Journal of Eye Movement Research, 15(3):9
https://doi.org/10.16910/jemr.15.3.9
1
Introduction
The use of the human gaze to interact with machines or
software has become a viable alternative to traditional
means of input. Compared to mouse control, gaze-based
interaction techniques can be faster and particularly useful
in situations where both hands are needed to perform a task
(Sibert & Jacob, 2000) or in hygiene-critical situations,
such as surgery (Mewes et al., 2017).
Especially smooth pursuit movements have proven
suitable to provide a range of unobtrusive interaction
methods, that allow a broad range of users to interact ef-
fectively with gaze-controlled interfaces. Applications
range from novel takes on gaze-spelling that let users se-
lect their target letter by simply following its’ movement
A systematic performance comparison of
two Smooth Pursuit detection algorithms
in Virtual Reality depending on target
number, distance, and movement patterns
Sarah-Christin Freytag
TU Berlin, Berlin, Germany
Roland Zechner
TU Berlin, Berlin, Germany
Michelle Kamps
TU Berlin, Berlin, Germany
We compared the performance of two smooth-pursuit-based object selection algorithms in
Virtual Reality (VR). To assess the best algorithm for a range of configurations, we system-
atically varied the number of targets to choose from, their distance, and their movement
pattern (linear and circular). Performance was operationalized as the ratio of hits, misses
and non-detections. Averaged over all distances, the correlation-based algorithm performed
better for circular movement patterns compared to linear ones (F(1,11) = 24.27, p < .001, η²
= .29). This was not found for the difference-based algorithm (F(1,11) = 0.98, p = .344, η²
= .01). Both algorithms performed better in close distances compared to larger ones (F(1,11)
= 190.77, p < .001, η² = .75 correlation-based, and F(1,11) = 148.20, p < .001, η² = .42,
difference-based). An interaction effect for distance x movement emerged. After systemat-
ically varying the number of targets, these results could be replicated, with a slightly smaller
effect.
Based on performance levels, we introduce the concept of an optimal threshold algorithm,
suggesting the best detection algorithm for the individual target configuration. Learnings of
adding the third dimension to the detection algorithms and the role of distractors are dis-
cussed and suggestions for future research added.
Keywords: Eye movement, Eye Tracking, Smooth Pursuit, VR, Virtual Reality,
correlation-based algorithm, vector-angle based algorithm
*Corresponding author: Sarah-Christin Freytag, sarah.frey[email protected]-berlin.de
Received February 08, 2023; Published May 29, 2023.
Citation: Freytag, S.-C., Zechner, R. & Kamps, M. (2023). A systematic performance comparison of
two Smooth Pursuit detection algorithms in Virtual Reality depending on target number, distance, and
movement patterns. Journal of Eye Movement Research, 15(3):9. https://doi.org/10.16910/jemr.15.3.9
ISSN: 1995-8692
This article is licensed under a Creative Commons Attribution 4.0 International license.
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
2
with their eyes (Cymek et al., 2014; Khamis et al., 2016;
Lutz et al., 2015) to controlling smart-phone applications
by observing the movement speed of icons for applica-
tions, that, after surpassing a specific matching-criterion,
will then be opened (Esteves et al., 2015). The ease of use
and usage of very natural gaze movements make these in-
teractions also suitable for interactions in public spaces
(Khamis et al., 2015; Vidal et al., 2013) and have shown
promising results when tested with large databases of users
(Freytag, 2020).
One of the great advantages of employing smooth-pur-
suit for interaction is the reduction of the Midas touch
problem, which states that for interactions that require
dwell-time-based approaches, a distinction between a rest-
ing gaze that indicates the intention to select and one that
was evoked by the wish to examine cannot sufficiently be
made (Huckauf & Urbina, 2008; Vidal et al., 2012).
All these applications use one of two algorithms to
compare the eye movements of the user with the move-
ment patterns of the UI elements: a correlation-based algo-
rithm, using the Pearson’s product-moment correlation,
and an algorithm based on vectors using the Euclidean dis-
tance. These algorithms are well-researched for interac-
tions on a 2D-plane. In addition to these, Drewes et al.
(2019b) introduced a novel slope approach, using the slope
of a linear regression line for object detection, showing a
possible detection for up to 160 individual objects, based
on circular movement on several rings of objects. How-
ever, this approach was tested in 2D as well.
Since the introduction of the Oculus Rift DK1 at the
end of 2012 (Kickstarter.com, 2012), the technological
progress as well as the availability of Head-Mounted Dis-
plays (HMDs) for the consumer market have skyrocketed
(Gamesradar, 2022). The integration of eye-tracking tech-
nology into HMDs followed suit. In only a span of a few
years the solutions developed from research editions pro-
vided by eye-tracking manufacturers over clip-in solutions
to, finally, the mass-production of consumer-level hard-
ware with eye-tracking integrated by default (VIVE,
2022). This widespread availability of eye-tracking data
during usage of HMDs opens the door for integrating gaze-
based interactions by default into consumer media. It also
provides researchers with an abundance of opportunities to
investigate the transferability of what is known to work in
2D to 3D virtual reality applications.
The natural navigation of the visual space provided by
HMDs suggests that the observed gaze behavior would be
close to natural, with no artificial affordances of control
disrupting the visual exploration of the virtual world Due
to this, VR could potentially overcome shortcomings of
lab experiments by providing a semi-realistic experience
that surpasses artificial lab settings (Clay et al., 2019;
Lappi, 2015). However, there also are challenges unique
to experiences of VR via HMDs. One is the users' potential
ability to physically move across the 3D environment.
Khamis et al. (2018) investigated the influence of user
movement, target size, the distance to targets, and the ra-
dius of circular object trajectories on the performance of a
correlation-based algorithm, showing that, while still
yielding sufficient results, movement reduced the accuracy
of selections and negatively impacting the performance.
For our study, we chose to keep all of these parameters
except for distance constant and our participants stationary
across all conditions to control for possible effects.
Another challenge is the Vergence-Accomodation con-
flict. When focusing on an object in a natural setting, the
focal distance of the eye and the vergence align. While
viewing a scene via a HMD however, the vergence of the
users’ eyes is set to the virtual distance of the focused ob-
ject behind the screen of the HMD – while the focal dis-
tance is set to the screen. This creates a mismatch which
does not exist in the natural world and might lead to eye
strain (Dörner et al., 2013) and possibly slightly influence
the individual vergence response itself (Neveu et al.,
2012). However, the additional gaze information along the
third axis remains available over the course of the interac-
tion in VR. Can this information be useful to improve
smooth-pursuit algorithms in 3D?
While previous studies investigated the performance of
smooth-pursuit algorithms in 3D VR, either correlation-
based (Khamis et al., 2018) or based on the Euclidian dis-
tance (Piumsomboon et al., 2017), the depth information
of a third axis was not yet included in the calculations.
Breitenfellner et al. (2019) conclude that so far there was
no extension to the existing 2D smooth pursuit algorithms
for the use in VR. While Khamis et al. (2018) found no
significant effect of distance on the correlation-based al-
gorithms' performance, we assume that distance will affect
the performance once the third dimension is included and
providing additional information to the detection algo-
rithms.
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
3
The aim of the study was to systematically examine the
potential of incorporating gaze information along the 3rd
dimensional axis into the two currently most-widely used
algorithms typical for 2D-smooth-pursuit interaction. One
correlation-based algorithm and one distance-based algo-
rithm were adapted to 3D. In a first experiment, the perfor-
mances of both algorithms were examined by systemati-
cally varying parameters of distance and trajectory of ob-
ject movement. During this experiment, only one object
was visible at all times, allowing for the assessment of se-
lection performance under ideal conditions.
The second experiment focused on the performance of
the algorithms while additional objects to choose from
were visible. The number of additional objects to choose
from, as well as the configuration within the 3D space was
varied systematically to test the algorithms under ecologi-
cally valid conditions.
The following section introduces the algorithms, fol-
lowed by the methods, and a description of the virtual en-
vironment, which were used for both experiments. After
that, details and outcomes of both experiments are pre-
sented individually, followed by a critical discussion and
outlook.
