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Tobii EyeTracking's Library tagged interaction   View Popular, Search in Google

Oct
3
2011

ABSTRACT
Situated public displays and interactive surfaces are becoming
ubiquitous in our daily lives. Issues arise with these
devices when attempting to interact over a distance or with
content that is physically out of reach. In this paper we outline
three techniques that combine gaze with manual handcontrolled
input to move objects. We demonstrate and discuss
how these techniques could be applied to two scenarios
involving, (1) a multi-touch surface and (2) a public display
and a mobile device.

UK 2011 Turner Bulling Gaze Interaction Manual Pervasive Display Interactive Tobii Glasses

in list: Eye Control

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.

Germany 2010 Bulling Mobile HCI interaction gaze based eye tracking development Tobii Glasses

in list: Eye Tracking Technology, HCI & Usability

Oct
21
2010

ABSTRACT
In order to improve human-computer interaction, eyetracking, physiological measures and task recognition are used to assess the content and quality of interaction in an ecommerce application with User Generated Content. Results are analyzed in conjunction with users’ verbalization and their subjective assessment of attitudes
toward the product and their wish to contribute.

2010 Canada HCI Usability Tobii eye tracking X120 content quality interaction e-commerce application user generated content

in list: HCI & Usability

Aug
10
2010

ABSTRACT
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach, harnessing eye tracking technology for analysis and interaction. Such benefits include faster development of innovative games which can be automatically evaluated in an iterative fashion. For this purpose, we present a framework that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is also presented and highlights the framework’s capacity to create and evaluate novel entertainment interfaces.

Germany 2010 Tobii eye tracking 1750 digital games gaming interactive framework interaction gaze interface logging software HCI Usability virtual entertainment

in list: HCI & Usability

ABSTRACT
Sometimes users of a music retrieval system are not able to explicitly state what they are looking for. They rather want to browse a collection in order to get an overview and to discover interesting content. A common approach for browsing a collection relies on a similarity-preserving projection of objects (tracks, albums or artists) onto the (typically two-dimensional) display space. Inevitably, this implicates the use of dimension reduction techniques that cannot always preserve neighborhood and thus introduce distortions of the similarity space. This paper describes ongoing work on MusicGalaxy – an interactive user-interface
based on an adaptive non-linear multi-focus zoom lens that alleviates the impact of projection distortions. Furthermore, the interface allows manipulation of the neighborhoods as well as the projection by weighting different facets of music similarity. This way the visualization can be adapted to the user’s way of exploring the collection. Apart from the current interface prototype, findings from early evaluations are presented.

Germany 2010 Tobii eye tracking T60 music retrieval browsing collection discover interface interaction HCI Usability

in list: HCI & Usability

Aug
6
2010

ABSTRACT
In this paper, we describe two series of experiments that examine audiovisual face-to-face interaction between naive human viewers and either a human interlocutor or a virtual conversational agent. The main objective is to analyze the interplay between speech activity and mutual gaze patterns during mediated face-to-face interactions. We first quantify the impact of deictic gaze patterns of our agent. We further aim at refining our experimental knowledge on mutual gaze patterns during human face-to-face interaction by using new technological devices such as non-invasive eye trackers and pinhole cameras, and at quantifying the impact of a selection of cognitive states and communicative functions on recorded gaze patterns.

France 2010 Tobii eye tracking 1750 face interaction communication speech conversation gaze attention face-to-face cognitive Behavioral psychology

in list: Cognitive & Behavioural Psychology

Aug
5
2010

ABSTRACT
This paper presents a study which examined the selection of Web search results with a gaze-based input device. A standard list interface was compared to a grid and a tabular layout with regard to task performance and subjective ratings. Furthermore, the gaze-based input device was compared to conventional mouse interaction. Test persons had to accomplish a series of search tasks by selecting search results. The study revealed that mouse users accomplished more tasks correctly than users of the gaze-based input device. However, no differences were found between input devices regarding the number of search results taken into account to accomplish a task. Regarding task completion time and ease of search result selection only in the list interface gaze-based interaction was inferior to mouse interaction. Moreover, with a gaze-based input device search tasks were accomplished faster in tabular presentation than in a standard list interface, suggesting a tabular interface as best suited for gaze-based interaction.

