## 3 Method
### Hierarchical Modeling  
#### 3.2.1 Eye-Tracker Experimentation  
The acquisition of evaluation indicators is a crucial component of the evaluation model. By conducting eye-tracker experimentation on constructed virtual reality packaging, factors affecting consumer experience and those of most significant concern can be identified as the basis for evaluation criteria [35]. The eye tracker mainly relies on eye-tracking technology to track eye-movement trajectory and fixation residence time in order to obtain real-time data on subjects' visual cognitive activities during the experiment [36; 37]. The experimental instrument is the Dikablis Glass 3 eye tracker manufactured by Ergoneers in Germany, which is equipped with several high-resolution cameras and sensors, including an eye camera and a scene camera, as well as built-in coordinate positioning technology. In this experiment, a ring box was selected as the 3D entity for recognition, and the specific model was created using 3 DMAX modeling software (version 2021, Autodesk). The appearance and surface details of the box were refined using Substance Painter software (version 2021.1, Adobe), with textures, colors, and light sensitivity designed to generate the model's maps. Finally, the designed maps were integrated with the model. The final model is shown in Figure 3.  
A total of 25 men and women aged 18-30 were invited to participate in this experiment. Participants were exposed to the experimental samples for the first time. The experimental samples included static, dynamic, third-person perspective, first-person perspective, color matching, and other types of virtual reality packages. Before the experiment, participants were instructed to wear the Dikablis Glass-3 eye tracker and undergo a nine- or five-point calibration process, during which they needed to focus on specific points on the screen. This process allowed the system to calibrate pupil position and eye rotation vectors, ensuring accurate eye tracking. The experiment was conducted as follows: participants scanned the virtual scene of the ring box presented on a mobile phone and operated it according to their personal preferences. A virtual playground scene was established to generate more interactive behaviors and facilitate the determination of evaluation indicators. The scene utilized a first-person perspective to enhance immersion, with visual field movement controlled by the button on the screen. The perspective could be adjusted by sliding the screen. The scene featured bright lighting, nearly complete amusement facilities, and environmental sound effects that mimicked real playground sounds, processed to enhance entertainment and create a romantic atmosphere. Interaction design was implemented for the pirate ship and the big pendulum by adding colliders and scripts to their models. When participants moved to the locations of the big pendulum or the pirate ship and clicked on the models, these facilities' running status and sound effects were displayed in real time. Two balloons were positioned in the square in front of the castle. When users clicked on the balloons, a  
Figure 3: Ring box modeling diagram. balloon explosion effect was triggered. After both balloons were clicked and exploded, an animation of the ring box model appeared, as shown in Figure 4.  
Simultaneously, the eye-movement camera on the eye tracker captured the participants' eye images in real time using a near-infrared light source and light reflection points. The computer system connected to the eye tracker calculated the eye vector based on the relative positions of the pupil and reflection points. This eye vector was then mapped to the scene camera's image to determine the specific point and area of the participant's gaze. Concurrent scene cameras recorded images of the environment from the participant's perspective. These cameras were positioned outside the lens to offer a panoramic view of the participant's field of view.