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Oct
3
2011

ABSTRACT
With heavy competition between iPhone games, proper
playtesting is vital in making an easy to use, fun game. Eye
tracking can give valuable insights in player behavior but
current handheld eye tracking set-ups suffer technologial
limitations, inhibiting normal play. This study aims to
identify the merits and shortcomings of a new handheld
eyetracking set-up for qualitative user research. It is part of
a series of ongoing tests to improve the set-up. In this
study, seven participants played an iPhone puzzle game
using the new set-up. Results indicated the set-up was
suited for simple tasks like browsing, but interfered with
normal gaming too much for most players. Factors
contributing to interference were: Lack of depth perception,
unnatural handling, uncomfortable posture and enlarged
display of hands. Solutions for improvement are discussed:
With longer practice for players and with tweaks to the setup,
interference can be reduced or partly removed.
Accurate depth perception remains a challenge, however.

Netherlands 2011 Game user testing playtest mobile gaming handheld device usability playability iPhone eye tracking Tobii T60XL HCI

in list: HCI & Usability

Jul
20
2010

ABSTRACT
Demographic change demands new concepts for the support of computer work by aging employees. In particular, computer interaction presents a barrier due to a lack of experience and age-specific changes in performance. This article presents a study in which different input devices (mouse, touch screen and eyegaze input) were analyzed regarding their usability and according to age diversity. Furthermore, different Hybrid Interfaces that combine eye-gaze input with additional input devices were investigated.

Germany 2008 HCI Usability Tobii support demands age experience input device eye tracking

in list: HCI & Usability

Jul
19
2010

ABSTRACT
We present the Attentive Hearing Aid, a system that uses eye input to amplify the audio of tagged sound sources in the environment. A multidisciplinary project, we use the latest technology to take advantage of the social phenomenon of turn-taking in human-human communication, and apply this in a new kind of assistive hearing device. Using hearing-impaired participants, we evaluated the use of eye input for switching between sound sources on a screen in terms of switch time and the recall of audiovisual material. We compared eye input to a control condition and two manual selection techniques: using a remote to point at the target on the screen, and using buttons to select the target. Results show that in terms of switch time, Eyes were 73% faster than Pointing and 58% faster than Buttons. In terms of recall, Eyes performed 80% better than Control, 54% better than Buttons, and 37% better than Pointing. In a post-evaluation user experience survey, participants rated Eyes highest in "easiest", "most natural", and "best overall" categories. We present the implications of this work as a new type of assistive hearing device, and also discuss how this system could benefit non-hearing-impaired individuals.

2007 Canada Tobii ET-17 HCI Usability eye tracking auditory amplification assistive hearing device control attention

in list: HCI & Usability

Mar
8
2010

ABSTRACT
We investigate if the gaze (point of regard) can control a remote vehicle driving on a racing track. Five different input devices (on-screen buttons, mouse-pointing low-cost webcam eye tracker and two commercial eye tracking systems) provide heading and speed control on the scene view transmitted from the moving robot. Gaze control was found to be similar to mouse control. This suggests that robots and wheelchairs may be controlled "hands-free" through gaze. Low precision gaze tracking and image transmission delays had noticeable effect on performance.

Human Factors HCI control gaze input device mobile robot wheelchair Eye tracking Denmark 2009 Tobii 1750

in list: HCI & Usability , Eye Control

Abstract
We present an alternative interface that allows users to perceive new sensations in virtual environments. Gaze-based interaction in virtual environments creates the feeling of controlling objects with the mind, arguably translating into a more intense immersion sensation. Additionally, it is also free of some of the most cumbersome aspects of interacting in virtual worlds. By incorporating a real-time physics engine, the sensation of moving something real is further accentuated.\n\nWe also describe various simple yet effective techniques that allow eyetracking devices to enhance the three-dimensional visualization capabilities of current displays. Some of these techniques have the additional advantage of freeing the mouse from most navigation tasks.
This work focuses on the study of existing techniques, a detailed description of the implemented interface and the evaluation (both objective and subjective) of the interface. Given that appropriate filtering of the data from the eye tracker used is a key aspect for the correct functioning of the interface, we will also discuss that aspect in depth.

eye tracking virtual environments human-computer interaction video games input device Spain 2008 Tobii

in list: HCI & Usability , Eye Control

Dec
3
2009

Introduction
We report ongoing work on using an eye tracker as an input device in first person shooter (FPS) games. In
these games player moves in a three-dimensional virtual world that is rendered from the player’s point of
view. The player interacts with the objects he or she encounters mainly by shooting at them. Typical game
storylines reward killing and punish other forms of interaction.
The reported work is a part of an effort to evaluate a range of input devices in this context. Our results on the
other devices in the same game allow us to compare the efficiency of eye trackers as game controllers against
more conventional devices. Our goal regarding eye trackers is to see whether they can help players perform
better. Some FPS games are played competitively over the Internet. If using an eye tracker gives an edge in
competitive play, players may want to acquire eye tracking equipment. Eye trackers as input devices in FPS
games have been investigated before (Jönsson, 2005), but that investigation focused on user impressions rather than on the efficiency and effectiveness of eye trackers in this domain. However, Jönsson’s results on eye tracker efficiency in a non-FPS game were encouraging

HCI Eye Tracking game input device first person shooter aiming 2006 Finland Tobii 1750

in list: HCI & Usability , Eye Control

Dec
1
2009

This paper evaluates the input performance capabilities of Velocity Threshold (I-VT) and Kalman Filter (I-KF) eye movement detection models when employed for eye-gaze-guided interface control. I-VT is a common eye movement identification model employed by the eye tracking community, but it is neither robust nor capable of handling high levels of noise present in the eye position data. Previous research implies that use of a Kalman filter reduces the noise in the eye movement signal and predicts the signal during brief eye movement failures, but the actual performance of I-KF was never evaluated. We evaluated the performance of I-VT and I-KF models using guidelines for ISO 9241 Part 9 standard, which is designed for evaluation of non keyboard/mouse input devices with emphasis on performance, comfort, and effort. Two applications were implemented for the experiment: 1) an accuracy test 2) a photo viewing application specifically designed for eye-gaze-guided control. Twenty-one subjects participated in the evaluation of both models completing a series of tasks. The results indicates that I-KF allowed participants to complete more tasks with shorter completion time while providing higher general comfort, accuracy and operation speeds with easier target selection than the I-VT model. We feel that these results are especially important to the engineers of new assistive technologies and interfaces that employ eye-tracking technology in their design.

kalman filter velocity threshold eye movement identification pointing device evaluation tracking HCI USA 2009 Tobii

in list: Eye Tracking Technology, Eye Control

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