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AltTyping virtual keyboard for eye typing. 

AltTyping virtual keyboard for eye typing. 

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Proper feedback is essential in gaze based interfaces, where the same modality is used for both perception and control. We measured how vibrotactile feedback, a form of haptic feedback, compares with the commonly used visual and auditory feedback in eye typing. Haptic feedback was found to produce results that are close to those of auditory feedbac...

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Context 1
... bar) indicates the progression of time, making the dwell time process visible to the user (Lankford, 2000; Hansen, Hansen, & Johansen, 2001). Proper feedback helps the user to keep her gaze fixated on the focused item for dwell-selection (Majaranta et al. 2006). However, short dwell times do not leave much time for animated feedback. Thus, short dwell times may benefit from a sharp, distinct feedback on selection (Majaranta el al. 2006). A meta-analysis of several different studies (not relat- ed to eye typing) indicates that complementing visual feedback with auditory or tactile feedback improves performance (Burke, et al., 2006). This is likely because human response times to multimodal feedback are faster than to unimodal feedback. Hecht, Reiner and Havely (2006) found an average response time of 362 ms to unimodal visual, auditory and haptic feedback. For bi- modal and trimodal feedback the average response times were 293 and 270 ms, respectively. Response times vary also between modalities. Results of studies on measuring perceptual latency generally agree that both auditory and haptic stimuli alone are processed faster than visual stimuli, and that auditory stimuli are processed faster than haptic stimuli (Hirsh & Sherrick, 1961; Harrar & Harris, 2008). The latency for perceiving the haptic stimuli is dependent on the location; a signal from fingers takes a different time than a signal from the head (Harrar & Harris, 2005). Haptic feedback, i.e. feedback sensed through the sense of touch, has been used extensively in communication aids targeted for people with limited sight or the blind (Jansson, 2008). We were interested in measuring if and how haptic feedback may facilitate eye typing. To our knowledge, haptic feedback has not been studied in the context of eye typing. Haptic feedback has been found beneficial in virtual touchscreen keyboards operated by manual touch. A good-quality tactile feedback improves typing speed and reduces error rate (Hoggan, Brewster, & Johnston, 2008; Koskinen, Kaaresoja, & Laitinen, 2008). Haptic feedback can be used to inform the user about gaze events, provided the feedback is given within the duration of a fixation (Kangas, Rantala, Majaranta, Isokoski, & Raisamo, 2014c). If gaze is used to control a hand-held device such as a mobile phone, haptic feedback can be given via the phone. Kangas et al. (2014b) found that haptic feedback on gaze gestures improved user performance and satisfaction on handheld devices. In addition to hand-held devices, head-worn eye trackers provide natural physical contact point for haptic feedback (Rantala, Kangas, Akkil, Isokoski, & Raisamo, 2014). Finally, in addition to quantitative measures, feedback also has an effect on the qualitative measures. Proper feedback can ease learning and improve user satisfaction and user experience in general. This applies to visual and auditory (Majaranta et al. 2006) as well as haptic feedback (Pakkanen, Raisamo, Raisamo, Salminen, & Surakka, 2010). Despite the earlier findings cited above, it was not clear that haptic feedback would work well in eye typing, where the task is heavily focused on rapid serial pointing with the eyes. In addition, there is a good opportunity for giving visual and auditory feedback, because the gaze stays stationary during the dwell time and audio is also easy to perceive. On the other hand, it was tempting to speculate that adding the tactile feedback that is not natu- rally present in eye typing could improve the user experience and possibly also the eye typing performance. Thus, we found experiments necessary to better understand how haptic feedback works in eye typing. The purpose of the first experiment was to get first impressions on using haptic feedback in eye typing and to find out how well a haptic confirmation of selection performs in comparison with visual or auditory confirmations. Twelve university students (8 male, 4 female, aged between 20 to 35, mean 24 years) were recruited for the experiment. Students were rewarded with extra points that counted towards passing a course for their participation in the experiment. All were novices in eye typing; six had some experience in eye tracking (e.g. having participated in a demonstration). One participant wore eye glasses. None had problems in seeing, hearing or tactile perception and all were able-bodied. Eye tracking. Tobii T60 (Tobii Technology, Sweden) was used to track the eye movements, together with a Windows XP laptop. The tracker’s built-in 17-inch TFT monitor (with resolution of 1280x1024) was used as the primary monitor in the experiment. Experimental software . AltTyping, built on ETU- Driver (developed by Oleg Š pakov, University of Tampere) was used to run the experiment and to log event data. AltTyping includes a setup mode where one can ad- just the layout of the virtual keyboard. The layout of the keyboard was adjusted so that it included letters and punctuation required in the experiment (see Figure 1). In addition, there were a few function keys, differentiated from the characters by green background (letter keys had blue background). The backspace key (marked with an arrow symbol ‘ ! ’) was used to delete the last character. A shift key ( ⌂ ) changed the whole keyboard into capitals; after selection of a key, the keyboard returned to lower case configuration. A special ‘Ready’ key ( ☺ ) marked the end of the typing of the current sentence and loaded the next sentence. It was located separately from the other keys to avoid accidentally ending a sentence prematurely. Dwell time was used to select a key. Based on pilot tests, the dwell time for key selection was set to 860 ms. Progression of the dwell time was indicated by a dark blue animated, closing circle (see ‘n’ in Figure 1). This animation was same for all conditions. In the end of the animation, selection was confirmed either by an audible click, a short haptic vibration, or visual flash of the key, as described below. Visual feedback. Visual feedback for selection was shown on the screen as a “flash” of the selected key (the background color of the key changed to dark red for 100 ms, with constant intensity and tone). The confirmation feedback on selection was shown as soon as the dwell time was exceeded (immediately after the animated circle had closed). Auditory feedback. Auditory feedback played a ‘click’ sound to confirm selection via ordinary desktop loud- speakers. The sound was similar to the default click sound used by Microsoft Windows (see Figure 2, top). Haptic Feedback. EAI C2 Tactor vibrotactile actuator, controlled with a Gigaport HD USB sound card, was used for the haptic feedback. We chose vibrotactile actuators over other actuation technologies such as shear (Winfield, Glassmire, Colgate, & Peshkin, 2007) and indentation (Rantala, et al., 2011) because vibrotactile actuators are compact and easy to attach to different body locations. The C2 actuator converted an audio file (a 100 ms file with a sinusoidal wave, with a constant amplitude of 250 Hz) to vibration (see Figure 2, bottom). Our aim in creating feedbacks was to make them suit- able for the modality and as short as possible. The auditory feedback was easily perceived even at its 15ms length. The visual feedback was set to 100 ms long to make it clearly perceivable; with a shorter duration it could be missed e.g. due to a blink. Also the haptic feedback set to 100 ms duration would make it easy to perceive. Since it was possible that the participant heard some sound from the vibrotactile actuators, and we wanted to isolate the effect of auditory feedback from haptic feedback, the participants wore hearing protectors. The haptic actuator was placed on the participant’s dorsal wrist. It was held in place by an adjustable Velcro strap. We considered a wrist band as a convenient way to attach the haptic actuator. Since some intelligent wrist watches already include inbuilt haptic feedback (e.g. Apple Watch with haptic alerts), this setup is also relevant to design in the wristwatch form factor. The timing of initiation of the feedback was the same for all feedback types (they started immediately as the dwell time had run out). The experienced “strength” (intensity) of each type was set in pilot tests to be as similar as possible, although it may be considered rather subjective. In practice, for example, the same signal out- putted as audio and haptic would cause quite different perceived “strength”. Therefore, the haptic wave had to be amplified to produce an experience that is similar in intensity with the auditory click. In other words, a sound constructed from a signal of very low amplitude is still easy to perceive but vibrotactile feedback constructed from the same low amplitude signal would be barely noticeable. The task that the participants completed in the experiment was to transcribe a phrase of text repeatedly. The phrases were randomly drawn from the set of 500 phrases originally published by MacKenzie and Soukoreff (2003). Because the participants were Finnish, the Finnish translation of the phrase set was used. The phrase set was translated in Finnish by Isokoski and Linden (2004). A few typos were corrected and the punctuation was unified for this experiment. The stimulus phrase was shown on top of the experimental software and the text written by the participant appeared in an input field below the target text (Figure 1). The participants were first briefed about the motiva- tion of the study and the experimental procedure. Each participant was asked to read and sign an informed con- sent form and to fill in a demographics form. The participant was seated in front of the eye tracker so that the distance between the participant’s eyes and the camera was about 60-70 cm. The chair position was fixed but participant’s movements were not restricted. The eye tracker was calibrated before the task started and recali- brated again before each test block. ...