Algorithms and dependent variables
While 2D smooth-pursuit algorithms often use screen
coordinates to match targets and gaze, a 3D environment
requires adjustments. Instead of x-, y- and z-coordinates,
we defined the center of the HMD as the origin of a spher-
ical coordinate system and matched its position to the
origin of the world-space in our virtual environment. Dis-
tances were calculated as radial distance r with positions
being defined by the radius r and the angles theta θ and phi
φ for pitch and yaw respectively (Figure 1).
The 3D Point of Regard (3D-POR) was used for gaze
estimation and defined as the mid-point between the re-
spective points on the gaze vectors of each eye where the
distance between both vectors reached its minimum. Both
of the following algorithms were initially tested against a
variable threshold. Determining the ideal threshold level
for both algorithms respectively was part of experiment 1.
Figure 1. Illustration of the HMD-based coordinate system with
radius r, pitch θ, and yaw φ.
A correlation-based algorithm was adapted from the
correlation-based algorithm for 2D smooth-pursuit as de-
scribed by Vidal et al. (2013). This algorithm calculates
the product-moment correlation between gaze coordinates
and the coordinates of the moving target. Instead of x and
y-coordinates, the 3D-adapted algorithm uses r, θ and φ for
the calculations.
The difference-based algorithm was based on the ap-
proach by Lutz et al. (2015). The authors calculate the dif-
ference between the movement vector of targets and gaze
as well as the difference in angle of the movement vectors
in relation to the x-y plane. Targets are selected when both
criteria fall below a selection threshold. This algorithm
was adapted to 3D by using the radial distance r as well as
θ and φ of the moving targets to calculate the difference to
the gaze path.
Workflow
For each new frame, first the validity of the gaze data
was assessed (see Figure S1). Next, a 3D-POR was calcu-
lated and added to a Vector3-field storing the last x amount
of samples, with x being defined as the size of a moving
window. Upon reaching the maximum sample size, the
currently oldest sample would be removed upon adding the
new sample. Simultaneously, the object coordinates of
each target object were stored in an identical manner in re-
spective Vector3 fields. After updating the 3D-POR
0°
180°
90°
-90°
0°
+90°
3D-POR
Theta [°]
Radius [m]
Phi [°]
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
4
coordinates in the described manner, the respective algo-
rithms started calculating as follows:
The correlation-based algorithm iterates over all
possible interaction objects and calculates product-mo-
ment correlations between the gaze and object coordinates
for each object respectively. The calculations are per-
formed for each dimension (radius, θ, φ). In contrast to the
approach in 2D, where individual correlations are com-
pared to a threshold directly, we chose to calculate the av-
erage of all correlation coefficients for each object. While
this potentially introduces an uncorrelated parameter, the
effect will be the same for all respective samples which
remain distinguishable via the remaining parameters. A
lowering of the correlation threshold during these situa-
tions will be tested, akin to the Algorithm tested by
Khamis et al. (2018).
Upon calculating the correlation coefficients of all ob-
jects, the algorithm searches for the highest overall coeffi-
cient. If this correlation surpasses the particular threshold,
the respective item is marked as selected by the participant.
The difference-based algorithm first splits the gaze
data Vector3 field in half based on timestamps. The pa-
rameters of the halves containing the oldest and newest
gaze vectors respectively are averaged. The most recent
averaged gaze coordinates refer to the end point of the gaze
vector, the averaged coordiantes of the other half consti-
tute the origin of the gaze vector. By averaging the gaze
data over several samples, we smooth the data and prevent
obtaining false correlation values due to outliers. The end-
point of each averaged half of the Vector3 field is sub-
tracted from the respective starting point in order to obtain
a movement vector ranging from start to finish of the
movement as recorded by the field interval, resulting in
∆
"
"
#
_"#$#%
.
These steps are performed for the gaze data as well as
for the positional coordinates of each object. In order to
achieve a relation between the object and gaze movement
vectors, the difference coefficients for r, θ and φ are cal-
culated as follows:
(1)
∆$#&'()=
%
∆
+
+
,
!"#$%&
(
()*+,-.
)
∆
+
+
,
!"#$%&
(
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)
-.∆
+
+
,
!"#$%&
(
0"1+.
)
−0.5
%
(2)
∆/=*
%
∆
+
+
,
2(()*+,-.)
∆
+
+
,
2(()*+,-.)-.∆
+
+
,
2(0"1+.) −0.5
%
(3)
∆0=*
%
∆
+
+
,
3
(
()*+,-.
)
∆
+
+
,
3
(
()*+,-.
)
-.∆
+
+
,
3
(
0"1+.
)
−0.5
%
The obtained coefficients illustrate the difference be-
tween gaze radius r, gaze angle theta θ and gaze angle phi
φ and the respective object parameters. The coefficients lie
within the range of [0; ∞]. A coefficient of 0 indicates a
perfect fit between gaze and object parameters.
The calculated difference coefficients can be graph-
ically expressed on a logarithmic scale based on the loga-
rithm of ten. For example, if the object difference vector is
kept constant at 10, a symmetrical image results for a var-
iable gaze difference vector for positive numbers (see Fig-
ure 2). The difference coefficient would reach its mini-
mum of 0 at a gaze vector of 10 and its maximum of 0.5 at
a gaze vector of 0. Likewise, at high positive deviations,
approximately 0.5 is reached. If the gaze moves in the op-
posite direction to the object, differential coefficients of >
0.5 are always achieved. Except in the special case that the
gaze difference value should reach exactly the negative ob-
ject difference value, no calculation of the difference coef-
ficient is possible by a division by 0. This case should
hardly occur practically.
Figure 2. Visualization of the relation between the ratio of gaze
to object movement and the resulting difference coefficient (for
one dimension).
In order to account for different distances and to correct
the 3D POR error, the three coefficients r, θ and φ are av-
eraged over all samples within the moving window. The
algorithm then compares the sum with the threshold. The
threshold level itself is adaptable and the determination of
the ideal threshold level part of experiment 1.
Dependent Variables
The following section explains the parameters that
were analyzed as dependent variables in both experiments.
Detection rate (DR). A true positive (TP) detection
was defined by the target object surpassing the selection
threshold for the respective algorithm. A false positive
(FP) was defined as the algorithm detecting any other
0.0
0.1
0.2
0.3
0.4
0.5
0.1 110
Difference
coefficient for one
single dimension
Ratio of gaze to object movement
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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object but the currently visible one as selected. No detec-
tion (ND) took place if the threshold was not surpassed for
any of the objects. The detection rate relates these param-
eters akin to the assessment of a binary classificator:
(4)
𝐷𝑅=*
∑
23
∑
23-.
∑
43-
∑
56
The rates of false positives (FPR) and non-detections
(NDR) were calculated likewise.
Efficiency. The efficiency expresses the ratio of true
detections to overall detections:
(5)
𝐸𝑓𝑓=*
∑
23
∑
23-.
∑
43
Duration until selection. As long durations until de-
tections can invoke frustration in users (Khamis et al.,
2018), the duration until the algorithm was able to select
any object was introduced as additional criterion for com-
paring the performance of the algorithms. The duration is
expressed both in frames per second (fps) and in s.
Further Variables. To indicate the participants’ focus
on the task, the task performance of the participants, meas-
ured as the sum of points related to the given task, and av-
erage reaction time per condition, was tracked.
Methods
The following section describes the material used in
both experiments. Differences between both settings are
pointed out where applicable.
Virtual Environment. A virtual environment was cre-
ated with the Unity Game Engine (Unity, 2017). The envi-
ronment is seen from the viewpoint of a person standing
on a small planet of 2m diameter (Zehm, 2017) in front of
a starry sky. The environment was kept intentionally plain
to reduce the influence of head movements on the task
(Anderson & Bischof, 2019). An X on the planet marked
the ideal position for the subjects. A light source was
placed above and slightly behind the subject to prevent
blinding. A chicken inside a semi-transparent spherical
spaceship was introduced as a moving target (“Vertex
Cat”, 2017). The target was kept visually plain to prevent
sustained scanning of the details while hopefully being
sufficiently entertaining to maintain subjects’ motivation.
