Method Article

Eye-Tracking Based Measurement Framework For Quantifying Visual Attention In Screen-Based Interactive Digital Art Environments

DOI:

10.3791/70801

June 5th, 2026

In This Article

Summary

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This protocol describes a comprehensive framework for quantifying visual attention in interactive digital art. It details the system architecture for synchronizing eye-tracking data with interaction logs, the method for dynamic Area of Interest (AOI) mapping, and the analytical pipeline for linking attention dynamics to user experience outcomes.

Abstract

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This article presents a gaze-enabled measurement framework designed to quantify visual attention during interactive digital art experiences and to link attention dynamics to experiential outcomes. Unlike traditional static art viewing, interactive digital art involves dynamic media, multi-source information, and continuous feedback loops, which challenge standard eye-tracking methodologies. The proposed system integrates eye-tracking acquisition, interaction logging, timestamp synchronization, dynamic Area of Interest (AOI) mapping, and metric computation into a unified pipeline. The protocol outlines the development of a reproducible data workflow that aligns gaze data with specific interaction events, enabling precise calculations of attention allocation, switching costs, and exploratory entropy. The experimental design involves both free exploration and goal-directed tasks, as demonstrated in a study with 37 participants. Results from applying this protocol indicate high perceived user-friendliness and satisfaction, with measurement modeling supporting a two-construct model of usability and satisfaction. Furthermore, outcome modeling confirms that perceived usability acts as a foundational predictor for overall user satisfaction, while the single-case demonstration validates the pipeline's capacity to quantify context-aware attention shifts. This protocol provides researchers and designers with a rigorous, reproducible toolset for analyzing how interaction design elements—such as feedback latency and guidance intensity—shape user attention and subsequent subjective experiences in immersive digital environments.

Introduction

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Interactive digital art encompasses a broad spectrum of modalities, from immersive spatial installations to screen-based interactive platforms1,2. While fully immersive setups represent the frontier of this evolution, screen-based interactive art remains a foundational medium that urgently requires rigorous, standardized evaluation methodologies prior to unconstrained spatial expansion. This modality effectively redefines the audience's role from passive observation to active co-creation, where participation directly shapes the artwork's meaning3. Classic frameworks in art psych....

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Protocol

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This research was performed in compliance with the institutional guidelines of the Faculty of Innovation and Design at the City University of Macau. All participants provided informed consent prior to data collection.

1. System development and architecture configuration

  1. Define the research workflow
    1. Adopt the four-stage closed-loop process as shown in Figure 2: System Development, Eye-Tracking Experiment, Analytics, and Outcome Modeling.
    2. Ensure that the workflow facilitates iterative refinement, where data from the analytics phase can inform adjustments in the ....

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Results

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Sample characteristics and data quality

The application of this protocol recruited 43 students, of whom 37 were ultimately included in the final analysis (Inclusion rate: 86.0%). As detailed in Table 3, the exclusion of 6 participants resulted exclusively from adherence to data quality protocols: tracking loss/poor calibration (n=2), excessive missing samples (n=2), incomplete tasks due to self-reported motion sickness during the interactive phase (n=1), and v.......

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Discussion

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This study establishes a validated eye-tracking measurement framework specifically tailored for interactive digital art. At the core, findings indicate that dynamic Area of Interest (AOI) mapping coupled with millisecond-level multimodal synchronization successfully quantifies micro-level visual attention shifts previously obscured in fluid media. Theoretically, this research bridges the conceptual gap between passive observation and active participation models by establishing functional usability as a quantifiable upstr.......

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Disclosures

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The authors have no conflicts of interest to declare.

Acknowledgements

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The authors thank the students of the Faculty of Innovation and Design at the City University of Macau for their participation in this study. We also extend our gratitude to the technical support staff for their assistance with the eye-tracking equipment setup. This research received no specific grant from any funding agency in the public, commercial, or not-for-profit sectors.

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Materials

List of materials used in this article
NameCompanyCatalog NumberComments
Eye TrackerTobii ABPro Nano60 Hz screen-based gaze capture; 5/9-point calibration
MonitorASUSVP249QGR23.8'', 1920×1080; viewing distance ~65 cm
Interaction PCDellOptiPlex 7010Windows 10; runs interface + logs
Sync ClockCustomv1.0Unifies gaze & interaction timestamps
Fixation ParserOpen-sourceI-VTFixation threshold 80–120 ms.
AOI MapperCustom2D Point-in-PolygonMaps gaze to static/dynamic AOIs

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Tags

Eye TrackingVisual AttentionInteractive Digital ArtAttention DynamicsGaze DataArea Of InterestInteraction LoggingUsability ModelingFeedback LatencyUser Satisfaction

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