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Hock Siang Lee

Publications and source records attributed to Hock Siang Lee.

2 recordsLinked to original sources

Looking Around by Looking Around: Omnidirectional Gaze-based VR Viewport Control

Traditional VR viewport control primarily relies on head and torso movement, which can be effortful and limiting in both constrained and extended-use settings. We introduce Looking Around by Looking Around (LALA), a gaze-based VR pitch-and-yaw viewport control technique designed for natural and effortless omnidirectional exploration via eye movements, without requiring or obstructing movement of the head, hand, or body, offering a low-effort and highly accessible interaction method. Because gaze is primarily used for perception and exhibits oculomotor and perceptual asymmetries, using it directly for control is difficult. To address this, we designed an asymmetric omnidirectional control profile for the eye, then built on it to exploit tendencies for eyes to stay within comfortable regions for viewport control. We evaluated LALA in a user study (N=18) featuring two contrasting tasks: alignment towards known directions and open-ended visual search towards unknown directions. LALA was strongly preferred over the traditional baseline, achieving competitive performance while enabling fully hands-free interaction with minimal physical movement.

cs.HC

The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality

People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and provide a quantitative account of their population-level distribution. Using a 360° video free-viewing dataset (N=87), we model head contributions to gaze shifts with a hinge-based parametric function, revealing a spectrum of strategies from eye-movers to head-movers. We then conduct a user study (N=28) combining 360° video viewing with a short controlled task using gaze targets. While parameter values differ across tasks, individuals show partial alignment in their relative positions within the population, indicating that tendencies are meaningful but shaped by context. Our findings establish head movement tendencies as an important concept for VR and highlight implications for adaptive systems such as foveated rendering, viewport alignment, and multi-user experience design.

cs.HC