Looking Around by Looking Around (LALA) is introduced, a gaze-based VR pitch-and-yaw viewport control technique designed for natural and effortless omnidirectional exploration via eye movements, without requiring or obstructing movement of the head, hand, or body, offering a low-effort and highly accessible interaction method.
Abstract
Traditional VR viewport control primarily relies on head and torso movement, which can be effortful and limiting in both constrained and extended-use settings. We introduce Looking Around by Looking Around (LALA), a gaze-based VR pitch-and-yaw viewport control technique designed for natural and effortless omnidirectional exploration via eye movements, without requiring or obstructing movement of the head, hand, or body, offering a low-effort and highly accessible interaction method. Because gaze is primarily used for perception and exhibits oculomotor and perceptual asymmetries, using it directly for control is difficult. To address this, we designed an asymmetric omnidirectional control profile for the eye, then built on it to exploit tendencies for eyes to stay within comfortable regions for viewport control. We evaluated LALA in a user study (N=18) featuring two contrasting tasks: alignment towards known directions and open-ended visual search towards unknown directions. LALA was strongly preferred over the traditional baseline, achieving competitive performance while enabling fully hands-free interaction with minimal physical movement.
Despite their growing popularity, VR games still largely rely on hand-based controls, yet many usage contexts make them impractical. To address this gap, we integrate (i) torso leaning for locomotion, (ii) dynamic head-gain rotation for viewport control, and (iii) gaze-pointing into Hands-VRee, a multimodal system for...
Adrián León-Valencia, Pedro Tavares, Inês Alves et al.· Proceedings of the 28th Inte...· 0 citations
Human vision is critical to safe driving, enabling drivers to track the curvature of the road, maintain lane position, and anticipate hazards. Although traditional driving studies have identified key gaze behaviors, the mechanisms by which visual field manipulations affect steering remain difficult to isolate in real-w...
Obaida Alrazouk, Hichem Arioui, A. Chellali· Proceedings of the 2026 ACM...· 0 citations
Head-Mounted Displays (HMDs) allow users to move freely in virtual environments and interact with various objects. However, existing HMDs have a limited downward Field of View (FOV), restricting visibility of the feet and nearby virtual objects unless users tilt their heads downward. This limitation complicates walking...
K. Nakano, Monica Perusquía-Hernández, Naoya Isoyama et al.· Frontiers in Virtual Reality· 0 citations
In hybrid VR meetings, where some users join through VR headsets and others connect via desktop interfaces, there is an asymmetry in nonverbal expressiveness: VR users embody avatars that naturally convey attention through head and gaze movements, whereas desktop users are often represented by static avatars due to lim...
Chi-Chun Huang, Meng-Ting Shih, Yu-Chuan Chen et al.· Proceedings of the ACM on Hu...· 0 citations
Current commercial Mixed Reality (MR) headsets allow users to run applications in a variety of use contexts. When text entry is required, common MR techniques rely on visible hand gestures in mid-air to select keys on a virtual keyboard that can cause fatigue and draw attention from bystanders. Even techniques that use...
Maisy M. Rapata, Jia-Qi Tang, Mehrta (Fateme) Eslami et al.· Proceedings of the 2026 ACM...· 0 citations
Inspired by human vision, we introduce a framework using active gaze to enable fine-grained bimanual manipulation with only a single stereo camera. EyeRobot 2.0 physically attends to a 3D fixation point in the scene by swiveling two eye viewpoints to center their gaze on it. The resulting images are processed foveally...
Kush J. Hari, Justin Kerr, Nidhya Shivakumar et al.· 0 citations
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