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Eye-based human-computer interaction (HCI) goes back at least to the early 1990s. Controlling a computer using the eyes traditionally meant extracting information from the gaze—that is, what a person was looking at. In an early work, Robert Jacob investigated gaze as an input modality for desktop computing.1 He discussed some of the human factors and technical aspects of performing common tasks such as pointing, moving screen objects, and menu selection. Since then, eye-based HCI has matured considerably. Today, eye tracking is used successfully as a measurement technique not only in the laboratory but also in commercial applications, such as marketing research and automotive usability studies.
in list: Eye Tracking Technology, HCI & Usability
Abstract
This paper aims to present findings on the use of eye-tracking technology as a new approach from an educational perspective. The studies in this paper on relationship between learning and eye-movements have focused on concept-map formation, learning from multimedia materials, designing materials with different cognitive strategies, multimodal comprehension of language and graphics with and without annotation, computer games and cognitive style effects of computer based interfaces and hypertext environment. The results of the Middle East Technical University (METU) Human Computer Interaction (HCI) research group's eye-tracking based research studies presented and discussed how this approach helps educators to better understand learning processes of humans. Understanding and using this innovative approach is important for both educators and researchers in terms of comprehending learning processes deeply.
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(Pages including Tobii X50) eye tracker in examining mammograms by radiologist: http://books.google.com/books?id=gnpRBgUCssoC&lpg=PA111&ots=YcO9khU3x4&lr=&pg=PA53#v=twopage&q=Tobii&f=false
in list: HCI & Usability
Abstract
The pedagogical, social, and learning aspects from commercial computer games are pure chance and not by design. Many students play educational games as part of the curriculum and because they have to; and many educational games do not deliver on the pedagogical promise (Gee, 2004). Yet millions of young people around the globe willingly play commercial computer games every day for entertainment value because they are fun to play. What can the developers of educational games learn from the environment that successful commercial game developers create, or how can the attributes from these commercial games be utilized in an educational setting? This paper addresses these questions.
in list: HCI & Usability
ABSTRACT
We present an eyes-only computer game, Invisible Eni, which uses gaze, blinking and as a novelty pupil size to affect game state. Pupil size can be indirectly controlled by physical activation, strong emotional experiences and cognitive effort. Invisible Eni maps the pupil size variations to the game mechanics and allows players to control game objects by use of willpower. We present the design rationale behind the interaction in Invisible Eni and consider the design implications of using pupil measurements in the interface. We discuss limitations for pupil based interaction and provide suggestions for using pupil size as an active input modality.
in list: HCI & Usability , Eye Control
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