A high contrast to the backdrop was chosen to facilitate
visual detection (see Figure 3). The target had a diameter
of 0.07m, equaling to 10° visual angle in the close
condition and 2.9° visual angle in the far condition. The
size was chosen based on the results of a pre-test, consti-
tuting a compromise between identifiability over different
distances and simplicity.
Figure 3. Virtual environment displaying the users' position.
Lower right corner: the target object "space chicken" in a close-
up.
Number of objects. A maximum number of 26 indi-
vidual objects being present at once was chosen in order to
prevent possible ceiling effects regarding the performance
of the algorithms. The high number allowed for the testing
of a variety of unique movement directions within the 3D
space and was therefore increased, comparing to similar
studies in 2D (e.g. Zeng et al., 2020). During the first ex-
periment, only one of the objects was visible while the oth-
ers remained hidden to the user, but were taken into ac-
count during the analysis. This approach was chosen to fa-
cilitate sustained and ideal smooth-pursuit movements on
one target, without other distractions. With this approach,
the algorithms could be tested under an idealized, highly
standardized smooth pursuit movement performed by the
participants. The second experiment introduced visibility
of a systematically varied number of distractors in order to
retest the resulting ideal performance as it would occur “in
the field” with a natural ecological validity (see experi-
ment 2).
Distances. Two distances (near / far) were imple-
mented after having been selected for optimal usability and
prevention of eye strain in a pre-test. In the “near” condi-
tion the center of a spawn sphere was set to an origin at
0.4m distance (with the sphere spanning from 0.2 - 0.6m)
to provide a substantial vergence of the eyes, while simul-
taneously being far enough to prevent eyestrain or irrita-
tion and disorientation due to too large portions of the vis-
ual field moving. The “far” condition set the center of the
spawn sphere at 1.4m distance (spanning from 1.2m to
1.6m) to test the performance of the algorithm near the
limit of depth detection due to parallelization of the eyes.
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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Based on the 0.2° error as assumed for the SMI eye-
tracker, this results in an error margin of 0.02m in the near
condition and of 0.22m in the far condition. The distances
were slightly adapted in experiment 2 (see experiment 2).
Movement patterns. Movement was performed in ei-
ther a circular motion or in a linear motion originating
from the center of the subject’s field of view. The object
starting positions of the circular motions were distributed
across the surface of a sphere with a radius of 0.2m, being
projected from landmarks of the enclosed cube onto the
sphere’s surface. Each of the eight corners, each of the
mid-points between the 12 edges and the center point of
each side of the cube were projected onto the sphere, re-
sulting in 26 target spawn points overall. Seven trajectories
on the surface of the sphere were determined, each con-
taining 2-6 starting positions (see Figure 4, left). For linear
motions, the object spawned in the origin of the coordinate
system and moved linearly to and beyond the points de-
scribed for the circular starting positions (see Figure 4,
right). Velocities of each object were kept constant to min-
imize the occurance of potential artifacts due to anticipa-
tory changes in pursuit movements (Wende et al., 2016).
Figure 4. Movement patterns and arrangement of the 26 objects.
The labels indicate the starting positions for circular movements
(left) or the movement direction after spawning in the center for
linear movements (right).
Object velocities were set to 45°/s for the circular
movement and to 0.15m/s for linear movement. The veloc-
ities in degrees visual angle were dependent on movement
type and distance (see Table 1). The velocities were results
of a pre-test in which we determined the usability for the
subjects as well as the amount of smooth-pursuit move-
ment as opposed to saccades (as indicators of a too fast
movement) and fixations (indicating too low velocities).
Table 1. Overview of the spawnpoints of targets in the circular
move-ment condition, as well as the directional vector for linear
movement, and their velocity relative to the observer.
Movement
pattern
Distance of
the object
group
Targets
°/s
Circular
Near
rt, rb, b, lb, l, lt
22.5
f
15.0
n
45.0
Far
rt, rb, b, lb, l, lt
6.4
f
5.6
n
7.5
Linear
Near
rt, rb, b, lb, l, lt, t, r
21.5
f, n
0.0
Far
rt, rb, b, lb, l, lt, t, r
6.1
f, n
0.0
Note: The letters indicate left (l), right (r), near (n), far (f), top (t).
Task. In order to provide an incentive for sustained fo-
cus on the moving target, subjects were asked to press the
trigger button on the Vive Controller as soon as they de-
tected a fogging of the space capsule surrounding the
chicken to prevent it from flying blindly by clearing the
fog. The reaction via the trigger button on the controller
was tested in a pre-study and rated as non-distractive by
users. The trigger button was specifically chosen due to
being underneath the users' index finger, allowing for a
quick reaction without any visual or haptic search. The
fogging was timed randomly, with an average of one inci-
dent each 7.8s in the experimental blocks and of 8.4s in the
practice block. A swift reaction was rewarded by an af-
firmative sound and the award of points (3 points for a rt ≤
0.5s, 2 points for 0.5s < rt ≤ 1s and 1point for 1s < rt ≤1.5s).
A rt > 2.5s or lack of a reaction resulted in a reduction of
3 points and a dismissive sound being played. The points
were not indicated on the screen to prevent visual distrac-
tion, but participants were informed beforehand about the
effects of hits and misses, and that the game would keep
track of their score. After 2.5s, if no reaction occurred, the
object was returned to the non-foggy state. After each
block, the achieved points were displayed for the respec-
tive participant.
Technical Setup. We used the HTC Vive with inte-
grated Eye Tracking by SMI (250 Hz) with a resolution of
1080 px x 1200 per eye. The refreshment rate of the
screens was 90 Hz. The field of view (FOV) was 110°. The
typical error of the eye tracker was 0.2° (Schiavullo, 2016).
The experiments were run on an Alienware 17 R4 Laptop
with an Intel Core i7 processor, 32GB RAM and a
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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GeForce GTX 1080 with 8GB RAM. The VR-environ-
ment, run via Unity Play Mode, was displayed via
SteamVR (Built May 24, 2018).
Both experiments took place in a laboratory setting. A
desk was assigned at which participants filled out ques-
tionnaires testing for Simulator Sickness and assessing
technical issues after the VR experience. One third of the
laboratory was segmented via a cardboard divider and con-
tained a desk with the laptop running the experiment, the
VR-setup and a space of approx. 9m² for the subjects to
stand freely during the interaction with the VR.
Experiment 1
As described above, testing the reliability of the two
adapted algorithms in relation to a) distance and b) move-
ment pattern were the aim of this experiment. Furthermore,
suitable thresholds for both algorithms, depending on dis-
tance and object movement patterns were to be evaluated.
Hypotheses
Movement Patterns: Based on findings for 2D-exper-
iments (Vidal et al., 2013, Estevan, 2015) and recent find-
ings in 3D (Khamis, 2018) we assumed that circular move-
ment patterns would be associated with a better perfor-
mance for both algorithms compared to linear movement:
H1.1 The correlation-based algorithm performs, aver-
aged over all distances, better on circular movement pat-
terns compared to linear movement paths.
H1.2 The difference-based algorithm performs, aver-
aged over all distances, better on circular movement pat-
terns compared to linear movement paths.
Distances: Due to the increased estimation errors for
the radius in larger distances as described in Methods, we
assume a better performance at close distances for both al-
gorithms:
H2.1: The correlation-based algorithm performs, aver-
aged over linear and circular movement patterns, better in
the near condition compared to the far condition.
H2.2: The difference-based algorithm performs, aver-
aged over linear and circular movement patterns, better in
the near condition compared to the far condition.
Interaction: We assume that the impact of increased
eye tracking errors in larger distances and its’ effect on the
calculation of the radius is inequal for linear and circular
movement patterns due to the different proportion the ra-
dius calculation has for the overall algorithm:
H3.1: The change in detection rate (DR) between the
near and the far condition differs between circular and lin-
ear movement patterns for the correlation-based algorithm.
H3.2: The change in DR between the near and the far
condition differs between circular and linear movement
patterns for the difference-based algorithm.
No previous assumptions were made for the optimal
detection threshold level to be used for the algorithms. In-
stead, the threshold levels (TL) were analyzed iteratively
to find the optimal threshold for each algorithm. The com-
parison of the performance levels of both algorithms to
each other were of interest as well. Due to the multitude of
possible factors influencing the performance, no general
hypothesis about the superiority of any of both algorithms
was stated beforehand.
