Virtual Reality and Augmented Reality have created the possibility to experience worlds that do not exist. Testing scenarios need not be bound by factors that would normally prevent some experiments. On the other hand, It’s possible to do simulations of anything in VR/AR.
Working Procedure of VR/AR Eye-Tracking System
Eye-tracking is used to measure the point of gaze or the motion of an eye relative to the head. Eye-tracking typically works by repeatedly measuring the distance between the reflection of the cornea and the pupil center– the distance has changed depending on the angle of the eye. Computer vision algorithms can guess from the angle of the eyes where the gaze is directed.
The principle is the same in VR/AR, with one difference that is the eyes don’t point to where the person is looking. In VR/AR, the display is placed so close in front of the eyes that the eyes don’t show vergence, but there is still have a perception of depth due to the 3D information presented. VR/AR eye-tracking must therefore contend with the incomplete gaze information.
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Use of Eye-Tracking System to Develop VR/AR
While working with eye tracking in VR/AR, you can leverage the benefits of both technologies. VR/AR allows you to create any simulated environment where visual stimuli and scenarios can be quickly switched or easily repeated.
At the same time, eye-tracking gives you insights into the participant’s visual attention at every moment of the experience. In addition, Eye-tracking can also enrich VR/AR experiences. By activating more natural interactions through gaze, eye tracking contributes to more immersive and user-friendly experiences in VR/AR.
Considering the above facts, correlating the gaze with the action to more accurately represent eye tracking can improve hand-eye coordination in how humans interact with the real world. In addition, using eye-tracking can reduce the processing power needed, decrease the latency and maximize the synchronization of the image rendering.