Viewing/Gaze Time refers to the time in which a user of the xR experience engages with a specific object or set of objects in the xR experience. In some cases, eye-tracking can be used to unlock “foveated rendering,” a technique in which graphical fidelity is only prioritized for the tiny portion of the display your pupils are focused on. Eye tracking can be used to determine the pose of the eye, the direction of gaze (e.g., to infer what is of interest to the viewer) and potentially how long a viewer is gazing in a direction or at a specific item or object (and therefore providing data about the consumer's visual search, focus and attention processes which can be used for business, marketing and advertising purposes). This enables the xR ecosystem to respond to the consumer's actions and interact with the consumer. Gaze tracking maybe used to influence a consumer's interest, bias or decision making, which increases the need for rights and rules (and the xR registry) to allow such capabilities or prohibit such capabilities to minimize or eliminate unauthorized use or misuse.
Viewing Validity defines what can or cannot be seen (in the current moment or at another time, such as in the future or in the past). Viewing validity can be environmental (e.g., based on an obstruction or occlusion). Viewing validity may also determine what obstructions are valid and which should be ignored. Viewing validity can be entity-controlled. For example, a person may permit or prohibit viewing based on user profile/properties. In some cases, there may be emergency override conditions. In some cases, viewing validity may be based on factors such as relative velocity. For example, one may see something different moving in a car versus when walking towards an object.