Understanding Gaze-Based Identification in VR Through Preattentive Processing and Binocular Rivalry

要旨

Stimulus-evoked gaze dynamics offer a secure and hands-free signal in virtual reality (VR), yet the underlying design space of effective visual stimuli remains poorly understood. This work examines how preattentive processing and binocular rivalry can inform stimulus design for gaze-based identification in VR. We conducted a two-part study: (1) a feasibility assessment of closed-set identification performance with 26 participants and 44,928 gaze samples collected by using a commercial headset (Meta Quest Pro), and (2) a usability study with 16 participants comparing the same interaction in a login context to PIN and out-of-band methods as a potential authentication technique. Our findings confirm the feasibility of personal identification, highlight usability advantages, and reveal participants’ desire for greater transparency to understand individual variations in login results. Together, these results offer conceptual insights into the perceptual mechanisms shaping stimulus-evoked gaze behavior, and outline design implications for future VR authentication workflows.

著者
Junryeol Jeon
Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of
Yeo-Gyeong Noh
Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of
JinYoung Yoo
Gwangju Institute of Science and Technology, Gwangju , Korea, Republic of
Jin-Hyuk Hong
Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of

会議: CHI 2026

ACM CHI Conference on Human Factors in Computing Systems

セッション: Gaze as Input

P1 - Room 124
6 件の発表
2026-04-15 18:00:00
2026-04-15 19:30:00