Germany 2010 eye Tobii tracking 1750 interaction input search result selection layout HCI Usability

in list: HCI & Usability

ABSTRACT
We discuss the idea of text responsive to reading and argue that the combination of eye tracking, text and real time interaction offers various possibilities to en- hance the reading experience. We present a number of prototypes and applications facilitating the user's gaze in order to assist comprehension difficulties and show their benefit in a preliminary evaluation.

Germany 2010 Tobii eye tracking X120 text 2.0 reading experience applications comprehension interaction HCI Usability

in list: HCI & Usability

ABSTRACT
This study examined whether 19-month-old infants' social understanding was related to their interaction behavior during dyadic cooperation with a peer. Toddlers' ability to predict others' action intentions was examined using a computerized experimental task. The children watched a series of stimulus movies in which an actor expressed her liking or disliking towards two different objects and then announced that she was going to grasp one of them. Toddlers' eye movements were registered, and it was examined whether they showed anticipatory looks to the object the model was going to grasp. During the dyadic cooperation task the toddlers interacted with an unfamiliar peer. Toddlers' interaction performance during cooperation was observed, and affiliative and antagonistic behaviors were coded. Intention understanding was positively correlated with affiliative behaviors, and negatively with antagonistic behaviors during the cooperation task. Measures of cooperation success were not related to toddlers' intention understanding. Toddlers' capability to understand others' intentions was thus closely associated with their peer interaction behavior, but not with their task performance.

Netherlands 2010 Tobii eye tracking 1750 cooperation interaction intention understanding infancy Developmental

in list: Developmental Research

ABSTRACT
We investigate how people interact with Web search engine result pages using eye-tracking, to provide a detailed understanding of the patterns of user attention. Previous research has examined the visual attention devoted to the 10 organic search results, and we extend this by also examining how gaze is distributed across other components of contemporary search engines, such as ads and related searches. This provides insights about searcher’s interactions with the ―whole page‖, and not just individual components. In addition, we used clustering techniques to identify groups of individuals, with distinct gaze patterns. The groups varied in how exhaustively they examined the search results and in what regions of the search result page they paid most attention to (organic results vs. ads). These results further our understanding of how attention is distributed across increasingly complex search result pages, and how individuals exhibit distinct patterns of attention and interaction.

USA 2010 Tobii eye tracking X50 Studio Microsoft search engine results page attention interaction patterns HCI Usability

in list: HCI & Usability

ABSTRACT
The intuitive user interfaces of PCs and PDAs, such as pen display and touch panel, have become widely used in recent times. In this study, we have developed an eye-tracking pen display based on the stereo bright pupil technique. First, the bright pupil camera was developed by examining the arrangement of cameras and LEDs for pen display. Next, the gaze estimation method was proposed for the stereo bright pupil camera, which enables one point calibration. Then, the prototype of the eye-tracking pen display was developed. The accuracy of the system was approximately 0.7° on average, which is sufficient for human interaction support. We also developed an eye-tracking tabletop as an application of the proposed stereo bright pupil technique.

Japan 2010 Tobii eye tracking X120 bright pupil interaction stylus pen display HCI Usability

in list: HCI & Usability

Jul
21
2010

ABSTRACT
This paper presents results from experimental studies on early language acquisition in infants and attempts to interpret the experimental results within the framework of the Ecological Theory of Language Acquisition (ETLA) recently proposed by (Lacerda et al., 2004a). From this perspective, the infant’s first steps in the acquisition of the ambient language are seen as a consequence of the infant’s general capacity to represent sensory input and the infant’s interaction with other actors in its immediate ecological environment. On the basis of available experimental evidence, it will be argued that ETLA offers a productive alternative to traditional descriptive views of the language acquisition process by presenting an operative model of how early linguistic function may emerge through interaction.