Context 2
... the eye movements, together with a Windows XP laptop. The tracker’s built-in 17-inch TFT monitor (with resolution of 1280x1024) was used as the primary monitor in the experiment. Experimental software . AltTyping, built on ETU- Driver (developed by Oleg Š pakov, University of Tampere) was used to run the experiment and to log event data. AltTyping includes a setup mode where one can ad- just the layout of the virtual keyboard. The layout of the keyboard was adjusted so that it included letters and punctuation required in the experiment (see Figure 1). In addition, there were a few function keys, differentiated from the characters by green background (letter keys had blue background). The backspace key (marked with an arrow symbol ‘ ! ’) was used to delete the last character. A shift key ( ⌂ ) changed the whole keyboard into capitals; after selection of a key, the keyboard returned to lower case configuration. A special ‘Ready’ key ( ☺ ) marked the end of the typing of the current sentence and loaded the next sentence. It was located separately from the other keys to avoid accidentally ending a sentence prematurely. Dwell time was used to select a key. Based on pilot tests, the dwell time for key selection was set to 860 ms. Progression of the dwell time was indicated by a dark blue animated, closing circle (see ‘n’ in Figure 1). This animation was same for all conditions. In the end of the animation, selection was confirmed either by an audible click, a short haptic vibration, or visual flash of the key, as described below. Visual feedback. Visual feedback for selection was shown on the screen as a “flash” of the selected key (the background color of the key changed to dark red for 100 ms, with constant intensity and tone). The confirmation feedback on selection was shown as soon as the dwell time was exceeded (immediately after the animated circle had closed). Auditory feedback. Auditory feedback played a ‘click’ sound to confirm selection via ordinary desktop loud- speakers. The sound was similar to the default click sound used by Microsoft Windows (see Figure 2, top). Haptic Feedback. EAI C2 Tactor vibrotactile actuator, controlled with a Gigaport HD USB sound card, was used for the haptic feedback. We chose vibrotactile actuators over other actuation technologies such as shear (Winfield, Glassmire, Colgate, & Peshkin, 2007) and indentation (Rantala, et al., 2011) because vibrotactile actuators are compact and easy to attach to different body locations. The C2 actuator converted an audio file (a 100 ms file with a sinusoidal wave, with a constant amplitude of 250 Hz) to vibration (see Figure 2, bottom). Our aim in creating feedbacks was to make them suit- able for the modality and as short as possible. The auditory feedback was easily perceived even at its 15ms length. The visual feedback was set to 100 ms long to make it clearly perceivable; with a shorter duration it could be missed e.g. due to a blink. Also the haptic feedback set to 100 ms duration would make it easy to perceive. Since it was possible that the participant heard some sound from the vibrotactile actuators, and we wanted to isolate the effect of auditory feedback from haptic feedback, the participants wore hearing protectors. The haptic actuator was placed on the participant’s dorsal wrist. It was held in place by an adjustable Velcro strap. We considered a wrist band as a convenient way to attach the haptic actuator. Since some intelligent wrist watches already include inbuilt haptic feedback (e.g. Apple Watch with haptic alerts), this setup is also relevant to design in the wristwatch form factor. The timing of initiation of the feedback was the same for all feedback types (they started immediately as the dwell time had run out). The experienced “strength” (intensity) of each type was set in pilot tests to be as similar as possible, although it may be considered rather subjective. In practice, for example, the same signal out- putted as audio and haptic would cause quite different perceived “strength”. Therefore, the haptic wave had to be amplified to produce an experience that is similar in intensity with the auditory click. In other words, a sound constructed from a signal of very low amplitude is still easy to perceive but vibrotactile feedback constructed from the same low amplitude signal would be barely noticeable. The task that the participants completed in the experiment was to transcribe a phrase of text repeatedly. The phrases were randomly drawn from the set of 500 phrases originally published by MacKenzie and Soukoreff (2003). Because the participants were Finnish, the Finnish translation of the phrase set was used. The phrase set was translated in Finnish by Isokoski and Linden (2004). A few typos were corrected and the punctuation was unified for this experiment. The stimulus phrase was shown on top of the experimental software and the text written by the participant appeared in an input field below the target text (Figure 1). The participants were first briefed about the motiva- tion of the study and the experimental procedure. Each participant was asked to read and sign an informed con- sent form and to fill in a demographics form. The participant was seated in front of the eye tracker so that the distance between the participant’s eyes and the camera was about 60-70 cm. The chair position was fixed but participant’s movements were not restricted. The eye tracker was calibrated before the task started and recali- brated again before each test block. In the haptic condi- tion, the setup was checked to make sure the haptic feedback was easily perceivable. Prior to the experiment, the participant had a chance to practice eye typing. The setup and the task during training were similar to the actual experiment but the feedback was somewhat different: During practice, we used the default visual feedback given by AltTyping. When the participant focused on a key, it visually rose (as if the eye was pulling it up). After the 1000 ms dwell time used during the training had elapsed, the key went down (like it was pressed by an invisible finger). After 150 ms the key returned to its default state. During the experiment, the phrases were presented one at a time. The participant was instructed to first read and memorize the phrase and then type it as fast and as accurately as possible. The presented phrase remained visible during the task, thus the participant could read it again if necessary. The participants were instructed to correct errors if they noticed them immediately but leave errors that they noticed later in the middle of the text. After finishing