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Technology and Disability 31 (2019) 63–76 63
DOI 10.3233/TAD-180206
IOS Press
Case Study
A case study of developing gaze controlled
interface for users with severe speech and
motor impairment
D.V. Jeevithashree, Kamalpreet Singh Saluja and Pradipta Biswas∗
Indian Institute of Science, Bangalore, India
Abstract.
BACKGROUND: People with severe speech and motor impairment (SSMI) often depend on electronic user interfaces for
communication, learning and many other daily activities. However, these interfaces are often designed assuming the preference
and ease of use of end users for different screen regions is the same for people with SSMI as their able bodied counterparts. This
paper presents a user study to evaluate whether users can undertake pointing and selection tasks faster if screen elements are
organized at their preferred positions.
OBJECTIVE: To compare pointing and selection times in an eye gaze controlled interface between two conditions – screen
elements randomly organized vs screen elements organized according to preference of users in terms of specific screen locations.
METHODS: We designed a word construction game using familiar 4-letter words and users were instructed to select the correct
letters to construct words. We compared total times required to construct each correct word.
RESULTS: Users with SSMI can statistically significantly construct words faster [F(1,195) =31.04, p < 0.01, η2
=0.14] when
letters were organized at their preferred screen positions than random organization.
CONCLUSIONS: Users with SSMI prefer middle and right side of screen more than the left side. Pointing and selection times
in a gaze controlled interface can be significantly reduced by presenting screen elements at the preferred positions.
Keywords: Adaptive interface, eye gaze controlled system, assistive technology, SSMI, AAC
1. Background
This paper presents a case study of developing
a gaze controlled interface for students with severe
speech and motor impairment due to cerebral palsy.
The case study followed a user centred design ap-
proach. Initially, we analysed visual search patterns of
users and used these search patterns to design a user in-
terface of a word construction game. A user study was
undertaken to validate the user interface design. Fi-
nally, we have presented a gaze controlled Alternative
and Augmentative Communication (AAC) Aid with an
intelligent user interface that adapts positions of screen
∗Corresponding author: Pradipta Biswas, Indian Institute of Sci-
ence, Bangalore 560012, India. E-mail: pradipta@iisc.ac.in.
elements based on frequency of use and ease of selec-
tion using eye gaze.
Eye tracking is the process of measuring either the
point of gaze (where one is looking) or the motion of
an eye relative to the head. An eye tracker is a device
for measuring eye positions and eye movement. Most
commonly used non-invasive eye gaze trackers are at-
tached below a display and use pupil centre and corneal
reflection technique [10]. Biswas and Langdon [6] re-
ported a detailed literature survey on state-of-the-art
gaze controlled interfaces and it may be noted that
gaze controlled interfaces require either bigger but-
ton size and arrangement [17,18] or automatic zoom-
ing feature [2] or coupling with another interaction de-
vice [28] to accommodate inaccuracy in gaze tracking
and micro-saccadic gaze movements.
ISSN 1055-4181/19/$35.00 c
2019 – IOS Press and the authors. All rights reserved
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64 D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI
1.1. State of the art
Most research in children with cerebral palsy is con-
centrated on developing applications like augmentative
and alternative communication aids, adaptive menu
structures [17,18], home automation applications [8]
and so on. As representative of existing personalized
AAC systems, the AVANTI [23] project addressed in-
teraction requirements of individuals with motor dis-
abilities and blindness using web-based multimedia
applications and services. The AVANTI user interface
could dynamically tailor itself to the abilities, skills,
requirements and preferences of the users, to the dif-
ferent contexts of use, as well as to the changing
characteristics of users, as they interact with the sys-
tem. The CHAT [1] software proposed a predictive
conversation model to achieve higher communication
rate during conversation. This software predicted dif-
ferent sentences depending on situation and mood of
the user. The user was free to change the situation
or mood with a few keystrokes. Stephanidis and col-
leagues [24] presented a rigorous discussion on spe-
cial HCI aspects for quadriplegic people. The Autono-
mia system replaced traditional windows and frame
interface by a special interface designed to be oper-
ated by a single switch scanning technique. The Com-
pansion project [19] proposed to use telegraphic mes-
sage as input and automatically produced grammati-
cally correct sentences as output based on NLP tech-
niques. The Friend project [4] used natural language
generation techniques to construct grammatically cor-
rect sentences by taking a set of keywords from users.
