The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality

📅 2026-02-05
📈 Citations: 0
Influential: 0
📄 PDF
🤖 AI Summary
This study addresses the significant yet unmodeled individual differences in how people coordinate eye and head movements when shifting gaze in virtual reality (VR). Through a large-scale free-viewing experiment with 360° videos (N=87) and a controlled task (N=28), this work establishes “head-movement tendency” as a key dimension of individual variation in VR interaction. The authors propose a parametric model based on a hinge function to characterize the continuous behavioral spectrum ranging from eye-dominant to head-dominant strategies. Results demonstrate that this tendency exhibits partial stability and individual consistency across tasks, offering a theoretical foundation and practical design implications for adaptive VR systems—such as foveated rendering and viewport prediction—that can be tailored to users’ natural viewing behaviors.

Technology Category

Application Category

📝 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{\deg} 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{\deg} 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.
Problem

Research questions and friction points this paper is trying to address.

head movement tendencies
individual differences
gaze behavior
virtual reality
eye-head coordination
Innovation

Methods, ideas, or system contributions that make the work stand out.

head movement tendencies
gaze shift strategies
parametric modeling
individual differences in VR
foveated rendering
🔎 Similar Papers
No similar papers found.