the phrase, the participant activated the Ready key that loaded the next phrase. The typing time for each condition was set to five minutes. For analysis purposes, this preset typing time included only active typing time (from the first entered key to the selection of the last key, before the selection of the Ready key). However, if the preset time had elapsed during typing, the participant could finish the last phrase without interrup- tion. After each 5-minute block of phrases, the participant filled in a questionnaire about his/her subjective experience of the feedback used in that block. The experiment then continued with different feedback. After all feedback conditions had been completed, the participant filled in a questionnaire comparing the feedback modes. The session ended with a short interview. The exploratory study included one session that con- sisted of the training and three 5-minute blocks (one for each feedback type). The whole experiment, including instructions and post-test questionnaires took about one hour. The experiment had a within-subject design where each participant tested all feedback conditions. The order of the feedback types was counter-balanced between participants. The feedback type was the independent variable. Dependent variables included the performance and user experience measurements described below. Speed. Text entry rate was measured in words per minute (WPM) , where a word is defined as a sequence of five characters, including letters, punctuation and space (MacKenzie, 2003). The phrase typing duration was measured as the interval between the first and last key selection. The selection of Ready key was not included, as it only served for stimuli changing, not for text entry. Accuracy . The error rate percentage was calculated by comparing the transcribed text with the presented text, using the minimum string distance method. Error rate only evaluated the result but did not take into account the corrected errors. Keystrokes per character (KSPC) was used to calculate the overhead incurred in correcting errors (Soukoreff & MacKenzie, 2001). Subjective experience. Participants’ perceived usability and subjective satisfaction was evaluated with questionnaires. The questionnaire was given after each feedback mode, concerning perceived speed and accuracy, learning, pleasure, arousal, concentration requirements, tiredness, consistency and understandability of each feedback, with a scale from 1 (e.g. very low) to 7 (e.g. very high). In the end (after all conditions), we also asked the participants’ feedback mode preferences. They were asked to indicate which feedback mode they liked the best and which the least, which was most clear, trustworthy and pleasant. We also asked if any of the feedback modes was more “dominant (stronger)” than the others. Repeated measures ANOVA was used to test for statistically significant differences. Pairwise T-tests were used to analyze differences between specific conditions when the ANOVA suggested a difference among more than two conditions. Unfinished phrases and semantically incorrect phrases were left out of the analysis (8 phrases out of 287 phrases in total). Semantic errors in the typing occurred when the participant skipped, added, or mis-recalled whole words (e.g. “Never too rich ” versus “Never ...
Context 3
... response time of 362 ms to unimodal visual, auditory and haptic feedback. For bi- modal and trimodal feedback the average response times were 293 and 270 ms, respectively. Response times vary also between modalities. Results of studies on measuring perceptual latency generally agree that both auditory and haptic stimuli alone are processed faster than visual stimuli, and that auditory stimuli are processed faster than haptic stimuli (Hirsh & Sherrick, 1961; Harrar & Harris, 2008). The latency for perceiving the haptic stimuli is dependent on the location; a signal from fingers takes a different time than a signal from the head (Harrar & Harris, 2005). Haptic feedback, i.e. feedback sensed through the sense of touch, has been used extensively in communication aids targeted for people with limited sight or the blind (Jansson, 2008). We were interested in measuring if and how haptic feedback may facilitate eye typing. To our knowledge, haptic feedback has not been studied in the context of eye typing. Haptic feedback has been found beneficial in virtual touchscreen keyboards operated by manual touch. A good-quality tactile feedback improves typing speed and reduces error rate (Hoggan, Brewster, & Johnston, 2008; Koskinen, Kaaresoja, & Laitinen, 2008). Haptic feedback can be used to inform the user about gaze events, provided the feedback is given within the duration of a fixation (Kangas, Rantala, Majaranta, Isokoski, & Raisamo, 2014c). If gaze is used to control a hand-held device such as a mobile phone, haptic feedback can be given via the phone. Kangas et al. (2014b) found that haptic feedback on gaze gestures improved user performance and satisfaction on handheld devices. In addition to hand-held devices, head-worn eye trackers provide natural physical contact point for haptic feedback (Rantala, Kangas, Akkil, Isokoski, & Raisamo, 2014). Finally, in addition to quantitative measures, feedback also has an effect on the qualitative measures. Proper feedback can ease learning and improve user satisfaction and user experience in general. This applies to visual and auditory (Majaranta et al. 2006) as well as haptic feedback (Pakkanen, Raisamo, Raisamo, Salminen, & Surakka, 2010). Despite the earlier findings cited above, it was not clear that haptic feedback would work well in eye typing, where the task is heavily focused on rapid serial pointing with the eyes. In addition, there is a good opportunity for giving visual and auditory feedback, because the gaze stays stationary during the dwell time and audio is also easy to perceive. On the other hand, it was tempting to speculate that adding the tactile feedback that is not natu- rally present in eye typing could improve the user experience and possibly also the eye typing performance. Thus, we found experiments necessary to better understand how haptic feedback works in eye typing. The purpose of the first experiment was to get first impressions on using haptic feedback in eye typing and to find out how well a haptic confirmation of selection performs in comparison with visual or auditory confirmations. Twelve university students (8 male, 4 female, aged between 20 to 35, mean 24 years) were recruited for the experiment. Students were rewarded with extra points that counted towards passing a course for their