DualGaze: Addressing the Midas Touch Problem in Gaze Mediated VR
Interaction
Pallavi Mohan
1
*
Wooi Boon Goh
1†
Chi-Wing Fu
2 ‡
Sai-Kit Yeung
3 §
1
Nanyang Technological University,
Singapore
2
The Chinese University of Hong Kong,
Hong Kong, China
3
The Hong Kong University of Science
and Technology, Hong Kong, China
ABSTRACT
With the increasing acceptance of eye tracking as a viable
interaction method for Virtual Reality (VR) headsets, thoughtful
gaze interaction methods need to be carefully designed to meet
common challenges such as the Midas Touch problem, where users
unintentionally select onscreen objects by gazing upon them. This
paper presents DualGaze, a novel interaction method in which users
perform a distinctive two-step gaze gesture for object selection.
Once users gaze upon an object that they wish to select, a
confirmation flag pops up next to the object at a location where the
users’ gaze just passed through. This trajectory-adaptive flag
placement strategy reduces the chance of unintentional
confirmation by requiring a returning gaze back to the flag. We
conducted a user study to compare the accuracy and selection speed
of DualGaze and the popular gaze fixation method on a simple
gaze-typing task. Our results show that DualGaze is significantly
more accurate while maintaining a comparable selection speed that
was observed to improve with familiarity of use.
Keywords: virtual reality, interaction methods, gaze interaction,
Midas touch, eye tracking
Index Terms: H.5.2 [Information Interfaces and Presentation]:
User Interfaces—Interaction styles
1 INTRODUCTION
In their confined setting, conventional VR headsets provide only
limited input modalities. Commonly-supported interaction
methods include tracking the user’s head orientation, external
controllers and buttons, and more recently, gaze interaction by eye
tracking. While gaze interaction is mostly used as an auxiliary
input modality in regular desktop environments, with the current
dearth in input modalities for immersive VR setups, it seems like a
natural candidate for primary user input control. Hence, new and
thoughtful mechanisms are needed to address common problems
that the users faced in gaze-based interaction. One such problem is
the Midas Touch [1], where users may unintentionally select an
user interface (UI) element, e.g., a button, by accidentally looking
at it. Common existing solutions to the problem include the gaze
fixation, eye blinking, and action-selection [2]. While gaze fixation
and eye blinking often incur errors due to unintentional selections,
action-selection typically relies on a separate external trigger,
which are mostly headset-specific, despite the fact that VR headsets
have limited interaction modalities.
This paper presents DualGaze, a novel interaction method that
makes sole use of gaze to address the Midas Touch problem for
gaze mediated VR interaction. It can be readily employed in
standard VR menu without the need of having any external triggers.
DualGaze is designed in such a way that when the user gazes at a
selectable UI element, a confirmation flag would pop up right next
to the UI element for the user to willfully look at to confirm the
selection; see the left column in Figure 1 for an illustration of the
DualGaze interaction procedure. Instead of arbitrarily positioning
the confirmation flag, we strategically adapt its location to the
user’s gaze trajectory, i.e., we put it at a location that user’s gaze
just passed through right before entering the UI element’s
boundary. Hence, to confirm a selection, the user needs to
consciously avert their eyes back to the flag. In this way, the chance
of unintended or accidental gaze at the confirmation flag is reduced,
especially when one gazes at a UI element but has no intention of
selecting it.
Compared to the popularly-employed gaze fixation method (see
the right column in Figure 1), DualGaze has higher accuracy in
terms of avoiding the Midas touch problem. In addition, the
increase in accuracy is obtained without sacrificing the interaction
responsiveness in terms of selection speed. These results were
confirmed by quantitative data collected from a user study, which
shows that users of DualGaze can perform simple gaze-typing tasks
with significantly better accuracy than gaze fixation. Further
analysis shows that towards the end of the tasks, users’ increasing
familiarity with DualGaze resulted in DualGaze outperforming the
comparative method in terms of selection speed. This also suggests
that the DualGaze technique is not difficult to master. A concluding
survey found most users perceive DualGaze to be their preferred
gaze interaction method in scenarios where the selection task at
hand is deemed critical and irreversible, such as exiting a game.
Figure 1: Two comparative interaction designs for selecting
a target with one's gaze in a gaze-mediated VR user
interface. Our DualGaze method (left) and the Fixed Gaze
method (right).
*pallavi003@e.ntu.edu.sg
†
aswbgoh@e.ntu.edu.sg
‡
cwfu@cse.cuhk.edu.hk
§
saikit@ust.hk
79
2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
978-1-5386-7592-2/18/$31.00 ©2018 IEEE
DOI 10.1109/ISMAR-Adjunct.2018.00039
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