2024/03/11 by Samantha Aziz, Dillon Lohr, Aziz, Samantha +5 · 4 citations
Computer Science · #FOS: Computer and information sciences #Human-Computer Interaction (cs.HC) #Virtual Reality Applications and Impacts
paper · pdf · doi:10.48550/arxiv.2403.07210
openalex publication_date 2024/03/11 · openalex created_date 2024/03/14 · openalex updated_date 2026/07/28
We present an extensive, in-depth analysis of the eye tracking capabilities of the Meta Quest Pro virtual reality headset using a dataset of eye movement recordings collected from 78 participants. In addition to presenting classical signal quality metrics--spatial accuracy, spatial precision and linearity--in ideal settings, we also study the impact of background luminance and headset slippage on device performance. We additionally present a user-centered analysis of eye tracking signal quality, where we highlight the potential differences in user experience as a function of device performance. This work contributes to a growing understanding of eye tracking signal quality in virtual reality headsets, where the performance of applications such as gaze-based interaction, foveated rendering, and social gaze are directly dependent on the quality of eye tracking signal.