# Concept of Virtual Reality Training of Facility Management Employees Using Eye Tracking
## 1 Introduction
Moreover, accurate eye movement analysis even allows to identify higher nervous functions, such as the emotion of fear, regret, and disappointment [22; 23; 24]. Therefore, it is essential to properly build a VR environment so that the elements used do not focus on an object that would affect the decision-making process and indicate to select only one answer [25]. The VR environment with eye tracking should also provide the information necessary for analysis. Creating a system for interacting with VR objects is particularly important [26]. When interaction points for eye tracking, it is crucial to know the different types of eye movement [27]. We can divide eye tracking indices into two categories [28]: types of movements (fixation, saccade, and mixed) and scale of measurement (temporal, spatial, and count). Temporal indicates a focus on the time of activity, e.g., the time spent gazing at a particular object. Therefore, temporal indices describe when cognitive processes take place and for how long. Spatial indices focus on a spatial dimension, e.g., fixation position and sequence. Therefore, spatial indices describe where questions of the cognitive processes take place and how. The research in the article used easy-to-identify elements and quantified distinct types of eye movements with information about scene content related to spatial and temporal fixations on an object. Today's technology makes it possible to create a training environment in virtual reality that accurately reconstructs the natural conditions in the workplace and enables the acquisition of necessary skills. An additional advantage of VR training is the less invasive nature of the instructors during the training. A person whose every movement is directly and scrupulously observed by many observers may feel uncomfortable and thus perform the evaluated activities much worse than when ensuring a certain amount of privacy. However, we must remember that participating in VR training may differ from their actual behavior. Virtual reality may cause them not to take training seriously and treat it like a computer game. In addition, the representation of reality is imperfect. Poor 3D vision may even cause undesired sicknesses [29]. Another element is the rapid change of image, which can also cause sickness that often manifests through sweating, nausea, and dizziness [30]. Of course, care should be taken to ensure that the virtual training is not just an audiovisual representation of the training scenario, as participants will treat the training as a computer game. An alternative to VR high-immersive training using a headset is low-immersive VR training, often called desktop VR. The low-immersive VR training is a cheaper alternative that only needs to display the virtual world on a computer monitor [31]. However, it does not ensure the measurement of a high range of parameters available in high-immersive training. Nevertheless, overall, VR learning activities and experiences lead to better learning outcomes and motivate learners to improve [20]. This paper proposes a new method of training and evaluation in virtual reality for facility management employees using eye tracking. The article describes the complete procedure, including training in VR operation, which is almost always skipped. A process was shown that is not only supposed to show immersion but focuses primarily on teaching FM employees how to use devices. A proposed procedure allows the unifying results of various VR training in different modules into one value. This division is fundamental if we want to choose a set of features or parameters that make it easier to determine the learning speed of employees in the FM industry based on a simple VR scenario.