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ORIGINAL RESEARCH article
Front. Virtual Real.
Sec. Virtual Reality and Human Behaviour
Volume 6 - 2025 | doi: 10.3389/frvir.2025.1576962
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Extended reality has evolved greatly over the past years, specifically gaze based interaction for improving accessibility in order to bring these systems to broader communities. Research on different gaze-based selection methods has already achieved advancements in ease of interaction and also inclusivity of differing users. However, the adaptability of these systems to diverse users, namely comfort and threshold to errors, has not been fully explored. In this study, we investigated gaze-based interaction methods within a virtual reality game with a visual search task with 52 participants. We compared four different interaction techniques: Selection by dwell time or confirmation of selection by head orientation, nodding or smooth pursuit eye movements. We evaluated both subjective and objective performance metrics, including NASA-TLX for subjective task load, as well as time to find the correct targets and points achieved for objective analysis. The results demonstrated significant differences between gaze-based interaction methods in terms of NASA-TLX workload dimensions, time to locate targets, and overall performance scores. These findings indicate that different gaze-based techniques vary in their effectiveness for intuitive and efficient system interaction in virtual reality. Additionally, the study revealed gender-specific differences, highlighting the need for adaptable gaze-based interfaces that accommodate diverse user preferences and cognitive loads. These insights have important implications for virtual reality and human-computer interaction, suggesting that gazebased selection methods should be tailored to enhance accessibility, reduce cognitive strain, and optimize user experience across diverse populations. By integrating personalized gaze interaction strategies, virtual reality systems can become more inclusive and effective, improving interaction for both general users and individuals with accessibility needs.
Keywords: eye tracking, Gaze-based interaction, gaze, Communication, accessibility, virtual reality
Received: 14 Feb 2025; Accepted: 26 Mar 2025.
Copyright: © 2025 Severitt, Sauer, Neugebauer, Agarwala, Castner and Wahl. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Björn Rene Severitt, University of Tübingen, Tübingen, Germany
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
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