A young woman runs up to the camera, frantic. She begs the viewer not to look away from her, to steady their eyes — but then, in the corner, a flash. And then another one, just out the corner of your eye. And she continues to beg, the viewer finds it harder and harder to focus, until eventually, most give in and glance over. With an ominous warning, she disappears, replaced by a fearsome monster.
The most interesting part of the experience was that the user didn’t know their actions had any impact on the story. Done overtly, gaze-activation can lend a “choose your own adventure” sheen to a piece, which is fine if that’s the aim. But done covertly, it can provide fascinating insight into the human mind, not to mention a subtle way to make an experience interactive without having to hand someone controllers.
see the full story here: https://uploadvr.com/what-happens-when-you-cant-look-away-how-vr-developers-used-gaze-activated-technology-to-captivate-comic-con/