EDBT 2026 Demo / reviewers in the wild / expert
Ludwig Sidenmark
dblp:241/8067
· DBLP profile ↗
29ranked-venue papers
12as first author
24since 2021 · last 2026
0000-0002-7965-0107ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 25 · 10 first-author · 20 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 5 first-author · 8 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AnimationDiff: A Visual Comparison Tool for Generated 3D Character AnimationsabstractCreating 3D character animations traditionally requires significant time and effort from the animator. Advancements in generative methods now enable easy creation of multiple character animation variations for use or further editing. However, this capability introduces a new challenge in comparing character animations to select the best animation, which is challenging due to temporal misalignment and the large amount of spatial data. We present AnimationDiff, a visual comparison tool for generated character animations. AnimationDiff enables contextual comparisons in the intended scene and camera angle, and embedding of spatial information by combining established animation visualization techniques and easy switching between overlaid and side-by-side comparisons. AnimationDiff also supports filtering to handle information overload, and Temporal Lenses that visualize entire animations over time for overview, alignment, and comparison. We evaluated AnimationDiff in a user study, showcasing its efficacy in animation comparison and providing design insights for comparing motion. Ludwig Sidenmark, Qian Zhou 0009, George W. Fitzmaurice, Fraser Anderson |
DIS | 1 |
| 2026 | Prop-Chromeleon: Adaptive Haptic Props in Mixed Reality through Generative Artificial Intelligence
Bingjian Huang, Zhecheng Wang 0001, Ludwig Sidenmark |
DIS | 5 |
| 2026 | The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual RealityabstractPeople differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and provide a quantitative account of their population-level distribution. Using a 360° video free-viewing dataset (N = 87), we model head contributions to gaze shifts with a hinge-based parametric function, revealing a spectrum of strategies from eye-movers to head-movers. We then conduct a user study (N = 28) combining 360° video viewing with a short controlled task using gaze targets. While parameter values differ across tasks, individuals show partial alignment in their relative positions within the population, indicating that tendencies are meaningful but shaped by context. Our findings establish head movement tendencies as an important concept for VR and highlight implications for adaptive systems such as foveated rendering, viewport alignment, and multi-user experience design. Jinghui Hu, Ludwig Sidenmark, Hock Siang Lee, Hans-Werner Gellersen |
CHI | 2 |
| 2025 | MaRginalia: Enabling In-person Lecture Capturing and Note-taking Through Mixed RealityabstractStudents often take digital notes during live lectures, but current methods can be slow when capturing information from lecture slides or the instructor's speech, and require them to focus on their devices, leading to distractions and missing important details. This paper explores supporting live lecture note-taking with mixed reality (MR) to quickly capture lecture information and take notes while staying engaged with the lecture. A survey and interviews with university students revealed common note-taking behaviors and challenges to inform the design. We present MaRginalia to provide digital note-taking with a stylus tablet and MR headset. Students can take notes with an MR representation of the tablet, lecture slides, and audio transcript without looking down at their device. When preferred, students can also perform detailed interactions by looking at the physical tablet. We demonstrate the feasibility and usefulness of MaRginalia and MR-based note-taking in a user study with 12 students. Leping Qiu, Erin Seongyoon Kim, Sangho Suh, Ludwig Sidenmark, Tovi Grossman |
CHI | 4 |
| 2025 | Adaptique: Multi-objective and Context-aware Online Adaptation of Selection Techniques in Virtual Reality
Chao-Jung Lai, Maurício Sousa, Ludwig Sidenmark, Tovi Grossman |
UIST | 4 |
