Objective: Eye-tracking technology is commonly used for identifying objects of visual attention. However, applying this technology to virtual reality (VR) applications is challenging. This report analyzes the performance of two gaze-to-object mapping (GTOM) algorithms applied to eye-gaze data acquired during a "real-world" VR cue-reactivity paradigm. Methods: Two groups of participants completed a VR paradigm using an HTC Vive Pro Eye. The gazed objects were determined by the reported gaze rays and one of two GTOM algorithms - naïve ray-casting (n=18) or a combination of ray-casting and Tobii's G2OM algorithm (n=18). Percent gaze duration was calculated from 1-second intervals before each object interaction to estimate gaze accuracy. The object volume of maximal divergence between algorithms was determined by maximizing the difference in Hedge's G effect sizes between small and large percent gaze duration distributions. Differences in percent gaze duration based on algorithm and target object size were tested with a mixed ANOVA. Results: =.76). No significant interaction between algorithm and size was observed. Conclusions: for future HTC Vive Pro Eye applications.
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Liu et al. (2023) studied this question.
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