One outcome of this study was the observation that accuracy and precision of collected data may depend on stimulus distance, which has consequences for studies where stimuli is presented on varying distances. The pilot study provides both a reference data point for a common commercial hardware/software platform (HTC Vive Pro Eye) and illustrates the proposed methods. Then, we introduce a validation pilot study with a focus on factors related to 3D gaze tracking. Specifically, first, we identify and define challenges and methods for collecting and analyzing 3D eye-tracking data in VR. The aim of this paper is to provide a practical introduction to the challenges of, and methods for, 3D gaze-tracking in VR with a focus on best practices for results validation and reporting. However, because VR embedded eye-tracking differs from the majority of historical eye-tracking research, in both providing for relatively unconstrained movement and stimulus presentation distances, there is a need for greater discussion around methods for implementation and validation of VR based eye-tracking tools. Accessible eye-tracking in VR opens new opportunities for highly controlled experimental setups in which participants can engage novel 3D digital environments. Recent developments in commercial virtual reality (VR) hardware with embedded eye-tracking create tremendous opportunities for human subjects researchers. 2Department of Engineering, University of Skövde, Skövde, Sweden.1School of Informatics, University of Skövde, Skövde, Sweden.Maurice Lamb 1,2*, Malin Brundin 1, Estela Perez Luque 2 and Erik Billing 1
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