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.
The two cardinal problems recognized with gaze-based interaction techniques are: how to avoid unintentional commands, and how to overcome the limited accuracy of eye tracking. Gaze gestures are a relatively new technique for giving commands, which has the potential to overcome these problems. We present a study that compares gaze gestures with dwell selection as an interaction technique. The study involved 12 participants and was performed in the context of using an actual application. The participants gave commands to a 3D immersive game using gaze gestures and dwell icons. We found that gaze gestures are not only a feasible means of issuing commands in the course of game play, but they also exhibited performance that was at least as good as or better than dwell selections. The gesture condition produced less than half of the errors when compared with the dwell condition. The study shows that gestures provide a robust alternative to dwell-based interaction with the reliance on positional accuracy being substantially reduced.
For a long time, eye tracking has been thought of as a promising method for usability testing. During the last couple of years, eye tracking has finally started to live up to these expectations, at least in terms of its use in usability laboratories. We know that the user’s gaze path can reveal usability issues that would otherwise go unnoticed, but a common understanding of how best to make use of eye movement data has not been reached. Many usability practitioners seem to have intuitively started to use gaze path replays to stimulate recall for retrospective walk through of the usability test. We review the research on thinkaloud protocols in usability testing and the use of eye tracking in the context of usability evaluation. We also report our own experiment in which we compared the standard, concurrent think-aloud method with the gaze path stimulated retrospective think-aloud method. Our results suggest that the gaze path stimulated retrospective think-aloud method produces more verbal data, and that the data are more informative and of better quality as the drawbacks of concurrent think-aloud have been avoided.
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