Recent developments in computer graphics, hardware, artificial intelligence (AI), and human-computer interaction likely lead to extended reality (XR) devices and setups being more pervasive. While these devices and setups provide users with interactive, engaging, and immersive experiences with different sensing modalities, such as eye and hand trackers, many non-player characters are utilized in a pre-scripted way or by conventional AI techniques. In this paper, we argue for using large language models (LLMs) in XR by embedding them in virtual avatars or as narratives to facilitate more inclusive experiences through prompt engineering according to user profiles and fine-tuning the LLMs for particular purposes. We argue that such inclusion will facilitate diversity for XR use. In addition, we believe that with the versatile conversational capabilities of LLMs, users will engage more with XR environments, which might help XR be more used in everyday life. Lastly, we speculate that combining the information provided to LLM-powered environments by the users and the biometric data obtained through the sensors might lead to novel privacy invasions. While studying such possible privacy invasions, user privacy concerns and preferences should also be investigated. In summary, despite some challenges, embedding LLMs into XR is a promising and novel research area with several opportunities.
Latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of interaction but also the possibility of a deeper understanding of human visual attention and cognitive processes in VR. Despite these possibilities, eye-tracking data also reveal privacy-sensitive attributes of users when it is combined with the information about the presented stimulus. To address these possibilities and potential privacy issues, in this survey, we first cover major works in eye tracking, VR, and privacy areas between the years 2012 and 2022. While eye tracking in the VR part covers the complete pipeline of eye-tracking methodology from pupil detection and gaze estimation to offline use and analyses, as for privacy and security, we focus on eye-based authentication as well as computational methods to preserve the privacy of individuals and their eye-tracking data in VR. Later, taking all into consideration, we draw three main directions for the research community by mainly focusing on privacy challenges. In summary, this survey provides an extensive literature review of the utmost possibilities with eye tracking in VR and the privacy implications of those possibilities.