The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality
Jinghui Hu, Ludwig Sidenmark, Hock Siang Lee, Hans Gellersen
Abstract
People 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.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext 4ff9d06f-61bf-4a99-97e4-f56844d200baBuilds on11
- "Talking without a Voice": Understanding Non-verbal Communication in Social Virtual RealityDivine Maloney, Guo Freeman, Donghee Yvette WohnCSCW 2020 · 246 citations
- DGaze: CNN-Based Gaze Prediction in Dynamic ScenesZhiming Hu, Sheng Li, Congyi Zhang, Kangrui Yi et al.IEEE VR 2020 · 105 citations
- FixationNet: Forecasting Eye Fixations in Task-Oriented Virtual EnvironmentsZhiming Hu, Andreas Bulling, Sheng Li, Guoping WangIEEE VR 2021 · 76 citations
- Towards Attention-aware Foveated RenderingBrooke Krajancich, Petr Kellnhofer, Gordon WetzsteinSIGGRAPH 2023 · 41 citations
- Cone of Vision as a Behavioural Cue for VR CollaborationRiccardo Bovo, Daniele Giunchi, Muna Alebri, Anthony Steed et al.CSCW 2022 · 21 citations
Related papers
- It's Not Always the Same Eye That Dominates: Effects of Viewing Angle, Handedness and Eye Movement in 3DFranziska Prummer, Mohamed Shereef Abdelwahab, Florian Weidner, Yasmeen Abdrabou et al.CHI 2025 · 3 citations
- Snap, Pursuit and Gain: Virtual Reality Viewport Control by GazeHock Siang Lee, Florian Weidner, Ludwig Sidenmark, Hans GellersenCHI 2024 · 10 citations
- Dynamic Field of View Restriction in 360° Video: Aligning Optical Flow and Visual SLAM to Mitigate VIMSPaulo Bala, Ian Oakley, Valentina Nisi, Nuno Jardim NunesCHI 2021 · 16 citations
- Toward Standardized Classification of Foveated DisplaysJosef B. Spjut, Ben Boudaoud, Jonghyun Kim, Trey Greer et al.IEEE VR 2020 · 21 citations
- View-Dependent Effects for 360° Virtual Reality VideoJeremy Hartmann, Stephen DiVerdi, Cuong Nguyen, Daniel VogelUIST 2020 · 6 citations
