Comparison of Head & Eye Gaze in VR




About Advrty

Advrty is developing a revolutionary brand advertising platform for Virtual and Mixed Realities. Our unique method to define, deliver, experience and measure ads in these new realities has the potential to globally disrupt traditional media ad spend and will play a crucial part in the monetization of games and apps in these new digital experiences.

At Advrty you get an opportunity to work in a startup environment with an experienced team focused on the technologies and digital behaviors of tomorrow. Doing a master thesis together with us is possible both at our office and remotely. We are located at Embassy, a VR-focused business hub in the very heart of Stockholm city. Projects requiring specific hardware are suitable for students with opportunity to join us at the office for the whole or a part of their project.

About the Thesis

Current VR systems are tracking the head gaze and position of the VR user to create the illusion of being present in a virtual environment. For many years the topic of using eye tracking both to optimize rendering and interaction has been popular but no products have yet been commercially released. However it seems like things are slowly starting to happen with companies such as FOVE, Tobii and HMD manufactures showing interest in eye tracking for VR. However how much does the head and eye gaze differ in a regular use case? Any situations where it differs more than others?

This thesis project has two different parts: development of a prototype documenting both head and eye gaze and a user study. Data could be gathered in form of deviation angle, gaze plots, heat maps or similar while the participants of the study is performing different tasks.



Unity C#
3D graphics
Linear Algebra
Virtual, Augmented & Mixed Reality

VR HMD with eye tracking capabilities


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