A Real-Time Error Prevention System for Gaze-Based Interaction in Virtual Reality Based on Anomaly Detection
Björn R. Severitt, Yannick Sauer, Nora Castner, Siegfried Wahl
TL;DR
The paper tackles the Midas touch problem in gaze-based VR by deploying a real-time EPS built on a TCNAE to detect anomalies in angular gaze velocity around selection events. By training on correct selections and using a reconstruction error threshold $th$, the system identifies erroneous inputs and prevents them without interrupting flow, evaluated in a VR visual-search game with Dwell Time, Gaze and Head, and Nod methods. Results show substantial reductions in incorrect selections and improved points for Dwell Time and Gaze and Head, with more modest benefits for Nod, and participants generally ratings EPS as helpful. The work demonstrates the practical viability of anomaly-based, real-time error prevention for gaze interfaces with implications for VR, AR, and assistive technologies, while underscoring the need for adaptive personalization to account for individual variability. The approach offers a scalable pathway to quieter, more trustworthy gaze interaction across immersive platforms.
Abstract
Gaze-based interaction enables intuitive, hands-free control in immersive environments, but remains susceptible to unintended inputs. We present a real-time error prevention system (EPS) that uses a temporal convolutional network autoencoder (TCNAE) to detect anomalies in gaze dynamics during selection tasks. In a visual search task in VR, 41 participants used three gaze-based methods - dwell time, gaze and head direction alignment, and nod - with and without EPS. The system reduced erroneous selections by up to 95% for dwell time and gaze and head, and was positively received by most users. Performance varied for nodding and between individuals, suggesting the need for adaptive systems. Objective metrics and subjective evaluations show that anomaly-based error prevention can improve gaze interfaces without disrupting interaction. These findings demonstrate the potential of anomaly-based error prevention for gaze interfaces and suggest applications in VR, AR, and assistive technologies.
