Introduction

Eye-tracking is becoming a popular input modality for both gamers and researchers. Within gaming and general daily use, eye tracking enables options for “foveated rendering” where objects outside the fixation gaze of users are manually blurred to improve hardware performance [https://doi.org/10.1007/s41095-022-0306-4]. Social games such as VRChat [https://hello.vrchat.com/] are also examples of media spaces that were elevated into legitimate social spaces through the introduction of eye tracking and other interaction paradigms such as lip syncing and full-body motion capture [https://doi.org/10.1002/symb.629]. For researchers, eye tracking offers an open avenue for knowledge discovery around the design of user interfaces, optimizations to simulation design, and physiological studies of gaze with virtual stimuli [https://doi.org/10.1007/s10055-022-00738-z, https://doi.org/10.1007/7854_2022_409].

As a researcher interested in the design and applications of urban simulations, I am very much interested in eye tracking. However, given my background in HCI and XR, I have several concerns regarding the implementation, application, and reproducibility of eye tracking findings. These concerns give me pause on a full-throttle implementation of eye tracking into projects such as StreetSim. To alleviate these concerns, I feel compelled to do a detailed analysis of the nature of eye tracking as we currently know it, how our physiology as humans clashes and complements hardware affordances in modern VR HMDs, and whether alternatives should be considered.

This mini report will cover the following topics:

  1. Human physiology - how do we REALLY look around in the world?
  2. Modern HMDs + Eye tracking - how do they work in comparison?
  3. Meta Quest Pro specifics
  4. Potential Alternatives to Eye Tracking

Terminology

https://physiquedevelopment.com/planes-of-motion-sagittal-frontal-transverse/

https://physiquedevelopment.com/planes-of-motion-sagittal-frontal-transverse/

Human Physiology - How Do We Look Around?

Note that I am not a specialist on the specific biology of humans and cannot go too deep into this topic.

Eye FOV