Where we look reflects our information needs and guides our movements and actions in the world. As gaze is so central to our interactions, it has been studied for human-computer interaction (HCI) for as long as we have had modern computer interfaces.
The 6th Workshop on Gaze and Eye Movement in Interaction in XR (GEMINI) aims to reflect on the research agenda for gaze-based interaction in extended reality (XR). Eye tracking has become integrated across a growing range of XR headsets—from the Apple Vision Pro and Samsung Galaxy XR to the HTC Vive Focus Vision and the recently launched Valve Steam Frame. At the same time, emerging research on AI-driven gaze prediction and event-camerabased sensing is making eye tracking increasingly hardware-independent. Together, these developments are moving gaze toward becoming a ubiquitous input modality in XR, unlocking capabilities such as foveated rendering, gazecontingent interaction, and implicit user modelling. This creates urgent research opportunities and challenges around interaction design, user modelling, accessibility, and ergonomics that the community needs to address collectively.
This workshop aims to bring together researchers and practitioners from different domains to discuss gaze-based research, such as 3D user interfaces, applications, and gaze analysis in XR, and to reflect on the current state and future directions of gaze-based interaction in shaping the future of XR.
We welcome contributions across the full breadth of gaze and eye-movement interaction research in XR, from 3D user interfaces and applications to eye-movement analysis. For the 6th edition, we additionally highlight three emerging themes:
• Ubiquitous gaze in XR. XR headsets are increasingly shipping with eye-tracking capabilities, providing realtime access to gaze and eye-movement data. What interaction paradigms, applications, and capabilities (e.g. foveated rendering, gaze-contingent adaptation) emerge when gaze input can be assumed, and which established techniques need to be revisited?
• Gaze in multimodal interaction. Gaze has long been combined with other modalities, and XR headsets now sense eyes, hands, head, body, and speech together. How should gaze and eye movements combine with these inputs—as explicit commands and as implicit context—to move beyond pointing and selection towards more expressive interaction?
• Ergonomics, accessibility, and user well-being. As gaze-based interaction becomes pervasive, what are its effects on visual comfort, cognitive load, and long-term use, how can eye-movement measures reveal them, and how do we design for diverse user populations?