participation in the experiment. All were novices in eye typing; six had some experience in eye tracking (e.g. having participated in a demonstration). One participant wore eye glasses. None had problems in seeing, hearing or tactile perception and all were able-bodied. Eye tracking. Tobii T60 (Tobii Technology, Sweden) was used to track the eye movements, together with a Windows XP laptop. The tracker’s built-in 17-inch TFT monitor (with resolution of 1280x1024) was used as the primary monitor in the experiment. Experimental software . AltTyping, built on ETU- Driver (developed by Oleg Š pakov, University of Tampere) was used to run the experiment and to log event data. AltTyping includes a setup mode where one can ad- just the layout of the virtual keyboard. The layout of the keyboard was adjusted so that it included letters and punctuation required in the experiment (see Figure 1). In addition, there were a few function keys, differentiated from the characters by green background (letter keys had blue background). The backspace key (marked with an arrow symbol ‘ ! ’) was used to delete the last character. A shift key ( ⌂ ) changed the whole keyboard into capitals; after selection of a key, the keyboard returned to lower case configuration. A special ‘Ready’ key ( ☺ ) marked the end of the typing of the current sentence and loaded the next sentence. It was located separately from the other keys to avoid accidentally ending a sentence prematurely. Dwell time was used to select a key. Based on pilot tests, the dwell time for key selection was set to 860 ms. Progression of the dwell time was indicated by a dark blue animated, closing circle (see ‘n’ in Figure 1). This animation was same for all conditions. In the end of the animation, selection was confirmed either by an audible click, a short haptic vibration, or visual flash of the key, as described below. Visual feedback. Visual feedback for selection was shown on the screen as a “flash” of the selected key (the background color of the key changed to dark red for 100 ms, with constant intensity and tone). The confirmation feedback on selection was shown as soon as the dwell time was exceeded (immediately after the animated circle had closed). Auditory feedback. Auditory feedback played a ‘click’ sound to confirm selection via ordinary desktop loud- speakers. The sound was similar to the default click sound used by Microsoft Windows (see Figure 2, top). Haptic Feedback. EAI C2 Tactor vibrotactile actuator, controlled with a Gigaport HD USB sound card, was used for the haptic feedback. We chose vibrotactile actuators over other actuation technologies such as shear (Winfield, Glassmire, Colgate, & Peshkin, 2007) and indentation (Rantala, et al., 2011) because vibrotactile actuators are compact and easy to attach to different body locations. The C2 actuator converted an audio file (a 100 ms file with a sinusoidal wave, with a constant amplitude of 250 Hz) to vibration (see Figure 2, bottom). Our aim in creating feedbacks was to make them suit- able for the modality and as short as possible. The auditory feedback was easily perceived even at its 15ms length. The visual feedback was set to 100 ms long to make it clearly perceivable; with a shorter duration it could be missed e.g. due to a blink. Also the haptic feedback set to 100 ms duration would make it easy to perceive. Since it was possible that the participant heard some sound from the vibrotactile actuators, and we wanted to isolate the effect of auditory feedback from haptic feedback, the participants wore hearing protectors. The haptic actuator was placed on the participant’s dorsal wrist. It was held in place by an adjustable Velcro strap. We considered a wrist band as a convenient way to attach the haptic actuator. Since some intelligent wrist watches already include inbuilt haptic feedback (e.g. Apple Watch with haptic alerts), this setup is also relevant to design in the wristwatch form factor. The timing of initiation of the feedback was the same for all feedback types (they started immediately as the dwell time had run out). The experienced “strength” (intensity) of each type was set in pilot tests to be as similar as possible, although it may be considered rather subjective. In practice, for example, the same signal out- putted as audio and haptic would cause quite different perceived “strength”. Therefore, the haptic wave had to be amplified to produce an experience that is similar in intensity with the auditory click. In other words, a sound constructed from a signal of very low amplitude is still easy to perceive but vibrotactile feedback constructed from the same low amplitude signal would be barely noticeable. The task that the participants completed in the experiment was to transcribe a phrase of text repeatedly. The phrases were randomly drawn from the set of 500 phrases originally published by MacKenzie and Soukoreff (2003). Because the participants were Finnish, the Finnish translation of the phrase set was used. The phrase set was translated in Finnish by Isokoski and Linden (2004). A few typos were corrected and the punctuation was unified for this experiment. The stimulus phrase was shown on top of the experimental software and the text written by the participant appeared in an input field below the target text (Figure 1). The participants were first briefed about the motiva- tion of the study and the experimental procedure. Each participant was asked to read and sign an informed con- sent form and to fill in a demographics form. The participant was seated in front of the eye tracker so that the distance between the participant’s eyes and the camera was about 60-70 cm. The chair position was fixed but participant’s movements were not restricted. The eye tracker was calibrated before the task started and recali- brated again before each test block. In the haptic condi- tion, the setup was checked to make sure the haptic feedback was easily perceivable. Prior to the experiment, the participant had a chance to practice eye typing. The setup and the task during training were similar to the actual experiment but the feedback was somewhat different: During practice, we used the default visual feedback given by AltTyping. When the participant focused on a key, it visually rose (as if the eye was pulling it up). After the 1000 ms dwell time used during the training had elapsed, the key went down (like it was pressed by an invisible finger). After 150 ms the key returned to its default state. During the experiment, the phrases were presented one at a time. The participant was instructed to first read and memorize the phrase and then ...

