6,426 research outputs found
Can Gaze Beat Touch? A Fitts' Law Evaluation of Gaze, Touch, and Mouse Inputs
Gaze input has been a promising substitute for mouse input for point and
select interactions. Individuals with severe motor and speech disabilities
primarily rely on gaze input for communication. Gaze input also serves as a
hands-free input modality in the scenarios of situationally-induced impairments
and disabilities (SIIDs). Hence, the performance of gaze input has often been
compared to mouse input through standardized performance evaluation procedure
like the Fitts' Law. With the proliferation of touch-enabled devices such as
smartphones, tablet PCs, or any computing device with a touch surface, it is
also important to compare the performance of gaze input to touch input.
In this study, we conducted ISO 9241-9 Fitts' Law evaluation to compare the
performance of multimodal gaze and foot-based input to touch input in a
standard desktop environment, while using mouse input as the baseline. From a
study involving 12 participants, we found that the gaze input has the lowest
throughput (2.55 bits/s), and the highest movement time (1.04 s) of the three
inputs. In addition, though touch input involves maximum physical movements, it
achieved the highest throughput (6.67 bits/s), the least movement time (0.5 s),
and was the most preferred input. While there are similarities in how quickly
pointing can be moved from source to target location when using both gaze and
touch inputs, target selection consumes maximum time with gaze input. Hence,
with a throughput that is over 160% higher than gaze, touch proves to be a
superior input modality
Effectiveness of Eye-Gaze Input System -Identification of Conditions that Assures High Pointing Accuracy and Movement Directional Effect-
The condition under which high accuracy is assured when using an eye-gaze input system was identified.
It was also investigated how direction of eye movement
affected the performance of an eye-gaze input system. Here,
age, the arrangement of targets (vertical and horizontal),
the size of a target, and the distance between adjacent
rectangles were selected as experimental factors. The
difference of pointing velocity between a mouse and an eyegaze input system was larger for older adults than for
young adults. Thus, an eye-gaze input system was found to
be effective especially for older adults. An eye-gaze input
system might compensate for the declined motor functions
of older adults. The pointing accuracy of an eye-gaze input
system was higher in horizontal arrangement than in
vertical arrangement. The distance between targets of more
than 20 pixels was found to be desirable for both vertical
and horizontal arrangements. For both the vertical and
horizontal arrangements, the target size of more than
40pixels led to higher accuracy and faster pointing time for
both young and older adults. For both age groups, it tended
that the pointing time for the lower direction was longer
than that for other directions
Cross-device gaze-supported point-to-point content transfer
Within a pervasive computing environment, we see content on shared displays that we wish to acquire and use in a specific way i.e., with an application on a personal device, transferring from point-to-point. The eyes as input can indicate intention to interact with a service, providing implicit pointing as a result. In this paper we investigate the use of gaze and manual input for the positioning of gaze-acquired content on personal devices. We evaluate two main techniques, (1) Gaze Positioning, transfer of content using gaze with manual input to confirm actions, (2) Manual Positioning, content is selected with gaze but final positioning is performed by manual input, involving a switch of modalities from gaze to manual input. A first user study compares these techniques applied to direct and indirect manual input configurations, a tablet with touch input and a laptop with mouse input. A second study evaluated our techniques in an application scenario involving distractor targets. Our overall results showed general acceptance and understanding of all conditions, although there were clear individual user preferences dependent on familiarity and preference toward gaze, touch, or mouse input
- âŠ