The KOMBE Project [20] tried to enhance communi-
cation rate by predicting a sentence or a set of sen-
tences by taking sequence of words from users. The
system was developed to cater Amyotrophic Lateral
Sclerosis (ALS) patients. Yang et al. [27] proposed to
use Morse code for an adaptable communication aid
for users with physical disability.
There is already a plethora of commercial prod-
ucts [9,11] available for electronic gaze controlled in-
terfaces for users with SSMI and researchers [16] al-
ready reported that gaze controlled interfaces provide
“new opportunities to communicate, interact and per-
form activities independently, as long as conditions are
right” while Borgsteig et al. [7] identified need for
practice for long duration. However, it may be noted
that none of existing AAC systems evaluated whether
users have any preference for specific positions of el-
ements on the screen and conducted any analysis on
visual search patterns. They also do not adapt user in-
terfaces based on eye gaze fixation patterns of users.
However, for mouse or other pointing devices, the Sup-
ple project [15] proposed to automatically adapt screen
elements while the inclusive user model [3,5] simu-
lated users’ interaction patterns and proposed person-
alizing interface based on simulation.
1.2. Our end users
In this particular study, our end users were all school
students, quadriplegic and keen to learn operating a
computer. The participants were secondary students
at the spastic society of India in Chennai. All tri-
als and interactions with them were undertaken un-
der observation by their care takers and school instruc-
tors. All necessary permissions were taken before un-
dertaking user trials. We took help from their teach-
ers, who are rehabilitation experts, to evaluate their
physical conditions. According to Gross Motor Func-
tion Classification system (GMFCS), they were all at
level 5 as they could not move without wheelchair.
According to the Manual Ability Classification Sys-
tem (MACS), some of them were at level 4 and rest
were at level 5. A few of them could manage to move
their hand to point to a non-electronic communication
chart and others only relied on eye pointing. According
to the Communication Function Classification System
(CFCS), all of them were at level 5 as they could not
speak, could make only non-speech sound and com-
municate only through non-electronic communication
board. They did not have access to any commercially
available scanning software. Initially, we tried to use
a mouse, joystick, trackball and stylus, but they could
not manage to undertake any pointing and selection
task using any of those devices as they could not make
any precise movement using their hands necessary to
control those devices. Their teachers and parents in-
formed us that they were accustomed to use eye point-
ing with non-electronic communication chart. We have
described more details on individual users in the fol-
lowing table. All of these users did not take part in all
studies, we identified them by their codenames in sub-
sequent studies.
1.3. Pilot studies
Before using or developing any eye gaze controlled
software, we undertook a series of studies to inves-
tigate differences in fixation patterns and eye gaze
movements of users with SSMI compared to their able-
bodied counterparts. Researchers already investigated
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D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI 65
Table 1
Description of participants
Participant Age Gender Education Description
code (years)
A14 F NIOS National Institute of
Open Schooling Standard-
10th
She understands logic easily. She has no finger isolation i.e. she cannot
use hand to point something. She cannot press a switch with her hands
because of tremors athetoid movement. She has tremor in head and chin
movements. She can respond yes/no by nodding head. She is comfortable
with eye tracking.
B20 F NIOS-12th standard She takes time to understand things. She cannot hold things with her hand.
She lacks finger isolation. She needs help of an assistant for keeping her
head straight. She responds to yes/no by nodding her head. Her voice
bottles up.
C15 M NIOS-10th standard His hands are very rigid. He has rigid body and head movement. He re-
sponds by gentle blinks to say yes.
D06 F STATE Syllabus-3rd
standard
She cannot speak but will respond to general talks by making voices. She
is not so fluent in her hand movements but can use her hand to point
something. She likes to interact with people by taking inputs from an
assistant.