| 2025 | HeadShift: Head Pointing with Dynamic Control-Display GainabstractHead pointing is widely used for hands-free input in head-mounted displays (HMDs). The primary role of head movement in an HMD is to control the viewport based on absolute mapping of head rotation to the 3D environment. Head pointing is conventionally supported by the same 1:1 mapping of input with a cursor fixed in the centre of the view, but this requires exaggerated head movement and limits input granularity. In this work, we propose to adopt dynamic gain to improve ergonomics and precision, and introduce the HeadShift technique. The design of HeadShift is grounded in natural eye-head coordination to manage control of the viewport and the cursor at different speeds. We evaluated HeadShift in a Fitts’ Law experiment and on three different applications in VR, finding the technique to reduce error rate and effort. The findings are significant as they show that gain can be adopted effectively for head pointing while ensuring that the cursor is maintained within a comfortable eye-in-head viewing range. Ludwig Sidenmark, Florian Weidner, Joshua Newn, Hans-Werner Gellersen |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2025 | Head-EyeK: Head-Eye Coordination and Control Learned in Virtual RealityabstractHuman head-eye coordination is a complex behavior, shaped by physiological constraints, psychological context, and gaze intent. Current context-specific gaze models in both psychology and graphics fail to produce plausible head-eye coordination for general patterns of human gaze behavior. In this paper, we: 1) propose and validate an experimental protocol to collect head-eye motion data during sequential look-at tasks in Virtual Reality; 2) identify factors influencing head-eye coordination using this data; and 3) introduce a head-eye coordinated Inverse Kinematic gaze model Head-EyeK that integrates these insights. Our evaluation of Head-EyeK is three-fold: we show the impact of algorithmic parameters on gaze behavior; we show a favorable comparison to prior art both quantitatively against ground-truth data, and qualitatively using a perceptual study; and we show multiple scenarios of complex gaze behavior credibly animated using Head-EyeK. Yifang Pan, Ludwig Sidenmark, Karan Singh 0004 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Snap, Pursuit and Gain: Virtual Reality Viewport Control by GazeabstractHead-mounted displays let users explore virtual environments through a viewport that is coupled with head movement. In this work, we investigate gaze as an alternative modality for viewport control, enabling exploration of virtual worlds with less head movement. We designed three techniques that leverage gaze based on different eye movements: Dwell Snap for viewport rotation in discrete steps, Gaze Gain for amplified viewport rotation based on gaze angle, and Gaze Pursuit for central viewport alignment of gaze targets. All three techniques enable 360-degree viewport control through naturally coordinated eye and head movement. We evaluated the techniques in comparison with controller snap and head amplification baselines, for both coarse and precise viewport control, and found them to be as fast and accurate. We observed a high variance in performance which may be attributable to the different degrees to which humans tend to support gaze shifts with head movement. Hock Siang Lee, Florian Weidner, Ludwig Sidenmark, Hans-Werner Gellersen |
CHI | 3 |
| 2024 | Gaze on the Go: Effect of Spatial Reference Frame on Visual Target Acquisition During Physical Locomotion in Extended RealityabstractSpatial interaction relies on fast and accurate visual acquisition. In this work, we analyse how visual acquisition and tracking of targets presented in a head-mounted display is affected by the user moving linearly at walking and jogging paces. We study four reference frames in which targets can be presented: Head and World where targets are affixed relative to the head and environment, respectively; HeadDelay where targets are presented in the head coordinate system but follow head movement with a delay, and novel Path where targets remain at fixed distance in front of the user, in the direction of their movement. Results of our study in virtual reality demonstrate that the more stable the target is relative to the environment, the faster and more precise it can be fixated. The results have practical significance as head-mounted displays enable interaction during mobility, and in particular when eye tracking is considered as input. Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, Hans-Werner Gellersen |
CHI | 2 |
