Journal
PROCEEDINGS OF THE 2021 IEEE 24TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK IN DESIGN (CSCWD)
Volume -, Issue -, Pages 861-866Publisher
IEEE
DOI: 10.1109/CSCWD49262.2021.9437692
Keywords
eye-tracking; virtual reality; review; immersive
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The study reviewed literature from 2000 to 2019 and categorized it into eye tracking methods and eye-tracking-enabled applications, such as tracking gaze points to manipulate the VR environment, measuring user states, and evaluating VR usability based on eye-tracking data. The review shows that eye-tracking can assist in developing adaptive VR systems and enhancing user experience, indicating a need for further research in eye-tracking for immersive VR environments compared to 2D environments.
The current virtual reality (VR) techniques develop immersive environments via inducing illusions to our sense. Nowadays, most of VR focuses on inducing visual illusion. Hence, visual is the most important input channel for experiencing and exploring the VR environments. Recently, extensive research efforts have been put on eye-tracking studies. However, the development and growing trends of the VR-based eye-tracking studies are unrevealed due to the lack of a systematic literature review on it. In this study, we reviewed related literature from 2000 to 2019 and summarized them into two main categories, including eye tracking methods and eye-tracking-enabled applications, such as tracking gaze points to manipulate the VR environment, measuring user states, and evaluating the usability of VR based on eye-tracking data. Based on the literature review, we can find that eye-tracking can assist in developing adaptive VR systems and enhance users experience. While comparing with 2D environments, immersive VR environment still requires more deep studies in eye-tracking.
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