The task performance, as indicated by the amount of
points received in the detection task, was used as indica-
tion of the attention users directed to the interaction, and
with that, served as an indicator of the quality in which the
smooth-pursuit task was performed.
Experiment plan
The experiment encompassed one practice block, four
experimental blocks and one additional block. The
timespan of initiating and completing one singular object
movement was defined as one trial. One object movement
translates to the spawning of the target object, the space-
chicken remaining at rest for 1s and then moving along one
of the pre-defined paths for 4s.
The practice block contained four trials with linear
movement patterns in a pre-defined order and prolonged
movement durations (20s), taking approx. 1.5 minutes in
total. The subsequent four experimental blocks were pre-
sented latin square randomized and contained 78 trials
each. Each block represented one combination of the inde-
pendent variables (near/circular, near/linear, far/circular,
far/linear). The 78 trials were presented in three rounds,
with each round presenting all 26 possible object varia-
tions of the respective condition in a randomized manner.
Each block had a duration of 6.5 minutes.
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
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The additional block displayed a variation of the move-
ment patterns and collected data for another research ques-
tion and will be discussed in a different work. It took 7.5
minutes to complete.
Experimental procedure
Subjects: N = 12 participants (6 ♀, 6 ♂) aged between
23 to 30 years (M = 27.4, SD = 1.8) took part in the first
experiment. Five persons had corrected to normal vision,
with three using contact lenses and two taking part without
corrective measures (-1 and -2 dpt). Half of all participants
were novice to interacting with a VR environment.
Participants were greeted, prompted to read the partic-
ipant information informing about the procedure and vol-
untary nature of the studies. Upon agreement, they filled
out a demographic questionnaire and were then handed the
instructions for the trial. If no questions remained, they put
on the HMD and were assisted if necessary. They were
then handed a Vive Controller to be used with their domi-
nant hand. The controller was not depicted within the VR.
Participants were standing during the whole experiment.
Participants were then asked to physically walk onto
the marking of a cross on the planet and turn until they
were facing an orientation dot visible in front of them. A
5-point calibration was then performed. Afterwards, they
could start the practice block via a press on the side button
of the controller. Then, they were asked if they had any
questions, and if none remained, the five blocks were
started and run in the afore described randomized manner.
Afterwards, they filled out surveys assessing Simulator
Sickness and technical issues. Upon completion, the par-
ticipants were thanked, compensated with student credit
hours if applicable, and snacks if not, and were then given
the option to ask questions about the experiment and to re-
ceive a detailed description of the experiments’ purpose.
Analysis
The gaze data was obtained using the SMI Unity plug-
in. The 3D POR was calculated using an adaptation of the
Math3d class (Kolkmeier, 2013). The product-moment
correlation was calculated using the Math.NET Numeric
library (Ruegg et al., 2018). The algorithms were imple-
mented within the Unity development environment, using
C#. All further analyses for experiment 1 were done of-
fline.
The time window and starting point for the algorithms
were specified based on previous literature. For the corre-
lation-based algorithm recommendations ranged from 0.5s
with ~20 data points (Vidal et al., 2013) to 1s with ~30
data points (Esteves et al., 2015). Our goal was to achieve
an optimal spot between a high number of data points, in-
creasing the detection rate, and a short time frame, lower-
ing reaction times for later online use (Esteves et al., 2015,
Khamis et al. 2018). We chose to include 40 samples into
the testing window. With an average fps of 60Hz as meas-
ured in a pre-test, this resulted in a duration of 0.67s. The
same time window was implemented for the difference-
based algorithm.
Thus, analyses started 40 frames after the onset of
movement.
Calculation of the optimal threshold. The optimal
threshold (OT) for both algorithms was tested iteratively.
For the correlation-based algorithm, we iterated over
thresholds of correlation values between 0 and .95 in steps
of .05. For the difference-based algorithms, we iterated
over thresholds between .20 and .01 in increments of .01,
resulting in 20 data sets with linearly increasing thresholds
for each algorithm.
Efficiency, TP, FP and ND were each averaged over all
trials for the respective algorithms. The residues for the
data sets with the threshold resulting in the best perfor-
mance were tested for normal distribution via QQ-Plots
and a subsequent Shapiro-Wilk Test and then further ana-
lyzed via an Analysis of Variance.
To gain further insights into the non-significant results
we performed a sensitivity analysis with G*Power.
For directional analysis, the DRs of each of the 26 lin-
early moving objects were calculated for the near and far
condition. Afterwards the DRs of the objects moving in
one of the six base directions (left, right, up, down, near-
ing, distancing (far)) were averaged. Thus, per base direc-
tion the DRs of nine objects were averaged.
Comparison of the algorithms. We employed a sign
test to compare the performance of the two algorithms
(Bölte, 1994). This non-parametric test allows for a com-
parison on trial-level. Therefore, both data sets were com-
bined, depicting the results of both algorithms (TP, FP,
ND). All entries with equal decisions were omitted, leav-
ing only the rows with diverging entries. For the remaining
trials, a “+” or “-“ was assigned, depending on a correct or
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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incorrect decision made by the respective algorithm. The
sum of the resulting “+”s was calculated for each algo-
rithm and a Binomial test was performed, testing if the
likelihood of a “+” appearing was distinct from the likeli-
hood or random appearance (p = .5).
Results
Hypotheses. The ANOVA yielded a confirmation of
the main effect for movement type for the correlation-
based algorithm (F(1,11) = 24.27, p < .001, η² = .29), but
not for the difference-based one (F(1,11) = 0.98, p = .344,
η² = .01), confirming H1.1 and refuting H1.2. A main ef-
fect for object distance was discovered for both the corre-
lation-based algorithm (F(1,11) = 190.77, p < .001, η² =
.75) and the difference-based one (F(1,11) = 148.20, p <
.001, η² = .42), confirming hypotheses 2.1 and 2.2.
Interaction effects for distances x movement types
were found for both the correlation-based algorithm
(F(1,11) = 9.00, p = .012, η² = .22) and the difference-
based one (F(1,11) = 5.94, p < .033, η² = .01), see Figure
5, confirming H3.1 and H3.2.
Figure 5. Interaction Plots for the correlation-based (left) and
difference-based (right) algorithms for close and far distances, in
interaction with the movement type (circular or linear).
As the main effect concerning movement type for the
difference-based algorithm was not significant we
performed a post-hoc sensitivity analysis. With the sample
size of N = 12, the test would have revealed effects of at
least η² = 0.09 with a probability of .90. Thus, for
hypothesis H1.2, we assumed that there was either a very
small effect or no effect.
Optimal threshold. The correlation-based algorithm
presented its’ best detection rate (M = .31, SD = .46) at a
threshold interval of between .65 to .80 (M = .28, SD = .45)
with a rapid decrease of detections for higher thresholds.
The rate of false detections has a maximum at a threshold
of .69 (SD = .46) and decreases for thresholds ≥ .75 (M=
.65, SD = .48). The ND rate remains M = 0 (SD = 0) for
lowest thresholds and remains low for thresholds between
.45 to .65 (M < .01, SD <.10). At a threshold of .70, the
ND rate begins to increase (M = .02, SD = .14). The Effi-
ciency follows the curve for the detection rate up to the
threshold of .70 where first NDs take place. We selected
an optimal threshold of .75 for the correlation-based algo-
rithm which equals an Efficiency value of .31. After that
point, the FP rate begins to decrease while the detection
rate remains close to its’ maximum. The average detection
time from the beginning of the movement is 1.18s (SD =
.69) or M = 70 frames (SD = .41), see Figure 6 (top).
Figure 6. Performance graphs for the correlation-based (top) and
difference-based algorithm (bottom), based on detection rates,
false-positives, non-detections and efficiency averaged over all
trials. The chosen threshold level (OT) is indicated by the
respective vertical line.