| 2024 | PhoneInVR: An Evaluation of Spatial Anchoring and Interaction Techniques for Smartphone Usage in Virtual RealityabstractWhen users wear a virtual reality (VR) headset, they lose access to their smartphone and accompanying apps. Past work has proposed smartphones as enhanced VR controllers, but little work has explored using existing smartphone apps and performing traditional smartphone interactions while in VR. In this paper, we consider three potential spatial anchorings for rendering smartphones in VR: On top of a tracked physical smartphone which the user holds (Phone-locked), on top of the user’s empty hand, as if holding a virtual smartphone (Hand-locked), or in a static position in front of the user (World-locked). We conducted a comparative study of target acquisition, swiping, and scrolling tasks across these anchorings using direct Touch or above-the-surface Pinch. Our findings indicate that physically holding a smartphone with Touch improves accuracy and speed for all tasks, and Pinch performed better with virtual smartphones. These findings provide a valuable foundation to enable smartphones in VR. Maurício Sousa, Ludwig Sidenmark, Tovi Grossman |
CHI | 3 |
| 2024 | Desk2Desk: Optimization-based Mixed Reality Workspace Integration for Remote Side-by-side CollaborationabstractMixed Reality enables hybrid workspaces where physical and virtual monitors are adaptively created and moved to suit the current environment and needs. However, in shared settings, individual users’ workspaces are rarely aligned and can vary significantly in the number of monitors, available physical space, and workspace layout, creating inconsistencies between workspaces which may cause confusion and reduce collaboration. We present Desk2Desk, an optimization-based approach for remote collaboration in which the hybrid workspaces of two collaborators are fully integrated to enable immersive side-by-side collaboration. The optimization adjusts each user’s workspace in layout and number of shared monitors and creates a mapping between workspaces to handle inconsistencies between workspaces due to physical constraints (e.g. physical monitors). We show in a user study how our system adaptively merges dissimilar physical workspaces to enable immersive side-by-side collaboration, and demonstrate how an optimization-based approach can effectively address dissimilar physical layouts. Ludwig Sidenmark, Leen Al Lababidi, Jiannan Li, Tovi Grossman |
UIST | 1 |
| 2024 | EyeShadows: Peripheral Virtual Copies for Rapid Gaze Selection and InteractionabstractIn eye-tracked augmented and virtual reality (AR/VR), instantaneous and accurate hands-free selection of virtual elements is still a significant challenge. Though other methods that involve gaze-coupled head movements or hovering can improve selection times in comparison to methods like gaze-dwell, they are either not instantaneous or have difficulty ensuring that the user’s selection is deliberate. In this paper, we present EyeShadows, an eye gaze-based selection system that takes advantage of peripheral copies (shadows) of items that allow for quick selection and manipulation of an object or corresponding menus. This method is compatible with a variety of different selection tasks and controllable items, avoids the Midas touch problem, does not clutter the virtual environment, and is context sensitive. We have implemented and refined this selection tool for VR and AR, including testing with optical and video see-through (OST/VST) displays. Moreover, we demonstrate that this method can be used for a wide range of AR and VR applications, including manipulation of sliders or analog elements. We test its performance in VR against three other selection techniques, including dwell (baseline), an inertial reticle, and head-coupled selection. Results showed that selection with EyeShadows was significantly faster than dwell (baseline), outperforming in the select and search and select tasks by 29.8% and 15.7%, respectively, though error rates varied between tasks. Jason Orlosky, Chang Liu 0081, Kenya Sakamoto, Ludwig Sidenmark, Adam Mansour |
VR | 4 |
| 2024 | Evaluating Typing Performance in Different Mixed Reality Manifestations using Physiological FeaturesabstractMixed reality enables users to immerse themselves in high-workload interaction spaces like office work scenarios. We envision physiologically adaptive systems that can move users into different mixed reality manifestations, to improve their focus on the primary task. However, it is unclear which manifestation is most conducive for high productivity and engagement. In this work, we evaluate whether physiological indicators for engagement can be discriminated for different manifestations. For this, we engaged participants in a typing task in three different mixed reality manifestations (augmented reality, augmented virtuality, virtual reality) and monitored physiological correlates (EEG, ECG, and eye tracking) of users' engagement and workload. We found that users achieved best typing performances in augmented reality and augmented virtuality. At the same time, physiological engagement peaked in augmented