GazeSphere: Navigating 360-Degree-Video Environments in VR
Using Head Rotation and Eye Gaze
Yun Suen Pai

Benjamin I. Outram

Benjamin Tag

Keio University Graduate School ofMedia Design,
Yokohama, Japan 223-8526
yspai1412@gmail.com

Keio University Graduate School ofMedia Design,
Yokohama, Japan 223-8526
benjamin.outram@gmail.com

Keio University Graduate School ofMedia Design,
Yokohama, Japan 223-8526
tagbenja@kmd.keio.ac.jp

Megumi Isogai

Daisuke Ochi

Kai Kunze

NTT Media Intelligence Laboratories
Japanisogai.megumi@lab.ntt.co.jp

NTT Media Intelligence Laboratories
Japanochi.daisuke@lab.ntt.co.jp

Keio University Graduate School ofMedia Design,
Yokohama, Japan 223-8526
kai.kunze@gmail.com

Figure 1: (a) Installed eye trackers on the HTC Vive, (b) GazeSphere system using head rotation for navigation, and (c) scene
during navigation with virtual cue and semi-transparent rendered video

ABSTRACTCCS CONCEPTS

Viewing 360-degree-images and videos through head-mounted displays (HMDs) currently lacks a compelling interface to transition
between them. We propose GazeSphere; a navigation system thatprovides a seamless transition between 360-degree-video environment locations through the use of orbit-like motion, via head rotation and eye gaze tracking. The significance of this approach isthreefold: 1) It allows navigation and transition through spatiallycontinuous 360-video environments, 2) It leverages the human’s
proprioceptive sense of rotation for locomotion that is intuitive andnegates motion sickness, and 3) it uses eye tracking for a completely
seamless, hands-free, and unobtrusive interaction. The proposed
method uses an orbital motion technique for navigation in virtual
space, which we demonstrate in applications such as navigationand interaction in computer aided design (CAD), data visualization,
as a game mechanic, and for virtual tours.

• Computing methodologies → Virtual reality; • Hardware→ Sensor devices and platforms;

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For all other uses, contact the owner/author(s).
SIGGRAPH ’17 Posters, July 30-August 03, 2017, Los Angeles, CA, USA© 2017 Copyright held by the owner/author(s).
ACM ISBN 978-1-4503-5015-0/17/07.
https://doi.org/10.1145/3102163.3102183

KEYWORDS
Virtual reality, 360-degree-video, eye tracking, orbital navigation
ACM Reference format:
Yun Suen Pai, Benjamin I. Outram, Benjamin Tag, Megumi Isogai, Daisuke
Ochi, and Kai Kunze. 2017. GazeSphere: Navigating 360-Degree-Video Environments in VR Using Head Rotation and Eye Gaze. In Proceedings of
SIGGRAPH ’17 Posters, Los Angeles, CA, USA, July 30-August 03, 2017, 2 pages.
https://doi.org/10.1145/3102163.3102183

1INTRODUCTION

Current 360-degree image and video use-cases do not allow for asmooth transition between several environments, often resulting
in a jarring experience. Teleportation, though effective, has two
fundamental problems; it is unrealistic and breaks the sense of immersion, and it requires a physical input such as a mouse click tomove to the next point. The second issue is often solved using ’dwelltime’which works well for allowing the viewing of the environment
in virtual reality (VR) while also providing a hands-free solutionthat is unobtrusive and subtle [Pai 2016]. However, herein also lies
a new challenge; given a smooth transition between two points

SIGGRAPH ’17 Posters, July 30-August 03, 2017, Los Angeles, CA, USA

Pai, et al.

is possible, then the ability to stop at any point to view the environment during the transition is also favorable. One of the more
popular solutions right now is eye tracking in VR. For example,
Transparent Reality [Pai et al. 2016a] and GazeSim [Pai et al. 2016b]
utilized eye tracking in VR as an input modality by computing thefocus depth of the eye gaze to transition between layers of information and for foveal rendering respectively. Layered Telepresence[Saraiji et al. 2016] also shows the promise of eye tracking for use insimultaneous multi-presence using multiple telepresence robots. Interms of transitions in virtual environments, an interesting method
was proposed in AnyOrbit [Outram et al. 2016] that uses head rotation and exocentric rotation for locomotion that minimizes motion
sickness. However, this method required a separate mouse input toallow user control of the center of rotation.

2SYSTEM DESCRIPTIONThe GazeSphere system was developed with several goals in mind,
one of which was to limit the overall input devices and create ahands-free solution to navigation between stationary positions
represented to the user through 360-degree video. To achieve this,we used the Pupil Labs’ eye-tracking infrared camera system tocalibrate the user’s gaze point.
Our implementation utilizes head rotation for transitioning fromone point to another [Outram et al. 2016]. The system uses 360degree videos taken at two stationary locations, and a 360-degree
video shot continuously between these two locations.We then seek
this transitioning video using head rotation, where rotation of thehead left and right is coupled to seeking forward or backward in thevideo. The head rotation angle A is coupled to position p between
transition start and end points a and b by the relationp = a + (b − a)sin 2 (A/2)
where A = 0 when the user is facing in the direction b − a. This
allows a more orbit-like sensation and intuitive understanding of
the beginning and end points of the transition. To maintain handsfree interaction and allow the user to select from among multiple
possible transition directions, we employ real-time eye tracking asinput. If the user looks at the virtual cue, the transition is initiatedand the user can navigate toward that direction using their head rotation. During this phase, we employ AnyOrbit’s torus-based orbit
algorithm, which produces a self-correcting orbital path of the user
around the cue object, and enhances the orbital motion metaphor
that is very intuitive to users. While transitioning, the user can,at anytime, deactivate orbital motion by looking away from thecue object, thus returning to a stationary egocentric rotation view.
Figure 2 illustrates the arc of the orbital motion.

3

Figure 2: System overview during navigation

USER EXPERIENCE

Initial studies and demonstrations have shown that users were able
to quickly adapt to this motion without any noticeable motion
sickness. For example, most users were able to master a related
navigation technique in 5 minutes [Outram et al. 2016].
The proposed system can redefine navigation mechanics inHMDs for 3D content as well. For example, Figure 3 shows the navigation mechanic being used for CAD modelling, sports viewing,
data visualization, and gaming. Orbital navigation allows intuitive

Figure 3: GazeSphere used in 3D content like (a) CAD modelling, (b) sports viewing, (c) data visualization, and (d) gaming
viewpoint selection to allow, for example, freedom to observe particular sports plays in sport, or particular data points in 3D datavisualizations.

4CONCLUSIONSGazeSphere provides the user with an intuitive and unique methodof transitioning between 360-degree environments through the useof head rotation and eye gaze. It provides a seamless experience ofmovement without relying on external tracking devices.

REFERENCES
Benjamin I Outram, Yun Suen Pai, Kevin Fan, Kouta Minamizawa, and Kai Kunze. 2016.
AnyOrbit: Fluid 6DOF Spatial Navigation of Virtual Environments using Orbital
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Yun Suen Pai. 2016. Physiological Signal-Driven Virtual Reality in Social Spaces. In
Proceedings of the 29th Annual Symposium on User Interface Software and Technology.
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Yun Suen Pai, Benjamin Outram, Noriyasu Vontin, and Kai Kunze. 2016a. Transparent
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Yun Suen Pai, Benjamin Tag, Benjamin Outram, Noriyasu Vontin, Kazunori Sugiura,and Kai Kunze. 2016b. GazeSim: simulating foveated rendering using depth in eye
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