The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality
Jinghui Hu, Ludwig Sidenmark, Hock Siang Lee, Hans Gellersen
TL;DR
The paper defines the eye-head mover spectrum as a continuous dimension of individual variation in VR gaze control, quantifying how head contribution to gaze shifts scales with target eccentricity. It introduces a soft-hinge parametric model fitted to per-participant data from a large 360° VR free-viewing dataset, then derives a population distribution via functional PCA. A controlled user study confirms cross-task stability while showing context-driven shifts in the distribution shape, indicating that tendencies are largely robust but modulated by task demands. The work demonstrates high relevance for VR system design, including adaptive foveated rendering and viewport alignment, and provides a principled framework for incorporating individual coordination differences into immersive experiences. Overall, the eye-head mover spectrum offers a rigorous, learnable representation of a previously underexplored source of individual variability with clear practical implications for accessibility and personalization in VR/AR.
Abstract
People differ in how much they move their head versus their eyes when shifting gaze, yet such tendencies remain largely unexplored in HCI. We introduce head movement tendencies as a fundamental dimension of individual difference in VR and provide a quantitative account of their population-level distribution. Using a 360° video free-viewing dataset (N=87), we model head contributions to gaze shifts with a hinge-based parametric function, revealing a spectrum of strategies from eye-movers to head-movers. We then conduct a user study (N=28) combining 360° video viewing with a short controlled task using gaze targets. While parameter values differ across tasks, individuals show partial alignment in their relative positions within the population, indicating that tendencies are meaningful but shaped by context. Our findings establish head movement tendencies as an important concept for VR and highlight implications for adaptive systems such as foveated rendering, viewport alignment, and multi-user experience design.
