The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality
Jinghui Hu, Ludwig Sidenmark, Hock Siang Lee, Hans Gellersen

TL;DR
This paper introduces the concept of head movement tendencies in VR, modeling individual differences and population distributions, with implications for adaptive VR systems and user experience design.
Contribution
It provides a quantitative model of head movement tendencies in VR, revealing a spectrum from eye-movers to head-movers and demonstrating their context-dependent nature.
Findings
Head movement tendencies form a spectrum from eye-movers to head-movers.
Individual tendencies are partially consistent across different tasks.
Implications for adaptive VR systems like foveated rendering and viewport alignment.
Abstract
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{\deg} 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{\deg} 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…
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Taxonomy
TopicsGaze Tracking and Assistive Technology · Visual Attention and Saliency Detection · Mind wandering and attention
