8-2018-1199

Using Eye-Tracking in VR to Identify Subject Preferences to Optimize Personalization

The implementation of virtual reality (VR) has been spreading in many research fields and healthcare applications. In order to better personalize the presented content, there is a need to identify the subjective experience at each time point. Previous studies with eye-tracking (ET) have demonstrated its links to preferences; therefore, collecting ET data during VR experiences could be useful for passive identification of value and for the purpose of content personalization

UNMET NEED
The concept of personalization of content, is gaining interest and use in many fields. However, providing individualized content in VR is still a challenge. An objective and quantitative identification of the individual preference at each time point is a crucial building block that could be used  for personalized content update in applications such as gaming, marketing and even interpretation of verbally disabled people.

OUR SOLUTION
Significant relation of eye-tracking measures extracted from data collected while engaged in a VR task to the subjective preference of objects viewed. This relation can be used for VR content update in real-time according to passively identifying individual preferences. The technology allows to passively identify preference and emotional reactions such as valence of observed objects during a virtual reality task. Individual objects are presented, and by calculating measures of gaze-tracking, we can reliably identify preference.

APPLICATIONS
Using this invention, eye-tracking can be used as a potential biomarker for detecting individual preference and pleasantness while engaged in VR, and in the future, allow real-time updating of VR content for various applications.

STATUS
Fully active prototype

INTELLECTUAL PROPERTY
US Provisional

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