The difference-based algorithm shows a pattern similar
to the correlation-based algorithm. The detection rate in-
creases from the initial .20 up to a threshold of .10 (M =
.50, SD = .50), followed by a decrease. The rate of false
detections sinks continuously while the ND rate remains
less than or equal .05 until it increases rapidly for thresh-
olds smaller than .08 (M = .08, SD = .03). The Efficiency
curve is similar to the detection rate for thresholds larger
than .10, but further increases while reaching a maximum
at the most restrictive threshold of .02 (M = .74). A
Near Far Near Far
Distance
DR
0.2 .4 .6 .8 1
0.2 .4 .6 .8 1
Circular
Linear
Distance
DR
Circular
Linear
Correlation-based Difference-based
Threshold (for averaged correlation coefficients)
Threshold (for averaged difference coefficients)
Rate
≥ 0 ≥ .2 ≥ .4 ≥ .6 ≥ .8
≤ .20 ≤ .16 ≤ .12 ≤ .08 ≤ .04
Eff.
NDRFPRDR
Rate
0.2 .4 .6 .8 1
0.2 .4 .6 .8 1
Difference-based
Correlation-based
Eff.
NDRFPRDR
OT
≥ .75
OT
≤ .07
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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threshold of .07 was selected as optimal, as it resulted in,
all parameters combined, the best overall performance (see
Figure 6, bottom).
Therefore, the thresholds of .75 for the correlation-
based algorithm and of .07 for the difference-based algo-
rithm were used for all following comparisons.
Comparison of the Algorithms. Averaged over all tri-
als, the difference-based algorithm achieved a higher DR
compared to the correlation-based algorithm (M = .49, SD
= .49 vs. M = .29, SD = .49). The Binomial test revealed a
significantly higher DR of the difference-based algorithm
compared to the correlation based one (p <0.001, with
1124 of 1516 trials showing a higher DR for the differ-
ence-based algorithm).
Directional movements of the objects. The perfor-
mance of the correlation-based algorithm showed the low-
est averaged DR for objects that performed a linear move-
ment along the vector f (“far”) away from the observer in
both the near (M = .21, SD = .08) and the far condition (M
= .10, SD = .08). Objects with a linear movement along the
vector n (“near”), approaching the observer, yielded the
highest averaged DR (near M = .47, SD = .10, far M = .28,
SD = .09). The difference-based algorithm showed the
highest averaged DR for objects with a linear movement
towards the observer (vector n) as well, with considerably
higher averaged DRs (near M = .80, SD = .07, far M = .74,
SD = .20, see Figure 7).
Figure 7. Detection performance of the two algorithms for linear
movements averaged over the six basic directions towards the
end point of the movement vector (left (l), right (r), top (t),
bottom (b), near (n), far (f)).
RT-Task. On average, 138.46 (SD = 8.24) of 150
achievable points per condition were scored by the partic-
ipants. No subject achieved less than 116 points (77%) in
any condition. With 50 reaction stimuli per condition,
2400 reaction stimuli occurred across all trials, with 2385
of them (99%) being responded to by the participant within
2.5 s. The average reaction time was 0.44 s (SD = 0.16).
Discussion of experiment 1
As predicted, the correlation-based algorithm showed
a better performance for circular movements compared to
linear movement patterns (H 1.1). This difference was not
established for the difference-based algorithm, which
showed no significant difference between both movement
types, with a sensitivity test suggesting either no or a very
small effect (H 1.2). This ties into the overall higher DRs
of the difference-based algorithm that were obtained
across all trials. The exploratory analysis of the influence
of directional movements suggests a higher robustness to-
wards linear types of movement for the difference-based
algorithm. Interestingly, the difference-based algorithm
performs highest for movements along the z-axis, i.e., to-
wards or away from the observer, in which the rate of
change would be lowest.
Overall, both algorithms performed better if objects
were shown within a close range compared to displaying
the objects in larger distances, independent of movement
patterns (H2.1 and H2.2). Movements virtually closer to
the eyes of the observer benefit from a lower estimation
error, which accumulates along the third axis. Further-
more, the further away the movement, the smaller the vis-
ual distance covered. Combined with additions of estima-
tion errors, inaccuracies increase. The confirmation of the
interaction effect between distance x movement type
(H3.1, H3.2) supports this assumption. The higher DRs in
closer distances would suggest adopting a design principle
in which it was recommended to set stimuli to be selected
via smooth pursuit within the near plane of the virtual en-
vironment. However, only one object was shown at all
times. While this was done to create ideal conditions for
sustained smooth pursuit movements, it also created an ar-
tificial setup which kept eye strain due to different visible
stimuli at minimum. One of the goals of the second exper-
iment therefore was to evaluate in a pre-study if the addi-
tion of further visible objects would have any adverse ef-
fects on the observer.
The high rates for successful reactions of participants
during the reaction task indicate sustained attention to-
wards the object. Together with the aforementioned dis-
play of one singular visible stimulus (with the other 25
Li nea r / Nea r
Li nea r / Fa r
Correlation-based Difference-based
Direction Direction
f
l t b nr
f
l t b nr
Li nea r / Nea r
Li nea r / Fa r
DR
0.25 .50 .75 1
DR
0.25 .50 .75 1
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stimuli being represented mathematically), ideal condi-
tions for testing the algorithms were created. The optimal
threshold level for both algorithms were therefore selected
within a setup that allowed to test the optimum perfor-
mance. How would the achieved results hold up under eco-
logically more valid conditions? To answer this was the
scope of experiment 2.
Experiment 2
Having identified an optimal threshold level for both
algorithms under artificially optimal selection conditions,
we could now test the performance under a systematically
varying number of visible objects for the participant to
choose from. Due to the interaction effects of distance and
movement types found in experiment 1, experiment 2 in-
cluded these parameters, too with the aim to a) test perfor-
mance levels of both algorithms under a selection of typi-
cal setups that might be present in VR applications using
smooth-pursuit object selection and b) ideally allow for
recommendations of the maximum numbers of objects,
movement types and distances, including performance
data as well as user feedback.
Additionally, based on the findings of experiment 1,
we assume that the optimal threshold level for detections
by each algorithm varies, depending on the interaction of
distance, movement pattern and, as introduced in this sec-
tion, the number of objects present. We aimed to derive a
formula that could indicate the optimal threshold for each
algorithm under these varying conditions, taking into ac-
count the rate of non-detections, detections, and false pos-
itives.
Adjustments to the experimental setting
The main difference to experiment 1 is the presence of
non-target objects: objects in varying quantity that moved
within the same plane of distance and movement pattern
as the target object. These non-targets kept the shape of the
spherical shape ships but were colored in green and lacked
the target chicken (see Figure 8).
Figure 8. Left: target object; Middle: clouded target object while
reaction time task; Right: non-target.
Number of visible objects. In order to determine the
number of non-targets to be tested, the logfiles of experi-
ment I were re-evaluated. Subsets of the original 26 objects
were created, iteratively reducing the number of objects
taken into account for the gaze-object-comparison by the
algorithms. DRs were calculated for these subsets to deter-
mine the performance of the two algorithms for different
amounts of objects. Based on these re-evaluations, the
number of distractors for experiment II was set to an inter-
val from two to eleven, resulting in a maximum object
count of twelve, including the target object. An object
count of less than three was likely to generate ceiling ef-
fects, reducing the informative value of these conditions.
More than twelve objects displayed at the same time would
create a substantial amount of overlap between objects in
the start position or during the object movement within this
setup and were therefore excluded.
Table 2. Overview of object configurations and their respective
spawn points (circular) or target point of movement (linear).
Object config.
spawn point of objects (circular) / end-
point of movement vector (linear)
3 A
lnt, rnt, f
3 B
lnb, t, rfb
4 A
lt, lb, rb, rt
4 B
lnb, rnt, lft, rfb
5 A
l, b, r, t, f
5 B
lnb, rnt, lft, rfb, f
6
lnb, l, b, r, t, rft
7
lnb, rnt, l, b, r, lft, rfb
8 A
l, b, r, t, lft, lfb, rfb, rft
8 B
lnt, lnb, rnb, rnt, lf, fb, rf, ft
9 A
lt, l, lb, b, rb, r, rt, t, f
9 B
rnb, rn, rnt, lt, l, lb, ft, f, rb
10 A
lnt, lnb, rnb, rnt, t, b, lf, fb, rf, ft
10 B
nb, nt, lt, l, lb, rb, r, rt, ft, fb
11
rnt, rn, rnb, lt, l, lb, b, t, rfb, rft, f
12 A
lnt, lnb, rnb, rnt, l, b, r, t, lft, lfb, rfb, rft
12 B
ln, nb, rn, nt, lt, lb, rb, rt, lf, fb, rf, ft
Note: abbreviations: left (l), right (r), near (n), far (f), top (t), bot-
tom (b). See Figure 4 for the spatial distributions of points.
