatmap algorithms). PathVisualizer uses Unity LineRenderer class to show user movement trajectory through the virtual environment. HeatmapVisualizer processes eye-tracking data (Figure 10). Given the computational difficulty of processing large quantities of eye-tracking data, the example HeatmapVisualizer already contains some optimizations: a setting to process only interval subsets of eye-tracking data, and another setting to process only area subsets of eye-tracking data (the area can be defined by assigning a spatial polygon).
4.2. Future Prospects
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Ugwitz, P.; Kvarda, O.; Juříková, Z.; Šašinka, Č.; Tamm, S. Eye-Tracking in Interactive Virtual Environments: Implementation and Evaluation. Appl. Sci. 2022, 12, 1027. https://doi.org/10.3390/app12031027
Ugwitz P, Kvarda O, Juříková Z, Šašinka Č, Tamm S. Eye-Tracking in Interactive Virtual Environments: Implementation and Evaluation. Applied Sciences. 2022; 12(3):1027. https://doi.org/10.3390/app12031027
Chicago/Turabian StyleUgwitz, Pavel, Ondřej Kvarda, Zuzana Juříková, Čeněk Šašinka, and Sascha Tamm. 2022. "Eye-Tracking in Interactive Virtual Environments: Implementation and Evaluation" Applied Sciences 12, no. 3: 1027. https://doi.org/10.3390/app12031027
APA StyleUgwitz, P., Kvarda, O., Juříková, Z., Šašinka, Č., & Tamm, S. (2022). Eye-Tracking in Interactive Virtual Environments: Implementation and Evaluation. Applied Sciences, 12(3), 1027. https://doi.org/10.3390/app12031027

