Interacting with eye movements in virtual environments
By Vildan Tanriverdi, Robert J. K. Jacob. International Conference on Human Factors in Computing Systems, 2000
326 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/417050c85ddc652cfc70d393a46ef5e44ff1cc87
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Carlos Andújar
- Keith S. Karn
- Ferran Argelaguet
- Andrew T. Duchowski
- Mark Billinghurst
- Robert J. K. Jacob
- Gun A. Lee
In Human-Computer Interaction
- Andrew T. Duchowski
- Keith S. Karn
- Carlos Andújar
- Ferran Argelaguet
- Gun A. Lee
- Carlos Bermejo
- Mark Billinghurst
- Robert J. K. Jacob
Citations in the corpus
- All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda (2021, background): “The region displayed within the angle of the eyes is called ‘vergence’ [347] – the distance changes with regard to the”
- Saliency in VR: How Do People Explore Virtual Environments? (2016, background): “Finally, gaze tracking has found many applications in VR user interfaces [54] and gaze-contingent displays [12, 41, 50].”
- A breadth-first survey of eye-tracking applications (2002, background): “Recently, Tanriverdi and Jacob (2000) presented a new gaze-based interactive system, this time with gaze acting as a selective mechanism in VR.”
- Eye Tracking in Human-Computer Interaction and Usability Research (2003, methodology): “object, the program gradually zooms the object out, restores its initial color, and hence deselects it. The program uses the histogram values to calculate factors for zooming and fading continuously ( Tanriverdi & Jacob, 2000 ).”
- Reality-based interaction: a framework for post-WIMP interfaces (2008, background): “For example, in a virtual reality interface, a system might track users’ eye movements, using intense focus on an object as the command for X-ray vision [ 46 ].”
- Pinpointing: Precise Head- and Eye-Based Target Selection for Augmented Reality (2018, background): “Comparing eye gaze with hand pointing in VR, Tanriverdi and Jacob [61] found eye gaze performed faster, especially for distant objects, while participants’ ability to recall spatial information was weakened.”
- A survey of 3D object selection techniques for virtual environments (2013, methodology): “In contrast, virtual rays can be controlled in a variety of ways, e.g. using the hand position and wrist orientation as in classic raycasting, or casting the ray from the user’s viewpoint and going through the user’s hand, as in Occlusion Selection [73] (see Figure 5).”