“…Eye Tracking in Virtual Reality Current applications of eye movements in VR are driving investments in the next generation of eye tracking hardware. Applications include foveated rendering [9,64], which optimizes computational resources in rendering by reducing resolution in the periphery, streaming algorithms that reduce the bandwidth of streamed 360 • content [24,38,52], intuitive interfaces for navigation and predicting intent [10,63], subtle gaze direction using luminance cues in the periphery to guide attention [31], redirected walking methods that take advantage of saccadic masking and blinks to orient the user within a limited physical space [46,79], classifying neurodegenerative disease through eye movements [62], virtual experiences designed to improve joint attention of children with ASD [55], and modeling how users explore 360 • content [73]. Eye tracking hardware in VR ranges from video-based oculography [45], electrooculography (EOG) [13], photo-sensor oculography (PS-OG) [48,84], and magnetic sclera coils [83].…”