21 research outputs found

    Keeping an eye on the game: Eye gaze interaction with massively multiplayer online games and virtual communities for motor impaired users.

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    Online virtual communities are becoming increasingly popular both within the able-bodied and disabled user communities. These games assume the use of keyboard and mouse as standard input devices, which in some cases is not appropriate for users with a disability. This paper explores gaze-based interaction methods and highlights the problems associated with gaze control of online virtual worlds. The paper then presents a novel ‘Snap Clutch’ software tool that addresses these problems and enables gaze control. The tool is tested with an experiment showing that effective gaze control is possible although task times are longer. Errors caused by gaze control are identified and potential methods for reducing these are discussed. Finally, the paper demonstrates that gaze driven locomotion can potentially achieve parity with mouse and keyboard driven locomotion, and shows that gaze is a viable modality for game based locomotion both for able-bodied and disabled users alike

    User performance of gaze-based interaction with on-line virtual communities.

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    We present the results of an investigation into gaze-based interaction techniques with on-line virtual communities. The purpose of this study was to gain a better understanding of user performance with a gaze interaction technique developed for interacting with 3D graphical on-line communities and games. The study involved 12 participants each of whom carried out 2 equivalent sets of 3 tasks in a world created in Second Life. One set was carried out using a keystroke and mouse emulator driven by gaze, and the other set was carried out with the normal keyboard and mouse.. The study demonstrates that subjects were easily able to perform a set of tasks with eye gaze with only a minimal amount of training. It has also identified the causes of user errors and the amount of performance improvement that could be expected if the causes of these errors can be designed ou

    Framing or Gaming? Constructing a Study to Explore the Impact of Option Presentation on Consumers

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    The manner in which choice is framed influences individuals’ decision-making. This research examines the impact of different decision constructs on decision-making by focusing on the more problematic decision constructs: the un-selected and pre-selected optout. The study employs eye-tracking with cued retrospective think-aloud (RTA) to combine quantitative and qualitative data. Eye-tracking will determine how long a user focuses on a decision construct before taking action. Cued RTA where the user will be shown a playback of their interaction will be used to explore their attitudes towards a decision construct and identify problematic designs. This pilot begins the second of a three phase study, which ultimately aims to develop a research model containing the theoretical constructs along with hypothesized causal associations between the constructs to reveal the impact of measures such as decision construct type, default value type and question framing have on the perceived value of the website and loyalty intentions

    Effects of haptic feedback on gaze based auto scrolling

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    Dynamic-Programming–Based Method for Fixation-to-Word Mapping

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    Snap clutch, a moded approach to solving the Midas touch problem.

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    This paper proposes a simple approach to an old problem, that of the 'Midas Touch'. This uses modes to enable different types of mouse behavior to be emulated with gaze and by using gestures to switch between these modes. A light weight gesture is also used to switch gaze control off when it is not needed, thereby removing a major cause of the problem. The ideas have been trialed in Second Life, which is characterized by a feature-rich of set of interaction techniques and a 3D graphical world. The use of gaze with this type of virtual community is of great relevance to severely disabled people as it can enable them to be in the community on a similar basis to able-bodied participants. The assumption here though is that this group will use gaze as a single modality and that dwell will be an important selection technique. The Midas Touch Problem needs to be considered in the context of fast dwell-based interaction. The solution proposed here, Snap Clutch, is incorporated into the mouse emulator software. The user trials reported here show this to be a very promising way in dealing with some of the interaction problems that users of these complex interfaces face when using gaze by dwell

    Using sensor graphs to stimulate recall in retrospective think-aloud protocols

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