The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality
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arXiv
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| Auteurs principaux: | , , , |
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| Format: | Preprint |
| Publié: |
2026
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| _version_ | 1866908816718692352 |
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| author | Hu, Jinghui Sidenmark, Ludwig Lee, Hock Siang Gellersen, Hans |
| author_facet | Hu, Jinghui Sidenmark, Ludwig Lee, Hock Siang Gellersen, Hans |
| contents | 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. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2602_06164 |
| institution | arXiv |
| publishDate | 2026 |
| record_format | arxiv |
| spellingShingle | The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality Hu, Jinghui Sidenmark, Ludwig Lee, Hock Siang Gellersen, Hans Human-Computer Interaction 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. |
| title | The Eye-Head Mover Spectrum: Modelling Individual and Population Head Movement Tendencies in Virtual Reality |
| topic | Human-Computer Interaction |
| url | https://arxiv.org/abs/2602.06164 |