Head Pose and Gaze
Last updated
Last updated
For specifically how to design with head pose and gaze, please also look at the Interface Elements and Behaviors as well as the Button States and Object Manipulation sections.
Head pose and gaze is a very facinating type of input, focused on taking advantage of our natural human desire to keep content located in the center of our FOV for comfort.
High speed pointing that requires low effort to dictate human interest
Alternative input channel as powerful supporting other inputs like controller or hands
It requires visual attention for the user to apply interaction (less false positives)
The hover interaction is "always on" and content reacting to every look you make and potentially accidentally issuing actions
Most systems involve reticles, and placement of reticle on an object, which means your user has to have an active awareness of an input they don't normally consciously think about.
Great for button states, terrible for manipulation of objects.
Eye-Gaze isn't the same as Head Pose:
Tracking reliability: Eye tracking accuracy may degrade a little in changing light as your eyes adjust to the new conditions. While this shouldn't necessarily affect your application design, as the accuracy should be within the 2° limitation, it may be necessary for the user to calibrate again.
Ragged eye-gaze movements: Our eyes perform rapid movements from fixation to fixation. If you look at scan paths of recorded eye movements, you can see that they look ragged. Your eyes move quickly and in spontaneous jumps in comparison to head-gaze or hand motions.
Focusing Operations in Z direction: while our head may stay in the same general direction, our eyes have the ability to perform focusing operations for different levels of depth