E06 M NIOS 2nd standard He gets tensed easily. He is keen in listening to stories and loves to interact
with people. He uses eyes.
F12 F Prevocational training She is shy and tries to speak with a very low voice. She gets distracted
easily. She has control of her head and hand movement. She always keeps
her head down.
G7 M NIOS 2nd standard He is a quick learner. He can communicate well with his eyes. He can
point using his hands and has good finger isolation. He can sight words
on a spell chart comfortably.
H20 F NIOS 12th standard She finds her interest in multimedia and can access computers well. She
can use her hand to hold things like spoon. Her hands possess athetoid
movement. She can speak but with poor clarity. She can use spell chart
and qwerty chart. She likes to interact with people. She has passion for
making accessories. She can control head movement but has tremors.
I23 M NIOS 12th standard He uses spectacles but is comfortable with eye tracking. He cannot speak
properly. He responds to people by making sound and moving his head.
He is scared of sudden sounds. He can ride his wheel chair himself.
J22 M NIOS 12th standard He uses spell chart and gestures for communication. He cannot speak dif-
ferential vocalization. He lacks isolation of fingers and cannot hold things
with his hands. He can respond yes/no well by nodding head. He can
ride wheel chair himself. He wishes to open an automobile shop/electrical
shop. He gives exam using a qwerty chart.
K15 F NIOS 10th standard She does not have any control over her body especially from hip and
above region. She is good at doing any task given.
visual function in children with cerebral palsy and
reported presence of nystagmus in less than 10% in
one representative sample [26] and about 72% in an-
other sample [12]. Nystagmus was also accompanied
by loss of visual acuity, contrast sensitivity andstrabis-
mus. Fazzi et al. [12] reported that “clinical expression
of cerebral visual impairment can be variable” requir-
ing a case by case analysis of end users.
1.3.1. Study 1 – Analyzing fixation patterns
This study investigated whether our end users can
fixate attention to a visual stimuli and the duration of
their saccadic eye gaze movement before a gaze tracker
detects a fixation near the stimuli. Previous works by
Penkar [20] and Nayar [19] investigated optimizing
dwell time with respect to target size, position and his-
tory of use but we wanted to first investigate the spatial
distribution of eye gaze with respect to visual stimuli.
We also undertook comparative analysis between users
with SSMI and able bodied counterpart of the eye gaze
locations recorded by the eye gaze tracker with respect
to a visual stimulus.
Participants: We collected data from 12 participants
– 6 participants were users with SSMI (A, B, C, D, G,
H) while the rest were able bodied students (3 male, 3
female, age range 19 to 25 years).
Design: The study displayed a 5 mm ×5 mm white
stimulus at a random position in a black background
for 2 secs and then a blank screen for 2.5 secs. The pro-
cess was repeated for 5 minutes for each participant.
Procedure: Initially participants went through the 9
points calibration procedure of the Tobii gaze tracker.
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Then they were only instructed to fixate attention on
the white stimuli as soon as it appeared on screen.
Results: Initially we investigated eye gaze positions
of participants while the visual stimulus was shown
on screen. We calculated the offset (difference) of the
position of recorded gaze positions and the stimulus
while it was visible on screen. Figure 1 below plots the
histograms of x and y deviations for both user groups –
blue bars represent users with SSMI while orange bars
represent their able-bodied counterpart.
Next, we investigated the minimum time required to
record eye gaze position within 50 pixels of the stim-
ulus. Instead of the raw eye gaze position, we com-
pared performance of an averaging and median filter.
The filter runs a sampling window of latest 10 gaze lo-
cations and return either the arithmetic mean or me-
dian of the latest 10 eye gaze position. For both groups,
the peak occurred at 400 msecs for median filter and
at 450 msecs for averaging filter. We also noted that
within 1500 msecs, we could record a gaze position
near the stimulus for 82% of cases for users with SSMI
and 98% cases for their able-bodied counterpart.
