Eye, Head and Torso Coordination During Gaze Shifts in Virtual Reality
Open accessAbstract
Humans perform gaze shifts naturally through a combination of eye, head and body movements. Although gaze has been long studied as input modality for interaction, this has previously ignored the coordination of the eyes, head and body. This article reports a study of gaze shifts in virtual reality aimed to address the gap and inform design. We identify general eye, head and torso coordination patterns and provide an analysis of the relative movements’ contribution and temporal alignment. We quantify effects of target distance, direction and user posture, describe preferred eye-in-head motion ranges and identify a high variability in head movement tendency. Study insights lead us to propose gaze zones that reflect different levels of contribution from eye, head and body. We discuss design implications for HCI and VR, and in conclusion argue to treat gaze as multimodal input, and eye, head and body movement as synergetic in interaction design.
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Human-computer interaction research has shown that head rotation provides an adequate proxy measure of eye gaze: gaze tends to focus around a rotation-controlled crosshair, and gaze shifts above 25° are typically accompanied by subsequent head movement with a lag of 30-150 ms.
“In fact, human-computer interaction research has shown that head rotation provides an adequate proxy measure of eye gaze: gaze tends to focus around a rotation-controlled crosshair, and gaze shifts above 25° are typically accompanied by subsequent head movement with a lag of 30-150 ms (Sidenmark and Gellersen 2020).”
From Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy (2021) · cites this paper as Sidenmark and Gellersen 2020
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- Ludwig Sidenmark and Hans Gellersen. 2019. Eye&Head: Synergetic Eye and Head Movement for Pointing and Selection. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology (UIST '19). ACM, New York, NY, USA.
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- Authors
- Sidenmark, L., & Gellersen, H.
- Affiliations
- Lancaster University (GB)
- Venue
- ACM Transactions on Computer-Human Interaction
- Published
- 2019-12-14
- Volume
- 27
- Issue
- 1
- Pages
- 1-40
- ISSN
- 1073-0516 (ISSN-L)
- 1557-7325
- OpenAlex
- W2979393009
- Cited by
- 163
- References
- 83
- Citations by year
- 2026: 25 · 2025: 32 · 2024: 29 · 2023: 20 · 2022: 29 · 2021: 21 · 2020: 7
- FWCI
- 13.47
- Type
- journal article
- Language
- en
- Open access
- green
- eprints.lancs.ac.uk
- Locations
- ACM Transactions on Computer-Human Interaction (publishedVersion)
- Lancaster EPrints (Lancaster University) (submittedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Gaze Tracking and Assistive Technology
- Physical Sciences › Computer Science › Human-Computer Interaction › Interactive and Immersive Displays
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- gaze shifts, eye movements, head movement, torso movement, multimodal input, virtual reality interaction, target distance, user posture, interaction design
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