GazeCues: exploring the effects of gaze-based visual cues in virtual reality exploration games

Michael Lankes*, Argenis Ramirez Gomez

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This paper examines different gaze-based cue visualization techniques in a Virtual Reality (VR) exploration game. It is argued that gaze could be a valuable design tool for providing cues to players. However, little is known about how these elements could be visually presented and integrated to inform players and fit into the game world. An exploratory study was carried out to investigate four different design approaches (subtle, overlaid-virtual, integrated, emphasized) and their effects on aspects such as clarity, usefulness, and curiosity. In general, the visualizations led to different player impressions on all scales. While players perceived the subtle and emphasized variants as more aesthetically appealing, integrated and virtual-overlaid solutions received more positive ratings regarding tool-related aspects such as ease of extraction and accurateness. We anticipate future work could employ gaze-based cues in various application contexts based on their utility as eye input in VR games continues developing.
Original languageEnglish
Title of host publicationProceedings of the ACM on Human-Computer Interaction
EditorsJeff Nichols
PublisherAssociation for Computing Machinery
Number of pages25
Volume6
EditionCHI PLAY
DOIs
Publication statusPublished - 31 Oct 2022
EventCHI Play 2022 - Bremen, Germany
Duration: 2 Nov 20225 Nov 2022

Publication series

NameProceedings of the ACM on Human-Computer Interaction
PublisherAssociation for Computing Machinery
ISSN (Print)2573-0142

Conference

ConferenceCHI Play 2022
Country/TerritoryGermany
CityBremen
Period2/11/225/11/22

Keywords

  • gaze-based cues
  • Virtual Reality
  • feedback visualization

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