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15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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The spatial distribution of the non-targets was created
by omitting objects from the original invisible, but simu-
lated 26 objects. The remaining configurations were dis-
tributed evenly across the volume extending in front of the
participant (see Figure 4). In total, 17 different object con-
figurations were tested, including ten different object
counts (3-12), of which seven were tested in different ar-
rangements (A/B, see Table 2).
Distances. The distance of the “near” condition was
adjusted to 0.8m (before: 0.4m) because pre-tests with the
adapted number of visible objects revealed a high eye-
strain for the participants, due to having various objects in
their immediate field of view in such a close proximity.
This adjustment limits the maximum vergence of the eyes
and with that reduces the range of additional information
added to the algorithm on the third dimension, but was de-
cided to be necessary to ensure optimal and strain-free
conditions for the participants. Due to the distance of the
“far” condition having been set to 1.4m in experiment 1 in
order to test the maximum viable distance, this distance
was not increased further. With the radius of the sphere on
which the spawn points were distributed remaining at
0.2m, this results in effective spawn distances of 0.6-1.0m
(centered at 0.8m) in the near condition and 1.2m to 1.6m
(centered at 1.4m) in the far condition. Further implica-
tions are discussed in the overall discussion.
Task. The feedback from pre-test participants led to
the adjustment of the point-system in the reaction-time
task. To prevent demotivating the participants by a low
score at the end of each experimental block, wrong reac-
tions only led to a point reduction of -1 in experiment 2.
Object visibility duration. The objects were shown
immobile for 2 seconds after spawning before starting their
movement, which continued for 4 seconds. The time of
visibility in the initial resting phase was prolonged to 2
seconds (before: 1 second) to allow enough time for iden-
tification of the target. Hence, the overall duration of the
experiment slightly increased.
Starting position of objects in linear conditions.
While the target object was rendered directly in the center
of the visual field in experiment 1, the presence of various
objects in experiment 2 required a slight adjustment of the
start position to avoid overlap. The objects started slightly
set off from one another, each slightly moved in the re-
spective direction of the following movement.
Hypotheses
Based on the previous results, we derived the hypothe-
ses for experiment 2 as follows:
Movement pattern
H1.1 The correlation-based algorithm performs, averaged
over all distances, better on circular movement pat-
terns compared to linear movement paths.
H1.2 The difference-based algorithm performs, averaged
over all distances, equally for circular movement pat-
terns and linear movement paths.
Distance
H2.1: The correlation-based algorithm performs, aver-
aged over linear and circular movement patterns, bet-
ter in the near condition compared to the far condi-
tion.
H2.2: The difference-based algorithm performs, averaged
over linear and circular movement patterns, better in
the near condition compared to the far condition.
Number of non-targets
H3.1: The correlation-based algorithm performs better
the fewer objects are present.
H3.2: The difference-based algorithm performs better the
fewer objects are present.
Comparison of algorithms
H4: The difference-based algorithm performs, on aver-
age, better than the correlation-based algorithm.
Further research questions:
Optimal thresholds. We aimed to derive a formula for the
OT, integrating the different performance parameters (DR,
FP, ND). Selection time: As the aim of this study is to fa-
cilitate the application of online smooth-pursuit-based se-
lection in 3D VR, the reaction times of both algorithms
were recorded. No hypotheses were stated regarding a pos-
sible impact of movement pattern, distance and object
count on the selection time of both algorithms. Instead, the
reaction times across all conditions were tested explora-
tively. To allow for design recommendations from the us-
ers’ point of view as well, the preference of participants
for movement types as well as object distance and numbers
were assessed.
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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Experiment plan
The experiment consisted of one practice block and
four randomized experimental blocks. As in experiment I,,
one experimental block represented one unique combina-
tion of object distance (near/far) and movement pattern
(linear/circular). In each of the experimental blocks, the
number of displayed objects progressively increased from
three to twelve. Since some of the object numbers were
tested in two different arrangements, the resulting 17 ob-
jects variants (see Table 2) were completed one after the
other. Each of these object variants were repeated three
times in a row, with an object selected by random as the
target object. One trial consisted of a 2 second phase,
where the objects were presented in the center of the visual
field, followed by a 4 second phase of object movement.
In total, 51 trials constituted one experimental block,
resulting in 204 trials in total. Each block took 5.1 minutes
to complete.
Participants. N = 30 participants (15 ♀, 14 ♂, 1 di-
verse) aged between 20 to 35 years (M = 26.6, SD = 3.7)
took part in the second experiment. 13 reported corrected
to normal-vision, with six individuals using contact lenses,
five glasses and two without corrective measures. The test
procedure was identical to experiment I.
Analysis
The dependent variable mainly used for the analysis
was the detection rate DR, which is defined as the propor-
tion of true positive detections from all trials (see Formula
4). The analysis process was equivalent to experiment 1
regarding 3D POR calculation and the moving window of
40 frames for calculation.
An ANOVA was performed to test the impact of vary-
ing object numbers on the DR under the four test condi-
tions (near/linear, near/circular, far/linear and far/circular)
for both algorithms.
For each object configuration, an optimal threshold
was determined by using the same method as described in
the previous experiment. For the correlation-based algo-
rithm, we iterated over thresholds between 0 and .95 in in-
crements of .05. For the difference-based algorithm, values
between .20 and .01 were tested in steps of .01.
The configuration yielding the optimal threshold for
the respective object variant was further analyzed. In order
to perform an Analysis of Variance to test H3.1, the data
was tested for normal distribution of the residuals with a
Shapiro-Wilk-Test and a Mauchly-Test for sphericity. Due
to the amount of data, exemplary object counts (with 4, 6,
8, 10 and 12 objects) were tested for their specific main
effects.
Since the data of some of the tested object configura-
tions violated the normal-distribution of residuals, addi-
tional QQ-Plots were used. Based on Lix, Keselman &
Keselman (1996), who refer to the ANOVA as robust re-
garding violations of the normal distribution of residuals
and on Villasenor et al. (2009, p. 1874) who say, that the
Shapiro-Wilk-Test is “too strict”, a two factor ANOVA
was chosen as test measure, although not all requirements
were met.
To test H4, the selected object counts of 4, 6, 8, 10 and
12 objects were each individually tested for the differences
in detection rates between the correlation-based and differ-
ence-based algorithms. The requirements to perform a t-
test include normal distribution of the difference variable.
Since this was not given and the t-test is more vulnerable
to undesired impacts, the non-parametric test alternative
Wilcoxon-sign rank test was performed.
We investigated if an ideal threshold could be deter-
mined for each object configuration. We therefore defined
a formula for Efficiency_1 based on their DR, FP and ND.
In terms of application, ND are preferred over FP because
the trial can be repeated while corrective measures needed
to be taken for a false selection. More FP are likely to have
a worsening impact on user satisfaction. The formula used
is:
(6)
𝐸𝑓𝑓𝑖𝑐𝑖𝑒𝑛𝑐𝑦_1=1−
6
67
67-43 −
7
45
45678
45
45678-56
86
67
67-43
represents the proportion of correctly detected
objects (DR) out of all the trials where an object exceeds
the pre-defined threshold – in the following, this term will
be referred to as “effectiveness”. In the second part of the
term, the ND rate is additionally taken into account, calcu-
lating the proportion of the “effectiveness” out of all trials.
The absolute value of the “effectiveness” was used and
subtracted from 1.
This formula reaches its’ maximum value when the ND
exceeds the FP, favoring repeats over false selections. The
formula therefore is able to determine for which range of
threshold values the FP are decreasing, which is desirable.
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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Efficiency_2 is also based on what we previously de-
fined as “effectiveness” (
67
67-43
) and the ND, but focuses
on the rate of change from one threshold value to the next.
