LumaStep living room
01 · Selected Research

LumaStep

Gaze-Mediated Virtual Reality Training for Visual Attention and Gaze Stability in Older Adults.

Eye TrackingHealthy AgeingVR RehabilitationCHI Submission
Research Question

Can visual training become a more explicit part of fall prevention?

LumaStep started from a simple observation: avoiding a fall depends not only on balance and gait, but also on noticing hazards, directing attention efficiently, and keeping vision stable while the head moves. I therefore built two training modules—environmental hazard search and gaze stabilization—and used eye tracking directly in the interaction.

02 · Environment

Training starts in familiar spaces.

The system uses kitchens, bathrooms, bedrooms, living rooms, and related daily environments rather than abstract visual-search tasks.

03 · Hazard Search

Fixation becomes part of the decision.

Users inspect a scene and confirm a potential hazard through gaze. Dwell-based confirmation requires sustained attention rather than a quick pointer click.

04 · Feedback

Correct and incorrect choices are explained.

The task is instructional rather than purely score-based. Feedback identifies why an object may or may not contribute to fall risk and guides the user back into the search process.

05 · Variation

The scene changes before the interaction does.

Different room layouts and day/night conditions increase visual-search demand without forcing users to learn a new control scheme.

Training Architecture

One system, two visual demands.

Hazard search trains where attention goes in a scene; gaze stabilization trains whether vision remains stable during head movement. The two modules share the same intervention goal but operate at different levels of visual behavior.

06 · Gaze Stabilization

The second module isolates gaze stability from environmental search.

A table-tennis scenario provides a natural moving target, while a controlled fixation scene reduces environmental distraction. Together they train eye–head coordination under different levels of contextual complexity.

07 · Interaction Prototype

Try the dwell logic on the real training scene.

This web version simplifies the VR interaction: the pointer stands in for gaze and the radial timer stands in for dwell confirmation.

08 · Evaluation

Two studies separate interaction effects from training-structure effects.

Study 1 asks whether eye-controlled interaction adds anything beyond the same mixed training without gaze control. Study 2 asks how the two modules should be organized: mixed together, hazard search first, or gaze stabilization first.

Study 1Eye-controlled vs. non-eye-controlled
Study 23 groups × 3 time points
OutcomesBalance · gait · fear of falling
QualitativeVisual-strategy interviews
09 · Findings

The way the training is delivered matters.

Interaction mattered

Eye-controlled training showed greater improvement than the non-eye-controlled comparison on balance and fear-of-falling outcomes.

Training order mattered

Repeated-measures results indicated that the timing and ordering of the two modules influenced the trajectory of improvement.

Visual strategy changed

Interview data suggested a shift from relatively unsystematic scanning toward more goal-directed and spatially organized search strategies.

Research outputLumaStep: Gaze-Mediated Virtual Reality Training for Visual Attention and Gaze Stability in Older Adults — submitted to CHI.