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... The possibility to communicate in a gaze-based way is of special relevance for motor-impaired patients who might not be able to rely on traditional communication techniques such as mouse or keyboard use (Slobodenyuk, 2016). Previous research has demonstrated the applicability of eye movements as input devices in fields like drawing applications (Hornof & Cavender, 2005;van der Kamp & Sundstedt, 2011), gaming (Corcoran, Nanu, Petrescu, & Bigioi, 2012), typing (Akkil et al., 2016;Mott, Williams, Wobbrock, & Morris, 2017), or web browsing (Abe, Owada, Ohi, & Ohyama, 2008). Consequently, the gaze itself can take over several functions (see Majaranta, Räihä, Hyrskykari, & Špakov, 2019, for a recent review), such as pointing (Asai et al., 2000), zooming (Adams, Witkowski, & Spence, 2008;Halwani, Salcudean, Lessoway, & Fels, 2017), or object selection (Tanriverdi & Jacob, 2000;Urbina & Huckauf, 2008). ...
Thesis
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Humans use their eyes not only as visual input devices to perceive the environment, but also as an action tool in order to generate intended effects in their environment. For instance, glances are used to direct someone else's attention to a place of interest, indicating that gaze control is an important part of social communication. Previous research on gaze control in a social context mainly focused on the gaze recipient by asking how humans respond to perceived gaze (gaze cueing). So far, this perspective has hardly considered the actor’s point of view by neglecting to investigate what mental processes are involved when actors decide to perform an eye movement to trigger a gaze response in another person. Furthermore, eye movements are also used to affect the non-social environment, for instance when unlocking the smartphone with the help of the eyes. This and other observations demonstrate the necessity to consider gaze control in contexts other than social communication whilst at the same time focusing on commonalities and differences inherent to the nature of a social (vs. non-social) action context. Thus, the present work explores the cognitive mechanisms that control such goal-oriented eye movements in both social and non-social contexts. The experiments presented throughout this work are built on pre-established paradigms from both the oculomotor research domain and from basic cognitive psychology. These paradigms are based on the principle of ideomotor action control, which provides an explanatory framework for understanding how goal-oriented, intentional actions come into being. The ideomotor idea suggests that humans acquire associations between their actions and the resulting effects, which can be accessed in a bi-directional manner: Actions can trigger anticipations of their effects, but the anticipated resulting effects can also trigger the associated actions. According to ideomotor theory, action generation involves the mental anticipation of the intended effect (i.e., the action goal) to activate the associated motor pattern. The present experiments involve situations where participants control the gaze of a virtual face via their eye movements. The triggered gaze responses of the virtual face are consistent to the participant’s eye movements, representing visual action effects. Experimental situations are varied with respect to determinants of action-effect learning (e.g., contingency, contiguity, action mode during acquisition) in order to unravel the underlying dynamics of oculomotor control in these situations. In addition to faces, conditions involving changes in non-social objects were included to address the question of whether mechanisms underlying gaze control differ for social versus non-social context situations. The results of the present work can be summarized into three major findings. 1. My data suggest that humans indeed acquire bi-directional associations between their eye movements and the subsequently perceived gaze response of another person, which in turn affect oculomotor action control via the anticipation of the intended effects. The observed results show for the first time that eye movements in a gaze-interaction scenario are represented in terms of their gaze response in others. This observation is in line with the ideomotor theory of action control. 2. The present series of experiments confirms and extends pioneering results of Huestegge and Kreutzfeldt (2012) with respect to the significant influence of action effects in gaze control. I have shown that the results of Huestegge and Kreutzfeldt (2012) can be replicated across different contexts with different stimulus material given that the perceived action effects were sufficiently salient. 3. Furthermore, I could show that mechanisms of gaze control in a social gaze-interaction context do not appear to be qualitatively different from those in a non-social context. All in all, the results support recent theoretical claims emphasizing the role of anticipation-based action control in social interaction. Moreover, my results suggest that anticipation-based gaze control in a social context is based on the same general psychological mechanisms as ideomotor gaze control, and thus should be considered as an integral part rather than as a special form of ideomotor gaze control.