virtuality, while workload decreased. We conclude that augmented virtuality strikes a good balance between the different manifestations, as it facilitates displaying the physical keyboard for improved typing performance and, at the same time, allows one to block out the real world, removing many real-world distractors. Francesco Chiossi, Yassmine El Khaoudi, Changkun Ou, Ludwig Sidenmark, Abdelrahman Zaky, Tiare M. Feuchtner, Sven Mayer |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2024 | GazeSwitch: Automatic Eye-Head Mode Switching for Optimised Hands-Free PointingabstractThis paper contributes GazeSwitch, an ML-based technique that optimises the real-time switching between eye and head modes for fast and precise hands-free pointing. GazeSwitch reduces false positives from natural head movements and efficiently detects head gestures for input, resulting in an effective hands-free and adaptive technique for interaction. We conducted two user studies to evaluate its performance and user experience. Comparative analyses with baseline switching techniques, Eye+Head Pinpointing (manual) and BimodalGaze (threshold-based) revealed several trade-offs. We found that GazeSwitch provides a natural and effortless experience but trades off control and stability compared to manual mode switching, and requires less head movement compared to BimodalGaze. This work demonstrates the effectiveness of machine learning approach to learn and adapt to patterns in head movement, allowing us to better leverage the synergistic relation between eye and head input modalities for interaction in mixed and extended reality. Baosheng James Hou, Joshua Newn, Ludwig Sidenmark, Anam Ahmad Khan, Hans-Werner Gellersen |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended RealityabstractEye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality. Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, Hans-Werner Gellersen |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Speech-Augmented Cone-of-Vision for Exploratory Data AnalysisabstractMutual awareness of visual attention is crucial for successful collaboration. Previous research has explored various ways to represent visual attention, such as field-of-view visualizations and cursor visualizations based on eye-tracking, but these methods have limitations. Verbal communication is often utilized as a complementary strategy to overcome such disadvantages. This paper proposes a novel method that combines verbal communication with the Cone of Vision to improve gaze inference and mutual awareness in VR. We conducted a within-group study with pairs of participants who performed a collaborative analysis of data visualizations in VR. We found that our proposed method provides a better approximation of eye gaze than the approximation provided by head direction. Furthermore, we release the first collaborative head, eyes, and verbal behaviour dataset. The results of this study provide a foundation for investigating the potential of verbal communication as a tool for enhancing visual cues for joint attention. Riccardo Bovo, Daniele Giunchi, Ludwig Sidenmark, Joshua Newn, Hans-Werner Gellersen, Enrico Costanza, Thomas Heinis |
CHI | 3 |
| 2023 | Classifying Head Movements to Separate Head-Gaze and Head Gestures as Distinct Modes of InputabstractHead movement is widely used as a uniform type of input for human-computer interaction. However, there are fundamental differences between head movements coupled with gaze in support of our visual system, and head movements performed as gestural expression. Both Head-Gaze and Head Gestures are of utility for interaction but differ in their affordances. To facilitate the treatment of Head-Gaze and Head Gestures as separate types of input, we developed HeadBoost as a novel classifier, achieving high accuracy in classifying gaze-driven versus gestural head movement (F1-Score: 0.89). We demonstrate the utility of the classifier with three applications: gestural input while avoiding unintentional input by Head-Gaze; target selection with Head-Gaze while avoiding Midas Touch by head gestures; and switching of cursor control between Head-Gaze for fast positioning and Head Gesture for refinement. The classification of Head-Gaze and Head Gesture allows for seamless head-based interaction while avoiding false activation. Baosheng James Hou, Joshua Newn, Ludwig Sidenmark, Anam Ahmad Khan, Per Baekgaard, Hans-Werner Gellersen |
CHI | 3 |