(7)
𝐸𝑓𝑓𝑖𝑐𝑖𝑒𝑛𝑐𝑦*2=*
:;
*67
67-4389$:)9;<&.=. −
*𝑁𝐷89$:)9;<&.=.
=
−
;
*67
67-4389$:)9;<&.=>?. −
*𝑁𝐷89$:)9;<&.=>?.
=:
With this approach we investigated if a rapid increase
in ND and decrease in DR emerged, indicating a specific
threshold as ideal, as represented by a high slope of the
graph for Efficiency_2.
Results
Movement pattern and distance. On average, circu-
lar object movements resulted in a trend towards a higher
DR for both algorithms (H1.1/1.2), but the main effect
only surpassed the significance threshold for 4 and 6 ob-
jects for the correlation-based algorithm (p = .003,
𝜂@
A=
.06
and p = .001,
𝜂@
A=*.13
) and for 4 objects for the dif-
ference-based algorithm (p = .043,
𝜂@
A
=.03). We hypothe-
sized an effect for all object counts for the correlation-
based algorithm but none for the difference-based algo-
rithm. The general tendency suggests that the difference-
based algorithms had higher DRs for circular movements,
but for both algorithms the differences in DRs were lower
than in experiment 1.
The impact of distance was found to be much smaller
than in experiment 1. Only for the trials with all 12 objects
visible, both algorithms performed better in the “near”-
condition (corr.-b. A. p = .004,
𝜂@
A=.08
, diff.-b. A. p =
.021,
𝜂@
A=*.04
), which is compliant with H2.1 and H2.2.
Additionally, the correlation-based algorithm detected
more objects in the near-conditions in the variants with 8
objects (p = .027,
𝜂@
A
=.03).
Object count. The ANOVA yielded a confirmation of
H3.1 and H3.2, regarding the main effect of object count
for both the correlation-based (p < .001,
𝜂@
A
= .61) and the
difference-based algorithm (p < .001,
𝜂@
A=*.27
). Addi-
tionally, an interaction effect between the object counts
and the test condition was found to be significant for the
correlation-based algorithm (p = .007), but only with a
comparably low effect of
𝜂@
A
= .05.
Figure 9. Detection rates of both algorithms for movement
patterns (linear, circular) distance (near, far) and number of
visible objects.
Comparison of algorithms. The difference-based al-
gorithm outperformed the correlation-based algorithm in
nearly all of the tested trials, in alignment with H4 (see
Figure 10). Four out of the five selected object counts for
further investigation (4, 6, 8, 10 and 12 objects) resulted in
higher detection rates for the difference-based algorithm (4
objects: p= .418, r= .02; 6 objects: p= <.001, r= .48; 8 ob-
jects: p= <.001, r =.41; 10 objects: p= <.001, r= .58; 12
objects: p= <.001, r = .35).
Figure 10. Detection rates of both algorithms for all numbers of
simultaneously visible objects, averaged over all experimental
conditions.
Optimal threshold. The difference-based algorithm
produced a lower FP rate than the correlation-based one.
Therefore, the maximum value of Efficiency_1 is achieved
Number of objects
Number of objects
DR
354 6 8 10 127911
354 6 8 10 127911
DR
0.2 .4 .6 .8 1
0.2 .4 .6 .8 1
Difference-based
Correlation-based
D (far - circular)
C (far - linear)
B (near - circular)
A (near - linear)
D (far - circular)
C (far - linear)
B (near - circular)
A (near - linear)
Number of objects
354 6 8 10 127911
DR
0.2 .4 .6 .8 1
Difference-based
Correlation-based
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
15
at a comparatively low threshold value (see Table S1; e. g.
.13 for object variants with 3 objects; .1 for object variants
with 6 or 9 objects; .06 for object variants with 12 objects).
For the correlation-based algorithm, which has on average
a higher FP rate, the maximum of Efficiency_1 is achieved
for higher thresholds, therefore leading to more conserva-
tive selections. Using the Efficiency_2 formula, optimal
thresholds for most numbers of visible objects for the cor-
relation-based algorithm were identifiable due to the im-
pact of increasing DR and decreasing ND. For the differ-
ence-based algorithm, Efficiency_2 painted a less clear
picture, as NDs were already low.
Table 3: Overview of durations for and detections for both
algorithms, averaged, and for exemplary numbers of objects.
objects
correlation-based
difference-based
select.
detection
select.
detection
M (all)
1.23
1.18
1.53
1.53
3
1.03
0.99
1.12
1.10
6
1.05
0.98
1.26
1.33
9
1.34
1.30
1.62
1.62
12
1.13
1.05
1.54
1.61
Note: Duration is provided in seconds. Selections are defined as
true positives and false positives. Detections are defined as true
positives only.
Detection time. Overall, the correlation-based algo-
rithm performed selections (including true and false posi-
tives) after an average of 1.23s, averaged over all condi-
tions (see Table 3). If only detections (true positives) were
considered, the duration shortened to 1.18s. In contrast, the
difference-based algorithm needed 1.53s for selections as
well as true positive detections and showed an overall
higher time for both selections and detections.
Subjective results. 17 out of 26 participants indicated,
across all conditions for movement type and distance, that
on average, seven objects were the most comfortable to in-
teract with (M = 7.18, SD= 1.67, “What number of objects
was the most comfortable for you?”). The remaining nine
participants, were comfortable to interact with any number
of objects between three and 12. Asked which number of
objects were too many to complete the primary task unhin-
dered, the majority (18) of participants indicated that there
were no hindrance for the maximum number of objects
shown simultaneously (12). Participants voiced that the
clear visual distinction between target and non-targets
helped in completing the task. Eight participants felt dis-
rupted by the increasing number of objects at an average
threshold of M = 9.86 (SD = 1.55) objects.
No clear preference for either linear (favored by 11 par-
ticipants) or circular movement types (favored by 10)
emerged. Five participants had no preference at all. Asked
why they preferred their chosen type of movement, the rea-
sons for linear movement were stated, with number of par-
ticipants in braces, as “high predictability of continuation
of the movement” (4), “less coverage between objects” (4),
and “less straining for the eyes” (1). For circular move-
ment, the reasons were “less eye movement needed/less
visual angle covered” (5), “aesthetics of the movement
pattern” (3), “better resolution of the objects on the HMD”
(2) and “ease of interaction” (1).
A preference for the far display condition (15 partici-
pants) over the near display of objects (6 participants)
emerged. Five participants indicated no preference. Rea-
sons for favoring the far distance (1.4m) were “less head
movement needed” (6), “better overview” (5) and “less
eye movement needed/smaller visual angle covered by the
objects” (4), but also “a better resolution” (1). The near
condition was favored due to “a better resolution” (3), for
“no particular reason” (2) or because of the “bigger object
size” (1).
Discussion
Performance. Across both experiments, the differ-
ence-based algorithm provided a better performance com-
pared to the correlation-based one, if performance is oper-
ationalized by high detection rates. However, as experi-
ment 2 has shown, the higher reliability comes at a cost, as
both overall selection times and detection times were
slower, compared to the correlation-based algorithm. The
latter, on the other hand, provides faster interaction for the
user. The impact of different movement patterns was
higher for the correlation-based algorithm as well, with
circular types of movement increasing DRs for this algo-
rithm, but not for the difference-based algorithm which
performed more homogenously across both conditions.
Distances. While experiment 1 showed a clear ad-
vantage in detection for close distances (0.4m) for both al-
gorithms, experiment 2 could not establish a significant
difference in performance between both conditions. This
might have been due to the adaptation of distance in the
near condition, setting the spawn point to 0.8m. This was
required by the results of pre-tests after introducing addi-
tional visible objects. It is very likely that the decrease in
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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distance between both near and far condition reduced dif-
ferences in detection rates, as the original distance between
both conditions was nearly halved. Furthermore, both dis-
tances were indicated by the center of a sphere on the sur-
face of which objects could spawn, adding a radius of
0.2m., resulting in a distance of only 0.4m between spawn
points on the back side of the sphere in the near condition
(centered at 0.8m) and spawn points on the front side of
the sphere (1.2m, centered at 1.4m) in the far condition.
