Examination of Eye-Tracking, Head-Gaze, and Controller-Based Ray-casting in TMT-VR: Performance and Usability Across Adulthood
Panagiotis Kourtesis, Evgenia Giatzoglou, Panagiotis Vorias, Katerina Alkisti Gounari, Eleni Orfanidou, Chrysanthi Nega

TL;DR
This study compares eye-tracking, head-gaze, and controller-based input methods in VR for neuropsychological testing, revealing that gaze-based methods improve accuracy and speed, with performance influenced by age and task complexity.
Contribution
It provides a comprehensive evaluation of different VR input modalities on performance and usability across age groups, highlighting the advantages of gaze-based controls.
Findings
Eye-tracking improves spatial accuracy and speeds up simple tasks.
Head-gaze enhances speed and reduces errors in complex tasks.
Controllers perform worse across all metrics.
Abstract
Virtual reality (VR) can enrich neuropsychological testing, yet the ergonomic trade-offs of its input modes remain under-examined. Seventy-seven healthy volunteers-young (19-29 y) and middle-aged (35-56 y)-completed a VR Trail-Making Test with three pointing methods: eye-tracking, head-gaze, and a six-degree-of-freedom hand controller. Completion time, spatial accuracy, and error counts for the simple (Trail A) and alternating (Trail B) sequences were analysed in 3 x 2 x 2 mixed-model ANOVAs; post-trial scales captured usability (SUS), user experience (UEQ-S), and acceptability. Age dominated behaviour: younger adults were reliably faster, more precise, and less error-prone. Against this backdrop, input modality mattered. Eye-tracking yielded the best spatial accuracy and shortened Trail A time relative to manual control; head-gaze matched eye-tracking on Trail A speed and became the…
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