虚拟现实的眼动追踪:一项调查

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-02-05 DOI:10.1007/s10055-023-00903-y
Jesús Moreno-Arjonilla, Alfonso López-Ruiz, J. Roberto Jiménez-Pérez, José E. Callejas-Aguilera, Juan M. Jurado
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引用次数: 0

摘要

虚拟现实(VR)在屏幕分辨率的提高和设备的普及等进步的推动下,已经大大超出了其最初的游戏和娱乐范围。在 VR 引入的各种交互技术中,眼动跟踪技术是一项关键的发展。它不仅增强了沉浸感,还能细致入微地洞察用户的行为和注意力。精确捕捉注视方向使眼球跟踪技术的应用范围远远超出了单纯的交互,对医疗诊断、神经科学研究、教育干预和建筑设计等领域都产生了影响。虽然眼动追踪技术与 VR 的结合已在之前的评论中得到认可,但对其真正的深度,从其部署的复杂性到其在不同领域的广泛影响,却鲜有探讨。本调查报告正是为此而作,全面概述了眼动跟踪技术在 VR 领域的应用现状。我们将深入探讨眼动跟踪技术的细微差别、它在现代 VR 应用中的关键作用,以及它对从医学和神经科学到营销和教育等各个领域的变革性影响。通过这一探索,我们旨在对眼球跟踪技术在 VR 中的当前能力、挑战和未来潜力提出一致的理解,强调其重要性和我们所做贡献的新颖性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Eye-tracking on virtual reality: a survey

Virtual reality (VR) has evolved substantially beyond its initial remit of gaming and entertainment, catalyzed by advancements such as improved screen resolutions and more accessible devices. Among various interaction techniques introduced to VR, eye-tracking stands out as a pivotal development. It not only augments immersion but offers a nuanced insight into user behavior and attention. This precision in capturing gaze direction has made eye-tracking instrumental for applications far beyond mere interaction, influencing areas like medical diagnostics, neuroscientific research, educational interventions, and architectural design, to name a few. Though eye-tracking’s integration into VR has been acknowledged in prior reviews, its true depth, spanning the intricacies of its deployment to its broader ramifications across diverse sectors, has been sparsely explored. This survey undertakes that endeavor, offering a comprehensive overview of eye-tracking’s state of the art within the VR landscape. We delve into its technological nuances, its pivotal role in modern VR applications, and its transformative impact on domains ranging from medicine and neuroscience to marketing and education. Through this exploration, we aim to present a cohesive understanding of the current capabilities, challenges, and future potential of eye-tracking in VR, underscoring its significance and the novelty of our contribution.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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