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Eyes on me: Investigating the role and influence of eye-tracking data on user modeling in virtual reality

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dc.contributor.authorJeong, Dayoung-
dc.contributor.authorJeong, Mingon-
dc.contributor.authorYang, Ungyeon-
dc.contributor.authorHan, Kyungsik-
dc.date.accessioned2023-03-13T04:29:10Z-
dc.date.available2023-03-13T04:29:10Z-
dc.date.created2023-03-08-
dc.date.issued2022-12-
dc.identifier.issn1932-6203-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/182436-
dc.description.abstractResearch has shown that sensor data generated by a user during a VR experience is closely related to the user's behavior or state, meaning that the VR user can be quantitatively understood and modeled. Eye-tracking as a sensor signal has been studied in prior research, but its usefulness in a VR context has been less examined, and most extant studies have dealt with eye-tracking within a single environment. Our goal is to expand the understanding of the relationship between eye-tracking data and user modeling in VR. In this paper, we examined the role and influence of eye-tracking data in predicting a level of cybersickness and types of locomotion. We developed and applied the same structure of a deep learning model to the multi-sensory data collected from two different studies (cybersickness and locomotion) with a total of 50 participants. The experiment results highlight not only a high applicability of our model to sensor data in a VR context, but also a significant relevance of eye-tracking data as a potential supplement to improving the model's performance and the importance of eye-tracking data in learning processes overall. We conclude by discussing the relevance of these results to potential future studies on this topic.-
dc.language영어-
dc.language.isoen-
dc.publisherPUBLIC LIBRARY SCIENCE-
dc.titleEyes on me: Investigating the role and influence of eye-tracking data on user modeling in virtual reality-
dc.typeArticle-
dc.contributor.affiliatedAuthorHan, Kyungsik-
dc.identifier.doi10.1371/journal.pone.0278970-
dc.identifier.scopusid2-s2.0-85145242103-
dc.identifier.wosid000925807400018-
dc.identifier.bibliographicCitationPLOS ONE, v.17, no.12, pp.1 - 18-
dc.relation.isPartOfPLOS ONE-
dc.citation.titlePLOS ONE-
dc.citation.volume17-
dc.citation.number12-
dc.citation.startPage1-
dc.citation.endPage18-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.isOpenAccessY-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaScience & Technology - Other Topics-
dc.relation.journalWebOfScienceCategoryMultidisciplinary Sciences-
dc.subject.keywordPlusadult-
dc.subject.keywordPlusArticle-
dc.subject.keywordPlusattention-
dc.subject.keywordPlusbehavior-
dc.subject.keywordPluscontrolled study-
dc.subject.keywordPluscybersickness-
dc.subject.keywordPlusdeep learning-
dc.subject.keywordPluseye tracking-
dc.subject.keywordPlusfemale-
dc.subject.keywordPlushuman-
dc.subject.keywordPlusinformation processing-
dc.subject.keywordPluslearning-
dc.subject.keywordPluslocomotion-
dc.subject.keywordPlusmale-
dc.subject.keywordPlusprediction-
dc.subject.keywordPlusvirtual reality-
dc.identifier.urlhttps://journals.plos.org/plosone/article?id=10.1371/journal.pone.0278970-
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