| 2023 | Vergence Matching: Inferring Attention to Objects in 3D Environments for Gaze-Assisted SelectionabstractGaze pointing is the de facto standard to infer attention and interact in 3D environments but is limited by motor and sensor limitations. To circumvent these limitations, we propose a vergence-based motion correlation method to detect visual attention toward very small targets. Smooth depth movements relative to the user are induced on 3D objects, which cause slow vergence eye movements when looked upon. Using the principle of motion correlation, the depth movements of the object and vergence eye movements are matched to determine which object the user is focussing on. In two user studies, we demonstrate how the technique can reliably infer gaze attention on very small targets, systematically explore how different stimulus motions affect attention detection, and show how the technique can be extended to multi-target selection. Finally, we provide example applications using the concept and design guidelines for small target and accuracy-independent attention detection in 3D environments. Ludwig Sidenmark, Christopher Clarke, Joshua Newn, Mathias N. Lystbæk, Ken Pfeuffer, Hans-Werner Gellersen |
CHI | 1 |
| 2023 | GE-Simulator: An Open-Source Tool for Simulating Real-Time Errors for HMD-based Eye TrackersabstractAs eye tracking in augmented and virtual reality (AR/VR) becomes established, it will be used by broader demographics, increasing the likelihood of tracking errors. Therefore, it is important when designing eye tracking applications or interaction techniques to test them at different signal quality levels to ensure they function for as many people as possible. We present GE-Simulator, a novel open-source Unity toolkit that allows the simulation of accuracy, precision, and data loss errors during real-time usage by adding gaze vector errors into the gaze vector from the head-mounted AR/VR eye tracker. The tool is customisable without having to change the source code and changes in eye tracking errors during and in-between usage. Our toolkit allows designers to prototype new applications at different levels of eye tracking in the early phases of design and can be used to evaluate techniques with users at varying signal quality levels. Ludwig Sidenmark, Mathias N. Lystbæk, Hans-Werner Gellersen |
ETRA | 1 |
| 2023 | PinchLens: Applying Spatial Magnification and Adaptive Control-Display Gain for Precise Selection in Virtual RealityabstractWe present PinchLens, a new free-hand target selection technique for acquiring small and dense targets in Virtual Reality. Traditional pinch-based selection does not allow people to precisely manipulate small and dense objects effectively due to tracking and perceptual inaccuracies. Our approach combines spatial magnification, an adaptive control-display gain, and visual feedback to improve selection accuracy. When a user starts the pinching selection process, a magnifying bubble expands the scale of nearby targets, an adaptive control-to-display ratio is applied to the user’s hand for precision, and a cursor is displayed at the estimated pinch point for enhanced visual feedback. We performed a user study to compare our technique to traditional pinch selection and several variations to isolate the impact of each of the technique’s features. The results showed that PinchLens significantly outperformed traditional pinch selection, reducing error rates from 18.9% to 1.9%. Furthermore, we found that magnification was the dominant feature to produce this improvement, while the adaptive control-display gain and visual cursor of pinch were also helpful in several conditions. Ludwig Sidenmark, Maurício Sousa, Tovi Grossman |
ISMAR | 2 |
| 2023 | Comparing Gaze, Head and Controller Selection of Dynamically Revealed Targets in Head-Mounted DisplaysabstractThis paper presents a head-mounted virtual reality study that compared gaze, head, and controller pointing for selection of dynamically revealed targets. Existing studies on head-mounted 3D interaction have focused on pointing and selection tasks where all targets are visible to the user. Our study compared the effects of screen width (field of view), target amplitude and width, and prior knowledge of target location on modality performance. Results show that gaze and controller pointing are significantly faster than head pointing and that increased screen width only positively impacts performance up to a certain point. We further investigated the applicability of existing pointing models. Our analysis confirmed the suitability of previously proposed two-component models for all modalities while uncovering differences for gaze at known and unknown target positions. Our findings provide new empirical evidence for understanding input with gaze, head, and controller and are significant for applications that extend around the user. Ludwig Sidenmark, Franziska