However, the rationale behind the exact location of the
spawn center in the far condition was to test the limits of
the algorithm and the usefulness of including the third axis
into calculations close to a point where parallelization of
the eyes would hinder depth detection. While trends to-
wards better detection in the near condition were still de-
tectable, experiment 2 showed that both algorithms work
reasonably well within both distances.
User Experience. The adaptation of spawn distances
took place because the introduction of additional objects in
close proximity caused eye-strain that did not occur while
only one object was present. We assume that the increased
amount of movement in a comparatively large portion of
the visual field had contributed to the discomfort. After ex-
periment 2, individuals who preferred the far condition in-
dicated that they liked not having to perform large eye
movements, further supporting that assumption. This ties
into a limitation of the usefulness of the third spatial axis
for any kind of gaze analysis compared to the other axes:
not all distances are equally feasible, depending not only
on physical and technical limitations but also on the num-
ber of stimuli present in the visual field. Drewes et al.
(2022) have demonstrated that user preferences corre-
sponded to optimal detection rates in 2D smooth pursuit
tasks with constant target velocities. We therefore assume
that, by having adapted the speed to the users' preferences
in our prestudy, the chosen speed parameters would ap-
proach optimal settings to investigate the algorithms per-
formances. In 3D, the perceived speed of the targets might
vary due to targets moving away or towards the user. We
encourage further researching the relationship between
user preference and detection rates specifically when in-
cluding the third dimension.
Number of visible objects. While experiment 1 inves-
tigated the optimum performance of both algorithms under
ideal conditions, the introduction of visible objects al-
lowed to test both algorithms in an ecologically more valid
setup. Hypotheses H3.1 and H3.2 of experiment 2 were
confirmed, showing that smaller numbers of objects in-
crease the performance of both algorithms. The addition of
feedback from participants allow to balance affordances of
the algorithm with user preferences. While not all partici-
pants showed a preference for specific object numbers, the
majority did and indicated that seven objects were prefer-
able. Additionally, we found that for object counts ≤ 6 the
FP rates of the difference-based algorithm were lower than
the ND rates. This is desirable, as trials without a detection
can be repeated, while trials with a false detection can lead
to a worse user experience and increase the overall inter-
action time. We therefore recommend limiting the number
of simultaneously shown objects to choose from via
smooth-pursuit to 6, and suggest to not surpass a number
of 9 objects at a time, as this was indicated as being per-
ceived as too much by almost a third of participants.
Number of participants. For this study, two experi-
ments were conducted. The first experiment was to test
both algorithms under ideal conditions with only one target
being shown to a comparatively low number of twelve par-
ticipants, but with a high number of trials. To account for
this number, a sensitivity analysis was performed for the
non-significant results, revealing that effects of at least η²
= 0.09 would have been revealed with a probability of .90.
The second experiment introduced an ecologically valid
variation in the number of visible objects as described
above and was therefore considered as much closer to real-
world applications, which is why we allocated a compara-
bly higher number of 30 participants to this experiment.
Calibration. One of the great advantages of smooth-
pursuit based interaction is the option to be used for spon-
taneous interaction without (Vidal et al., 2013) or only
minimal (Lutz et al., 2015) calibration. While we aimed
for ecological validity in the second study, we still in-
cluded a calibration for this experiment to control for po-
tential sources of error. The additional calibration time was
feasible due to the experimental conditions, but might pose
a hindrance for applications. We suggest to compare using
different calibration procedures, e.g., smooth-pursuit
based (e.g. Pfeuffer et al, 2013, Blignaut, 2017) or regres-
sion-based (Drewes et al., 2019b) and calibration-free per-
formances to provide further references for application.
Optimal threshold. The idea to introduce a formula to
indicate the optimal threshold provided helpful support in
threshold selection, but ultimately needs more fine tuning.
For both algorithms, the Efficiency_1 tends to favor more
conservative thresholds when a higher number of objects
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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is shown (> 6 objects). This inherently results from trying
to prevent false positives, of which the likelihood to occur
increases with each additional distractor, as the distance to
other selectable objects is reduced. In most cases, this con-
servative threshold results in DRs close to the maximum
of the algorithm. However, we suggest an adjustment for
object counts larger than six, as detection loss might oth-
erwise occur.
The approach of calculating the optimal threshold
seems promising, but not perfect. For some object variants,
Efficiency_2 failed to suggest a clear threshold as a steady
slope emerged, with no significant maximum. This oc-
curred more often for the difference-based algorithm than
for the correlation-based algorithm. As the difference-
based algorithm was generally more reliable than the cor-
relation-based algorithm, the lower variance of DRs and
NDs led in turn to a lower change in Efficiency_2. For our
analyses, we used a hybrid approach, taking into consider-
ation the thresholds suggested by Efficiency_1 (for the dif-
ference-based algorithm) and Efficiency_2 (for the corre-
lation-based algorithm) and a visual inspection of the de-
velopment of DR to determine individual thresholds for
each of the tested object configurations. The aim was to
choose a threshold which would produce a high DR and
prefers ND over FP. However, this threshold was selected
manually. A further development would be the further re-
finement of the developed formulae, and in a second step,
with a previous calibration, the integration into an online
algorithm.
However, the derivation of a formula that supported the
identification of the ideal threshold was an exploratory en-
deavor with the ultimate goal to facilitate threshold selec-
tion. The optimal thresholds for both tested algorithms
were still selected manually upon inspection of the result-
ing values. We hope that both the results of experiment 1
and experiment 2 can contribute to the growing body of
references for best-practices in gaze interaction in 3D Vir-
tual Reality.
Conclusion
Our study systematically compared the effects of both
distance and number of objects in a smooth-pursuit selec-
tion task in Virtual Reality. Overall, performance was
higher for the difference-based algorithm, suggesting that
tasks relying on high reliability would benefit from the
slightly higher time needed. The 3D difference-based al-
gorithm also showed a higher robustness across all varia-
tions regarding object size and trajectory. Seeing that the
influence of distance and therefore benefit of adding the
third axis to the algorithms was mostly notable in very
close proximity (0.4m). With close distances being advan-
tageous for 3D algorithms, there is a trade-off between
high detection rates user experience, as too many visible
objects in close distances create discomfort for the user, as
seen in the need for adaptations. Hence, we recommend to
use closer distances if visible objects are limited in num-
ber, and further distances elsewise, as our experiments
have shown that the decrease in detection performance
seems to be stable for distances larger than 0.8m. As
Khamis et al. (2018) have shown, target size did not influ-
ence performance. We therefore recommend to keep tar-
gets as small as convenient to reduce the amount of visual
flow in closer distances. However, while effects of larger
distances than 1.4m should be neligible due to the parallel-
ization of the eyes, further research to find the best possi-
ble range for depth tracking along the third axis is encour-
aged.
While our approach was based on a correlation-based
and a difference-based algorithm, future research could
further investigate the possible benefit of integrating the
third axis into currently novel algorithms such as the slope
method by Drewes et al. (2019).
Furthermore we investigated the idea of an ideal
threshold based on parameters of the environment. Future
approaches could be refined to include additional factors
either into design decisions or by adding to the threshold
algorithm. Drewes et al. (2022) demonstrated that optimal
detection rates correspond to the individual user's target
speed preference in 2D smooth pursuit tasks. The target
speed in our study was selected based on the overall sub-
jective preferences of users in a pre-study, but varied de-
pending on object trajectory. Therefore, for interaction set-
tings that require best possible detection rates, adapting to
the users preferred speed might be beneficial.
While our study involved a constant task to be per-
formed by the participants over all conditions, applications
would have different levels of engagement and demands
of the user. Kosch et al. (2018) have used the variation in
deviations within gaze trajectories during smooth pursuit
movements to successfully predict cognitive workload.
Aside from using the workload information for adaptive
experiences, the results of an online-classification could be
Journal of Eye Movement Research Freytag, S.-C., Zechner, R., & Kamps, M. (2023)
15(3):9 A systematic performance comparison of two Smooth-Pursuit Algorithms in VR
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used to inform the detection threshold as well, thus possi-
bly further improving the algorithm performance.
Acknowledgements
We acknowledge support by the German Research
Foundation and the Open Access Publication Fund of TU
Berlin. We wish to thank the Chair of Human Machine
Systems at TU Berlin for providing the research facilities
and technical equipment.
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