... Previous studies where gaze and haptic interactions are used have explored different body locations for providing vibrotactile feedback. Vibrotactile feedback was provided on palm of the hand [Pakkanen et al., 2008], fingers Majaranta et al., 2016], wrist , back and head [Kangas et al., 2014b;Rantala et al., 2015]. ...
... In an eye-typing study, Majaranta et al. (2016) . ...
Thesis
Full-text available
Eyes are the window to the world, and most of the input from the surrounding environment is captured through the eyes. In Human-Computer Interaction too, gaze based interactions are gaining prominence, where the user’s gaze acts as an input to the system. Of late portable and inexpensive eye-tracking devices have made inroads in the market, opening up wider possibilities for interacting with a gaze. However, research on feedback to the gaze-based events is limited. This thesis proposes to study vibrotactile feedback to gaze-based interactions. This thesis presents a study conducted to evaluate different types of vibrotactile feedback and their role in response to a gaze-based event. For this study, an experimental setup was designed wherein when the user fixated the gaze on a functional object, vibrotactile feedback was provided either on the wrist or on the glasses. The study seeks to answer questions such as the helpfulness of vibrotactile feedback in identifying functional objects, user preference for the type of vibrotactile feedback, and user preference of the location of the feedback. The results of this study indicate that vibrotactile feedback was an important factor in identifying the functional object. The preference for the type of vibrotactile feedback was somewhat inconclusive as there were wide variations among the users over the type of vibrotactile feedback. The personal preference largely influenced the choice of location for receiving the feedback.
... Compared to the slow and deliberate way of operating a mouse or other input device, eye movements usually scan the screen involuntarily, for example the user is not aware of the jittery motions during a fixation. Moreover, eyes are used primarily for perception [18] and they typically precede actions [1,14,17,27]. Thus, the additional use for control requires careful design of human-computer interaction interfaces [3,13,20] in order to provide adequate feedback and to avoid false activation. ...
... Despite the problems of using the same modality for both perception and control, gaze estimation and eye tracking have important application areas ranging from medical diagnosis and psychological research to the design of interfaces and usability studies of gaze-controlled applications from the field of human-computer interaction [17]. Probably the most common example is eye-typing [15,16,18,19,25,28]. Other applications include object selection on interfaces [12] and in real world [26], target search and selection [28], computer game control (ranging from simple puzzles [1] and classical games [6] to role-playing and first-person shooter video games [11,27]), facilitating attention switching between multiple visual displays [13], robotic device control [7], web-browsing [5,14], interacting with geographic information systems [3], developing interactive graphical user interface elements [20], projected display control in automotive and military aviation environments [23]. ...
... Using gaze as an input method may not be comparable to the universal mouse and keyboard [14] because of the nature of the human eye movements and the physiology of the eye [17], yet it can still have several advantages. For people with physical disabilities gaze-based interaction provides a means to communicate and interact with technology and other people [5,6,17,18,20]. The performance of children with disabilities can be enhanced considerably through gaze controlled computers [10]. In the case of older adults, it may be able to compensate for the declined motor functions when using mouse input [21]. ...
Article
In this work we investigate the effects of switching from mouse cursor control to gaze-based control in a computerized divided attention game. We conducted experiments with nine participants performing a task that requires continuous focused concentration and frequent shifts of attention. Despite carefully controlling experimental and design aspects, the performance of subjects was considerably impaired when using gaze-based control. The participants were experienced users of the mouse control version of the task, we adjusted the difficulty to the more demanding conditions and selected the parameters of gaze input based on previous research findings. In contrast to our assumptions, experienced users could not get used to gaze-based control in the amount of experiments we performed. Additionally we consider the strategies of users, i.e. their method of problem solving, and found that it is possible to make progress in our task even during a short amount of practice. The results of this study provide evidence that the adoption of interfaces controlled by human eye-gaze in cognitively demanding environments require careful design, proper testing and sufficient user training.
... We made no special effort to block out sounds generated by the vibrotactile actuators because they would be present in real products as well. However, in some cases (Köpsel, Majaranta, Isokoski, & Huckauf, 2016;Majaranta et al., 2016) the actuators were placed on a pillow to prevent disturbing sound from the vibration. Participants were recruited mainly from the local University community, and all signed informed consent forms before proceeding to the experiments. ...