Prummer, Joshua Newn, Hans-Werner Gellersen |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Real-time head-based deep-learning model for gaze probability regions in collaborative VRabstractEye behavior has gained much interest in the VR research community as an interactive input and support for collaboration. Researchers used head behavior and saliency to implement gaze inference models when eye-tracking is missing. However, these solutions are resource-demanding and thus unfit for untethered devices, and their angle accuracy is around 7°, which can be a problem in high-density informative areas. To address this issue, we propose a lightweight deep learning model that generates the probability density function of the gaze as a percentile contour. This solution allows us to introduce a visual attention representation based on a region rather than a point. In this way, we manage the trade-off between the ambiguity of a region and the error of a point. We tested our model in untethered devices with real-time performances; we evaluated its accuracy, outperforming our identified baselines (average fixation map and head direction). Riccardo Bovo, Daniele Giunchi, Ludwig Sidenmark, Hans-Werner Gellersen, Enrico Costanza, Thomas Heinis |
ETRA | 3 |
| 2022 | Weighted Pointer: Error-aware Gaze-based Interaction through Fallback ModalitiesabstractGaze-based interaction is a fast and ergonomic type of hands-free interaction that is often used with augmented and virtual reality when pointing at targets. Such interaction, however, can be cumbersome whenever user, tracking, or environmental factors cause eye tracking errors. Recent research has suggested that fallback modalities could be leveraged to ensure stable interaction irrespective of the current level of eye tracking error. This work thus presents Weighted Pointer interaction, a collection of error-aware pointing techniques that determine whether pointing should be performed by gaze, a fallback modality, or a combination of the two, depending on the level of eye tracking error that is present. These techniques enable users to accurately point at targets when eye tracking is accurate and inaccurate. A virtual reality target selection study demonstrated that Weighted Pointer techniques were more performant and preferred over techniques that required the use of manual modality switching. Ludwig Sidenmark, Mark Parent, Chihao Wu 0001, Joannes Chan, Michael Glueck, Daniel J. Wigdor, Tovi Grossman, Marcello Giordano |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Radi-Eye: Hands-Free Radial Interfaces for 3D Interaction using Gaze-Activated Head-CrossingabstractEye gaze and head movement are attractive for hands-free 3D interaction in head-mounted displays, but existing interfaces afford only limited control. Radi-Eye is a novel pop-up radial interface designed to maximise expressiveness with input from only the eyes and head. Radi-Eye provides widgets for discrete and continuous input and scales to support larger feature sets. Widgets can be selected with Look & Cross, using gaze for pre-selection followed by head-crossing as trigger and for manipulation. The technique leverages natural eye-head coordination where eye and head move at an offset unless explicitly brought into alignment, enabling interaction without risk of unintended input. We explore Radi-Eye in three augmented and virtual reality applications, and evaluate the effect of radial interface scale and orientation on performance with Look & Cross. The results show that Radi-Eye provides users with fast and accurate input while opening up a new design space for hands-free fluid interaction. Ludwig Sidenmark, Dominic Potts, Bill Bapisch, Hans-Werner Gellersen |
CHI | 1 |
| 2020 | Outline Pursuits: Gaze-assisted Selection of Occluded Objects in Virtual RealityabstractIn 3D environments, objects can be difficult to select when they overlap, as this affects available target area and increases selection ambiguity. We introduce Outline Pursuits which extends a primary pointing modality for gaze-assisted selection of occluded objects. Candidate targets within a pointing cone are presented with an outline that is traversed by a moving stimulus. This affords completion of the selection by gaze attention to the intended target's outline motion, detected by matching the user's smooth pursuit eye movement. We demonstrate two techniques implemented based on the concept, one with a controller as the primary pointer, and one in which Outline Pursuits are combined with head pointing for hands-free selection. Compared with conventional raycasting, the techniques require less movement for selection as users do not need to reposition themselves for a better line of sight, and selection time and accuracy are less affected when targets become highly occluded. Ludwig Sidenmark, Christopher Clarke, Xuesong Zhang 0002, Jenny Phu, Hans-Werner Gellersen |
