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

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    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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