TY - GEN
T1 - It’s Not Always the Same Eye That Dominates
T2 - Effects of Viewing Angle, Handedness and Eye Movement in 3D
AU - Prummer, Franziska
AU - Shereef Abdelwahab, Mohamed
AU - Weidner, Florian
AU - Abdrabou, Yasmeen
AU - Gellersen, Hans
PY - 2025/4/26
Y1 - 2025/4/26
N2 - Understanding eye dominance, the subconscious preference for one eye, has significant implications for 3D user interfaces in VR and AR, particularly in interface design and rendering. Although HCI recognizes eye dominance, little is known about what causes it to switch from one eye to another. To explore this, we studied eye dominance in VR, where 28 participants manually aligned a cursor with a distant target across three tasks. We manipulated the horizontal viewing angle, the hand used for alignment, and eye movement induced by target behaviour. Our results confirm the dynamic nature of eye dominance, though with fewer switches than expected and varying influences across tasks. This highlights the need for adaptive HCI techniques, which account for shifts in eye dominance in system design, such as gaze-based interaction, visual design, or rendering, and can improve accuracy, usability, and experience.
AB - Understanding eye dominance, the subconscious preference for one eye, has significant implications for 3D user interfaces in VR and AR, particularly in interface design and rendering. Although HCI recognizes eye dominance, little is known about what causes it to switch from one eye to another. To explore this, we studied eye dominance in VR, where 28 participants manually aligned a cursor with a distant target across three tasks. We manipulated the horizontal viewing angle, the hand used for alignment, and eye movement induced by target behaviour. Our results confirm the dynamic nature of eye dominance, though with fewer switches than expected and varying influences across tasks. This highlights the need for adaptive HCI techniques, which account for shifts in eye dominance in system design, such as gaze-based interaction, visual design, or rendering, and can improve accuracy, usability, and experience.
KW - Dominant Eye
KW - Eye Movements
KW - Virtual Reality
KW - Dominant Eye
KW - Eye Movements
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=105005715709&partnerID=8YFLogxK
U2 - 10.1145/3706598.3713992
DO - 10.1145/3706598.3713992
M3 - Article in proceedings
SN - 9798400713941
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2025 - Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery, Inc.
CY - New York, NY, USA
ER -