EyeXRciser: Guiding Eye Exercises without Task Interruption in Virtual Workspaces

Immersion & Presence ResearchDigital Reading ExperienceEye Tracking & Gaze InteractionUniversity Professors & ResearchersUI/UX Designers

Paper Title

EyeXRciser: Guiding Eye Exercises without Task Interruption in Virtual Workspaces

Publication Info

  • Topic area: Eye strain mitigation in virtual reality (VR) workspaces through gaze redirection.
  • Keywords: Eye strain, VR, gaze redirection, accommodative ability, figure-eight trajectory, eye exercises, virtual workspaces, head-mounted displays, user experience, visual ergonomics.

Background and Problem

  • Problem / challenge: Prolonged VR use for productivity tasks causes eye strain due to static ocular loading and vergence-accommodation conflict (VAC). Existing eye exercise methods interrupt workflows and fail to prevent strain accumulation.
  • Significance: Addressing eye strain is critical for enabling sustainable use of VR in professional settings, where users engage in text-intensive tasks for extended periods.
  • Motivation and related work: Clinical vision therapy demonstrates the effectiveness of figure-eight eye exercises for reducing eye muscle stiffness. However, prior VR implementations require active user participation and task interruption, leaving a gap for passive, integrated solutions.

Solution

  • Proposed approach: EyeXRciser, a gaze redirection method that integrates figure-eight eye exercises into VR reading tasks by subtly moving text windows along a trajectory within the user’s field of view (FoV).
  • Novelty:
    1. Seamless integration of figure-eight eye exercises into ongoing VR tasks without interrupting workflows.
    2. Empirical validation of the method’s effectiveness in reducing eye strain and preserving accommodative ability.
    3. Comparison of redirection speeds to balance physiological benefits and user comfort.
  • Procedure and key techniques:
    • Use of a head-bound coordinate system to anchor redirection trajectories relative to the user’s FoV.
    • Implementation of figure-eight trajectories with two speeds: unnoticeable (0.03 rad/s) and noticeable (0.12 rad/s).
    • Calibration of user-specific comfortable FoV to optimize trajectory size and minimize discomfort.
    • Evaluation through a user study involving reading tasks, eye-tracking, accommodative ability tests, and subjective feedback.

Results

  • Concrete findings:
    • Both redirection speeds reduced accommodative decline compared to the baseline, with diopter differences of +0.4 D (unnoticeable) and +0.6 D (noticeable) vs. +1.1 D (baseline).
    • Gaze distributions followed the intended figure-eight trajectory, confirming successful redirection.
    • Reading comprehension remained high across conditions (≥90% accuracy).
  • Advantage over baselines: EyeXRciser significantly mitigated eye strain without compromising reading comprehension. The unnoticeable speed condition minimized subjective discomfort, visual fatigue, and reading distraction compared to the noticeable speed.
  • Experiments / evaluation:
    • Participants (N = 24) completed VR reading tasks under three conditions: baseline (fixed window), unnoticeable speed, and noticeable speed.
    • Metrics included gaze direction distributions, accommodative ability (near point of accommodation), blink frequency, reading comprehension, and subjective ratings (discomfort, fatigue, distraction).
  • Limitations and future work:
    • Limited sample size (24 young adults) may not generalize to diverse populations.
    • Short-term study; long-term effects remain unexplored.
    • Future work should include physiological measures (e.g., EMG, EOG) and test applicability to other XR tasks and devices.

Summary

EyeXRciser introduces a novel gaze redirection method that integrates figure-eight eye exercises into VR reading tasks without disrupting workflows. The method effectively reduces accommodative decline and eye strain while maintaining reading comprehension. The unnoticeable speed condition provides physiological benefits with minimal impact on user experience, making it suitable for sustained VR use. This work lays the foundation for health-aware VR designs and future applications in extended reality (XR) environments.

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https://hci.top/en/papers/chi/223355/2026

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DOI: https://doi.org/10.1145/3772318.3790688
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Source
CHI
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Year
2026
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Authors
6 authors
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Subtopics
Immersion & Presence Research, Digital Reading Experience, Eye Tracking & Gaze Interaction
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Professions
University Professors & Researchers, UI/UX Designers
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