It’s Not Always the Same Eye That Dominates: Effects of Viewing Angle, Handedness and Eye Movement in 3D

Eye Tracking & Gaze InteractionImmersion & Presence Research

Research Background and Issues

  • What problems or challenges did the authors identify?
    Eye dominance, the subconscious preference for one eye over the other, is a crucial factor in designing human-computer interfaces (HCI), particularly for VR and AR systems. Previous HCI studies assumed eye dominance to be static, but psychological research suggests it can be dynamic and influenced by contextual factors such as viewing angle, handedness, and eye movement patterns. The lack of understanding of these dynamics limits the effectiveness of systems that rely on eye dominance for interaction accuracy and performance (e.g., foveated rendering, gaze-based interaction).

  • Why is this issue important?
    As immersive technologies like VR and AR become more widespread, robust interaction methods leveraging eye dominance are essential for enhancing usability, rendering precision, and user experience. Assuming static eye dominance overlooks variability in user behavior, potentially leading to reduced performance and interaction fidelity.

  • Research Motivation and Related Work
    Previous research primarily focused on static targets, neglecting dynamic conditions such as moving or sequential targets, which are more prevalent in AR/VR contexts. This study aims to investigate dynamic factors like random and sequenced saccades and sustained pursuit movements that affect eye dominance in VR environments, with the goal of informing the design of adaptive systems capable of accommodating eye dominance fluctuations.

Solutions

  • What methods or solutions did the authors propose?
    The authors developed three VR alignment tasks to examine the dynamic nature of eye dominance by introducing varying gaze behaviors:

    1. Task 1: Random saccades with pseudo-random horizontal target positions.
    2. Task 2: Sequenced saccades presenting targets sequentially along a horizontal axis.
    3. Task 3: Pursuit movements where targets moved continuously across the horizon.

    They employed a geometric measurement approach to dynamically assess eye dominance without relying on subjective self-reporting methods.

  • What is innovative about the solution?
    The study innovatively adapts existing methods for measuring eye dominance to dynamic target behaviors, avoiding biases associated with traditional self-reporting techniques. By analyzing alignment tasks using precise geometric calculations, the authors eliminate reliance on subjective inputs and improve the ability to monitor real-time shifts in eye dominance.

  • What are the implementation steps and key technologies used?
    The experimental setup was developed in VR using tools such as Unity and SteamVR, combined with hardware (HTC VIVE Pro Eye HMD) and geometric measurement techniques:

    1. Eye dominance detection: Measured the distance between the dominant eye and cursor alignment without subjective reporting.
    2. Controlled experimental conditions: Tasks were presented in randomized order, supported by rigorous geometric calculations based on the physical positions of the eyes and VR cursor.
    3. Analysis: Binomial logistic regression was used to evaluate the impact of variables like viewing angle, movement direction, and handedness.

Research Findings

  • What specific findings were achieved?

    1. Eye dominance varies depending on conditions, though shifts occur less frequently than previously suggested.
    2. Random saccades (Task 1) revealed that neither viewing angle nor hand used significantly predicted eye dominance.
    3. Sequenced saccades (Task 2) showed that movement direction influenced eye alignment, though predictive capacity was weak.
    4. Pursuit movements (Task 3) demonstrated a significant impact of hand used, target angle, and movement direction on eye dominance.
    5. Approximately two-thirds of participants exhibited consistent right-eye dominance, aligning with pre-experiment measurements.
  • What advantages does this solution have compared to existing ones?
    The authors developed a robust, objective geometric measurement framework for assessing eye dominance under dynamic conditions, addressing biases in traditional methods. Their approach provides detailed insights into eye dominance shifts across various scenarios and establishes a foundation for adaptive designs accommodating individual variability.

  • What were the experimental or evaluation results?
    Eye dominance switches occurred but were limited to specific conditions (e.g., centripetal movement during pursuit). Across all participants:

    • Right-eye dominance was predominant but influenced by factors such as movement direction.
    • Complex tasks (e.g., smooth pursuit movements) were more likely to elicit shifts.
  • Limitations and Future Directions

    1. Limitations:
      • The study focused exclusively on horizontal viewing angles, potentially limiting the generalizability of findings.
      • Hand tremors or task repetition may have indirectly affected participant behavior.
      • A relatively small participant pool may reduce statistical power for exploring nuanced subgroup differences.
    2. Future Directions:
      • Extend research to vertical and diagonal viewing angles.
      • Investigate additional influencing factors such as visual acuity, target size, and cognitive load.
      • Develop structural equation models (SEM) to analyze multivariate influences on eye dominance.
      • Design hands-free methods to test eye dominance using neural or gaze-based technologies.

Conclusion

This study advances understanding of eye dominance and its dynamics in VR environments by introducing innovative measurement methods and dynamic alignment tasks. The findings challenge the assumption of static eye dominance and highlight the importance of adaptive interfaces in AR/VR systems. Applications such as foveated rendering, gaze-based selection, and immersive content placement can benefit from integrating these insights to provide personalized and adaptive user experiences. Future research should address limitations by exploring additional complexities of eye dominance behavior.

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https://hci.top/en/papers/chi/188744/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713992
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CHI
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2025
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Eye Tracking & Gaze Interaction, Immersion & Presence Research
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