CHI | 1 |
| 2020 | BimodalGaze: Seamlessly Refined Pointing with Gaze and Filtered Gestural Head MovementabstractEye gaze is a fast and ergonomic modality for pointing but limited in precision and accuracy. In this work, we introduce BimodalGaze, a novel technique for seamless head-based refinement of a gaze cursor. The technique leverages eye-head coordination insights to separate natural from gestural head movement. This allows users to quickly shift their gaze to targets over larger fields of view with naturally combined eye-head movement, and to refine the cursor position with gestural head movement. In contrast to an existing baseline, head refinement is invoked automatically, and only if a target is not already acquired by the initial gaze shift. Study results show that users reliably achieve fine-grained target selection, but we observed a higher rate of initial selection errors affecting overall performance. An in-depth analysis of user performance provides insight into the classification of natural versus gestural head movement, for improvement of BimodalGaze and other potential applications. Ludwig Sidenmark, Diako Mardanbegi, Argenis Ramirez Gomez, Christopher Clarke, Hans-Werner Gellersen |
ETRA | 1 |
| 2020 | Eye, Head and Torso Coordination During Gaze Shifts in Virtual RealityabstractHumans perform gaze shifts naturally through a combination of eye, head and body movements. Although gaze has been long studied as input modality for interaction, this has previously ignored the coordination of the eyes, head and body. This article reports a study of gaze shifts in virtual reality aimed to address the gap and inform design. We identify general eye, head and torso coordination patterns and provide an analysis of the relative movements’ contribution and temporal alignment. We quantify effects of target distance, direction and user posture, describe preferred eye-in-head motion ranges and identify a high variability in head movement tendency. Study insights lead us to propose gaze zones that reflect different levels of contribution from eye, head and body. We discuss design implications for HCI and VR, and in conclusion argue to treat gaze as multimodal input, and eye, head and body movement as synergetic in interaction design. Ludwig Sidenmark, Hans-Werner Gellersen |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2019 | Gaze behaviour on interacted objects during hand interaction in virtual reality for eye tracking calibrationabstractIn this paper, we investigate the probability and timing of attaining gaze fixations on interacted objects during hand interaction in virtual reality, with the main purpose for implicit and continuous eye tracking re-calibration. We conducted an evaluation with 15 participants in which their gaze was recorded while interacting with virtual objects. The data was analysed to find factors influencing the probability of fixations at different phases of interaction for different object types. The results indicate that 1) interacting with stationary objects may be favourable in attaining fixations to moving objects, 2) prolonged and precision-demanding interactions positively influences the probability to attain fixations, 3) performing multiple interactions simultaneously can negatively impact the probability of fixations, and 4) feedback can initiate and end fixations on objects. Ludwig Sidenmark, Anders Lundström |
ETRA | 1 |
| 2019 | Eye&Head: Synergetic Eye and Head Movement for Gaze Pointing and SelectionabstractEye gaze involves the coordination of eye and head movement to acquire gaze targets, but existing approaches to gaze pointing are based on eye-tracking in abstraction from head motion. We propose to leverage the synergetic movement of eye and head, and identify design principles for Eye&Head gaze interaction. We introduce three novel techniques that build on the distinction of head-supported versus eyes-only gaze, to enable dynamic coupling of gaze and pointer, hover interaction, visual exploration around pre-selections, and iterative and fast confirmation of targets. We demonstrate Eye&Head interaction on applications in virtual reality, and evaluate our techniques against baselines in pointing and confirmation studies. Our results show that Eye&Head techniques enable novel gaze behaviours that provide users with more control and flexibility in fast gaze pointing and selection. Ludwig Sidenmark, Hans-Werner Gellersen |
UIST | 1 |