Sweden 2005 developmental Tobii eye tracking 1750 ClearView language acquisition infants Linguistic representation interaction

in list: Developmental Research

Jul
20
2010

ABSTRACT
Modern neuroimaging provides a common platform for neuroscience and related disciplines to explore the human brain, mind, and behavior. We base our review on the social shaping of the human mind and discuss various aspects of brain function related to social interaction. Despite private mental contents, people can share their understanding of the world using, beyond verbal communication, nonverbal cues such as gestures, facial expressions, and postures. The understanding of nonverbal messages is supported by the brain's mirroring systems that are shaped by individual experience. Within the organism-environment system, tight links exist between action and perception, both within an individual and between several individuals. Therefore, any comprehensive brain imaging study of the neuronal basis of social cognition requires appreciation of the situated and embodied nature of human cognition, motivating simultaneous monitoring of brain and bodily functions within a socially relevant environment. Because single-person studies alone cannot unravel the dynamic aspects of interpersonal interactions, it seems both necessary and beneficial to move towards "two-person neuroscience"; technological shortcomings and a limited conceptual framework have so far hampered such a leap. We conclude by discussing some major disorders of social interaction.

Finland 2007 Cognitive Behavioral Tobii eye tracking neuroimaging Neuroscience social interaction understanding perception

in list: Cognitive & Behavioural Psychology

Jul
19
2010

ABSTRACT
Design and implementation of usable human computer interface (HCI) systems involves expensive, primarily cognitive based, usability testing and evaluation techniques. This complicates the development process and may cause software companies and software engineers that are more familiar with objective testing methodologies to reduce or completely avoid the usability testing stage, reverting to best practice techniques, and producing HCI systems that lack usability. This research is based on the assumption that usability of HCI systems is directly related to the amount of mental and physical effort expended by the user throughout the interaction. It explores and exploits the utility of an objective, relatively easy to measure, and engineering oriented usability metric. A mathematical model of interaction effort is formulated. The model transforms data related to primitive interaction events such as keyboard keystrokes, mouse key clicks and Mickys traversed by the mouse along with eye tracking data into an effort metric. A carefully crafted set of user interaction goals employing scenario based test design techniques is implemented. Data is collected using logging programs that record goal completion time along with keyboard, mouse, and eyes interaction events. The recorded information is reduced to a statistically meaningful data-set that is used to evaluate the validity of the research assumptions. Experimental results support the hypothesize. Furthermore, they are prompting several interesting finding that merit further research and investigation. This is the first research that carries the intuitive idea of relation between effort and usability all the way to the “field” by recording and processing effort based metrics obtained from subjects while interacting with real complex systems.

USA 2008 Usability HCI testing effort measurement interaction eye tracking implement Tobii X120 Studio

in list: HCI & Usability

ABSTRACT
The eyes are a rich source of information for gathering context in our everyday lives. Using eye-gaze information as a form of input can enable a computer system to gain more contextual information about the user's task, which in turn can be leveraged to design interfaces which are more intuitive and intelligent. With the increasing accuracy and decreasing cost of eye gaze tracking systems it will soon be practical for able-bodied users to use gaze as a form of input in addition to keyboard and mouse. Our research explores how gaze information can be effectively used as an augmented input in addition to traditional input devices. We present several novel prototypes that explore the use of gaze as an augmented input to perform everyday computing tasks. In particular we explore the use of gaze for pointing and selection, scrolling, application switching and password entry. We present the results of user experiments which compare the gaze-augmented interaction techniques with traditional mechanisms and show that the resulting interaction is either comparable to or an improvement over existing input methods. These results show that it is indeed possible to devise novel interaction techniques that use gaze as a form of input while minimizing false activations and without overloading the visual channel. We also discuss some of the problems and challenges of using gaze information as a form of input and propose solutions which, as discovered over the course of the research, can be used to mitigate these issues.

USA 2007 eye tracking HCI interaction interface user design scrolling point switching coordination Tobii 1750

in list: HCI & Usability

ABSTRACT
Previous research (Summers & Summers, 2003) has identified patterns of behavior and effective practices related to how lower literacy users interact with health-related Internet sites. However, prior research has not addressed how such users react to the unique challenges represented by interactive medical forms on health sites, such as interactive health quizzes, questionnaires, and registration forms. The goal of this four-month study was twofold: 1) to identify reading, writing, and navigational strategies of users with lower literacy skills when interacting with web-based forms in a medical context; 2) to develop design principles for making such web-based medical forms usable and accessible for lower-literacy adults. Eyetracking was used to gather data about how users interacted with a variety of web-based forms. Analysis of sessions with 26 low-literacy users (REALM score < 60) identified a variety of challenges users faced in completing forms. Based on these observations, proposed principles of effective form design were developed. Revised prototype forms were designed in accordance with these principles and iteratively tested with 14 users to verify improved usability.

