We present an analysis of the eye tracking capabilities of the Meta Quest Pro virtual reality headset using a dataset of eye movement recordings collected from 78 participants. We highlight the potential differences in user experience as a function of device performance using a novel, user-centered evaluation framework for eye tracking signal quality analysis. In addition to presenting classical signal quality metrics such as spatial accuracy and spatial precision, we also explore how spatial accuracy varies across the field of view for different users across the performance range of the device. This work contributes to a growing understanding of eye tracking signal quality in virtual reality platforms, where the usability of gaze-based applications is directly dependent on the quality of the device’s eye tracking signal.
The Fourier theorem states that any time-series can be decomposed into a set of sinusoidal frequencies, each with its own phase and amplitude. The literature suggests that some frequencies are important to reproduce key qualities of eye-movements (“signal”) and some of frequencies are not important (“noise”). To investigate what is signal and what is noise, we analyzed our dataset in three ways: (1) visual inspection of plots of saccade, microsaccade and smooth pursuit exemplars; (2) analysis of the percentage of variance accounted for (PVAF) in 1,033 unfiltered saccade trajectories by each frequency band; (3) analyzing the main sequence relationship between saccade peak velocity and amplitude, based on a power law fit. Visual inspection suggested that frequencies up to 75 Hz are required to represent microsaccades. Our PVAF analysis indicated that signals in the 0-25 Hz band account for nearly 100% of the variance in saccade trajectories. Power law coefficients (a, b) return to unfiltered levels for signals low-pass filtered at 75 Hz or higher. We conclude that to maintain eye- movement signal and reduce noise, a cutoff frequency of 75 Hz is appropriate. We explain why, given this finding, a minimum sampling rate of 750 Hz is suggested.
In a prior report (Raju et al., 2023) we concluded that, if the goal was to preserve events such as saccades, microsaccades, and smooth pursuit in eye-tracking recordings, data with sine wave frequencies less than 75 Hz were the signal and data above 75 Hz were noise. Here, we compare five filters in their ability to preserve signal and remove noise. We compared the proprietary STD and EXTRA heuristic filters provided by our EyeLink 1000 (SR-Research, Ottawa, Canada), a Savitzky-Golay (SG) filter, an infinite impulse response (IIR) filter (low-pass Butterworth), and a finite impulse filter (FIR). For each of the non-heuristic filters, we systematically searched for optimal parameters. Both the IIR and the FIR filters were zero-phase filters. All filters were evaluated on 216 fixation segments (256 samples), from nine subjects. Mean frequency response profiles and amplitude spectra for all five filters are provided. Also, we examined the effect of our filters on a noisy recording. Our FIR filter had the sharpest roll-off of any filter. Therefore, it maintained the signal and removed noise more effectively than any other filter. On this basis, we recommend the use of our FIR filter. We also report on the effect of these filters on temporal autocorrelation.
Thanks to the eye-tracking sensors that are embedded in emerging consumer devices like the Vive Pro Eye, we demonstrate that it is feasible to deliver user authentication via eye movement biometrics.
Prior research states that frequencies below 75 Hz in eye-tracking data represent the primary eye movement termed “signal” while those above 75 Hz are deemed “noise”. This study examines the biometric significance of this signal-noise distinction and its privacy implications. There are important individual differences in a person’s eye movement, which lead to reliable biometric performance in the “signal” part. Despite minimal eye-movement information in the “noise” recordings, there might be significant individual differences. Our results confirm the “signal” predominantly contains identity-specific information, yet the “noise” also possesses unexpected identity-specific data. This consistency holds for both short-(≈ 20 min) and long-term (≈ 1 year) biometric evaluations. Understanding the location of identity data within the eye movement spectrum is essential for privacy preservation.
Gaze-based user interfaces and interactions are becoming more prevalent in augmented and virtual reality (AR/VR). The effectiveness of eye tracking for interaction depends on its quality. Many studies discuss eye tracking as an input and interaction modality but do not provide details about eye tracking quality, making it difficult to compare findings. Here we implement a framework to degrade accuracy error with the user in the loop. We then approximate calibration error, with those degradations applied in each block to provide an “Effective Gaze Error.” Participants selected single targets (3° or 5° diameter) using an eye tracking sampling frequency and display rate of 120 Hz. Higher “Effective Gaze Error” on smaller targets resulted in decreased human performance and subjective evaluations. Our experiment framework and results provide a starting point for future studies assessing how gaze accuracy degradation impacts performance, beyond interactions tasks.