... Therefore, feedback that is not co-located seems a more suitable design option in this context. To explore the possible locations, we gave vibrotactile feedback to the palm of the hand (Kangas et al., 2014a;Kangas et al., 2014b;Köpsel et al., 2016), fingers (Kangas et al., 2014d;Käki et al., 2014;Majaranta et al., 2016;Zhi, 2014), wrist Majaranta et al., 2016), back , and head (Kangas et al., 2014c;Rantala, Kangas, Akkil, Isokoski, & Raisamo, 2014;Rantala et al., 2015;Špakov et al., 2015). We investigated how people experience and react to vibrotactile feedback presented to different body locations. ...
... Therefore, feedback that is not co-located seems a more suitable design option in this context. To explore the possible locations, we gave vibrotactile feedback to the palm of the hand (Kangas et al., 2014a;Kangas et al., 2014b;Köpsel et al., 2016), fingers (Kangas et al., 2014d;Käki et al., 2014;Majaranta et al., 2016;Zhi, 2014), wrist Majaranta et al., 2016), back , and head (Kangas et al., 2014c;Rantala, Kangas, Akkil, Isokoski, & Raisamo, 2014;Rantala et al., 2015;Špakov et al., 2015). We investigated how people experience and react to vibrotactile feedback presented to different body locations. ...
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Vibrotactile feedback is widely used in mobile devices because it provides a discreet and private feedback channel. Gaze based interaction, on the other hand, is useful in various applications due to its unique capability to convey the focus of interest. Gaze input is naturally available as people typically look at things they operate, but feedback from eye movements is primarily visual. Gaze interaction and the use of vibrotactile feedback have been two parallel fields of human-computer interaction research with a limited connection. Our aim was to build this connection by studying the temporal and spatial mechanisms of supporting gaze input with vibrotactile feedback. The results of a series of experiments showed that the temporal distance between a gaze event and vibrotactile feedback should be less than 250 milliseconds to ensure that the input and output are perceived as connected. The effectiveness of vibrotactile feedback was largely independent of the spatial body location of vibrotactile actuators. In comparison to other modalities, vibrotactile feedback performed equally to auditory and visual feedback. Vibrotactile feedback can be especially beneficial when other modalities are unavailable or difficult to perceive. Based on the findings, we present design guidelines for supporting gaze interaction with vibrotactile feedback.
Conference Paper
We present a new application (“Sakura”) that enables people with physical impairments to produce creative visual design work using a multimodal gaze approach. The system integrates multiple features tailored for gaze interaction including the selection of design artefacts via a novel grid approach, control methods for manipulating canvas objects, creative typography, a new color selection approach, and a customizable guide technique facilitating the alignment of design elements. A user evaluation (N=24) found that non-disabled users were able to utilize the application to complete common design activities and that they rated the system positively in terms of usability. A follow-up study with physically impaired participants (N=6) demonstrated they were able to control the system when working towards a website design, rating the application as having a good level of usability. Our research highlights new directions in making creative activities more accessible for people with physical impairments.
Chapter
Gaze provides an attractive input channel for human-computer interaction because of its capability to convey the focus of interest. Gaze input allows people with severe disabilities to communicate with eyes alone. The advances in eye tracking technology and its reduced cost make it an increasingly interesting option to be added to the conventional modalities in every day applications. For example, gaze-aware games can enhance the gaming experience by providing timely effects at the right location, knowing exactly where the player is focusing at each moment. However, using gaze both as a viewing organ as well as a control method poses some challenges. In this chapter, we will give an introduction to using gaze as an input method. We will show how to use gaze as an explicit control method and how to exploit it subtly in the background as an additional information channel. We will summarize research on the application of different types of eye movements in interaction and present research-based design guidelines for coping with typical challenges. We will also discuss the role of gaze in multimodal, pervasive and mobile interfaces and contemplate with ideas for future developments.
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User-centered design questions in gaze interfaces have been explored in multitude empiri-cal investigations. Interestingly, the question of what eye should be the input device has never been studied. We compared tracking accuracy between the "cyclopean" (i.e., mid-point between eyes) dominant and non-dominant eye. In two experiments, participants performed tracking tasks. In Experiment 1, participants did not use a crosshair. Results showed that mean distance from target was smaller with cyclopean than with dominant or non-dominant eyes. In Experiment 2, participants controlled a crosshair with their cyclo-pean, dominant and non-dominant eye intermittently and had to align the crosshair with the target. Overall tracking accuracy was highest with cyclopean eye, yet similar between cyclopean and dominant eye in the second half of the experiment. From a theoretical viewpoint, our findings correspond with the cyclopean eye theory of egocentric direction and provide indication for eye dominance, in accordance with the hemispheric laterality approach. From a practical viewpoint, we show that what eye to use as input should be a design consideration in gaze interfaces.