USA 2006 forms HCI Usability design literacy Tobii eye tracking interaction

in list: HCI & Usability

ABSTRACT
We present a series of experiments investigating face-to-face interaction between an Embodied Conversational Agent (ECA) and a human interlocutor. The ECA is embodied by a video realistic talking head with independent head and eye movements. For a beneficial application in face-to-face interaction, the ECA should be able to derive meaning from communicational gestures of a human interlocutor, and likewise to reproduce such gestures. Conveying its capability to interpret human behaviour, the system encourages the interlocutor to show appropriate natural activity. Therefore it is important that the ECA knows how to display what would correspond to mental states in humans. This allows to interpret the machine processes of the system in terms of human expressiveness and to assign them a corresponding meaning. Thus the system may maintain an interaction based on human patterns. During a first experiment we investigated the ability of our talking head to direct user attention with facial deictic cues (Raidt, Bailly et al. 2005). Users interact with the ECA during a simple card game offering different levels of help and guidance through facial deictic cues. We analyzed the users' performance and their perception of the quality of assistance given by the ECA. The experiment showed that users profit from its presence and its facial deictic cues. In the continuative series of experiments presented here, we investigated the effect of an enhancement of the multimodality of the deictic gestures by adding a spoken instruction.

France 2006 eye tracking Tobii face interaction interpret behavior attention cues perception 1750

in list: Cognitive & Behavioural Psychology

ABSTRACT
This thesis presents a new approach to haptic interaction technique design in which haptic feedback is displayed with a device held in the non-dominant hand, while the dominant hand controls a standard mouse. I believe that this approach has the potential to increase the fluency of everyday human-computer interaction by enabling a more effective division of tasks between the haptic and visual modalities. These ideas are expounded in a set of principles intended to guide the design of such techniques. I also present Pokespace, a novel interaction technique which follows those principles. Finally, I describe a series of three user studies intended to investigate and evaluate both the design principles and Pokespace. The results of the studies, though not unanimously positive, confirmed that Pokespace has the potential to support interaction without visual attention, and suggested several improvements to both the interaction technique and the underlying principles.

2006 Canada haptic 1750 Tobii eye tracking ClearView feedback HCI Usability interaction pokespace visual attention

in list: HCI & Usability

Mar
8
2010

ABSTRACT
To evaluate the potential of gaze input for game interaction, we used two tasks commonly found in video game control, target acquisition and target tracking, in a set of two experiments. In the first experiment, we compared the target acquisition and target tracking performance of two eye trackers with four other input devices. Gaze input had a similar performance to the mouse for big targets, and better performance than a joystick, a device often used in gaming. In the second experiment, we compared target acquisition performance using either gaze or mouse for pointing, and either a mouse button or an EMG switch for clicking. The hands-free gaze-EMG input combination was faster than the mouse while maintaining a similar error rate. Our results suggest that there is a potential for gaze input in game interaction, given a sufficiently accurate and responsive eye tracker and a well-designed interface.

HCI Usability interaction Gaze input video games electromyography pointing devices performance evaluation Fitts’ Law eye tracking Denmark 2008 Tobii 1750

in list: HCI & Usability , Eye Control

Mar
9
2010

ABSTRACT
In the context of synthetic generation and decoding of linguistic information, not only the audible component but also the visual component of speech conveys valuable information. We address gaze as an important modality to enhance speech and to convey additional\ninformation. Gaze is an important deictic gesture as well as it plays various roles in the organization of dialogue and social interaction. In a first experiment, we investigated how the gaze of a talking head can be used as a deictic gesture in an on-screen search and retrieval task. We found that such gestures are appropriate to reduce processing time as well as cognitive load. Multimodal gestures incorporating speech in a coherent way showed to be more efficient than only visual gestures. In a second experiment, we investigated the relations between the gaze of a target subject and different elements of conversational interaction. We defined different stages in the dialogic exchange of information and found that these are related to the variations in the measured gaze behavior. Based on the observed characteristics we propose a model to control the gaze of an embodied conversational agent in close dyadic interaction.

HCI eye tracking Gaze face-to-face communication speaker animated conversational agent attention multimodal deixis interaction France 2008 Tobii 1750

in list: Cognitive & Behavioural Psychology , HCI & Usability

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