It may be noted that the peak occurs between −50
and +50 pixels indicating both group could fix atten-
tion on visual stimulus and the eye gaze tracker was
able to record it. However, the standard deviation of
offsets was almost 2 times higher for the spastic group
than their able bodied counterpart. We also calculated
correlation between the distance of the stimuli from
center of screen and mean offset and angular devia-
tion of the visual stimuli and mean offset but the coef-
ficients were less than 0.3 for both groups of users.
A cumulative histogram of the offsets (Fig. 2) shows
that if the target size is more than 50 pixels (1.13◦×
1.10◦of visual angle) then the probability of select-
ing a target through a saccade within the target area in-
creases by 25% and if the target is more than 100 pixels
then the probability increases by 35% and so on.
Discussion: This study aims to investigate response
to visual stimuli by users with SSMI with an aim to cal-
ibrate gaze controlled cursor control device. The study
demonstrates that users with SSMI could fixate atten-
tion although have more uncontrolled saccadic gaze
movements than their able-bodied counterparts. The
offset did not correlate with screen position or angular
deviation of the stimuli. The size of target can be op-
timized by analyzing the offsets. We also compared a
median and mean filter to reduce effect of uncontrolled
gaze movements and noted that both able bodied and
spastic participants can fixate attention to visual stim-
uli within 1.5 secs in more than 80% cases. The me-
dian filter found to response 50 msecs faster in detect-
ing fixation compared to the averaging filter.
In subsequent studies, we calculated median from
recorded gaze points in a 400 msecs time window and
the screen pointer was moved based on the value of
the median. Selection was performed by dwelling the
pointer for 1500 msecs.
1.3.2. Study 2 – Analysing visual search pattern
This study aimed to compare visual search patterns
between users with SSMI and their able-bodied coun-
terpart. Unlike Feit [13]’s study, we did not measure
precision and accuracy for different screen regions,
rather we used a nearest neighborhood algorithm, that
activates target nearest to the cursor location and with
that we measured users’ preference and performance
for different screen regions.
Participants: We collected data from 20 users – all
11 users with SSMI and nine able-bodied students
(6 males, 3 females, age range 19 to 25 years).
Design: We displayed a set of ten balloons (Fig. 3)
on the screen. Each balloon was 103 ×112 pixels
in size. Participants were requested to point and click
on all balloons. The balloons disappeared on clicking.
When all balloons disappeared, a new set of ten bal-
loons appeared on screen. We did not specify any par-
ticular order to select balloons.
We implemented the following algorithm to point
and click on the balloons using eye gaze. We calcu-
lated the median of gaze position every 400 msecs. The
cursor moved on the screen based on the median gaze
position. The balloon nearest to the position of the cur-
sor was enlarged to 1.5 times its size. If the gaze dwell
near or on the balloon for 1.5 secs, it was selected and
disappeared from screen.
Procedure: Initially, participants undertook the 9
points calibration routine provided by Tobii SDK [24].
Then they undertook a training session and after they
understood the task, they were instructed to point and
click all balloons. We recorded at least 15 pointing and
clicking tasks from each participant.
Results: We have investigated the following four de-
pendent variables:
1. Pointing and selection times for each position:
Total time spent between a selection and the next
one
2. Frequency of first choice: Which position was
first selected and how many times
3. Frequency of selection: How many times each
position was selected
4. Patterns: Sequences of selections
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Fig. 1. Comparing eye gaze positions with respect to visual stimuli.
Fig. 2. Cumulative histogram of offset.
For each dependent variable, we compared perfor-
mances of users with SSMI with their able-bodied
counterparts. Pointing and selection times were signif-
icantly lower for able bodied users compared to users
with SSMI [t(1,9) =−12.95, p < 0.001]. The variance
was 38 times higher for users with SSMI indicating
they occasionally took long time to make a selection.
We analyzed the pointing and selection times for
each position of targets for both user groups and Fig. 4
indicates lower selection times with bigger font size.
It may be noted that users with SSMI took least time
to select balloons at Top Right (TR), Middle Cen-
tre Right (MCR) and Bottom Middle (BM) positions
while the able bodied group took least time for Bot-
tom Left (BL), Middle Centre Left (MCL) and Middle
Right (MR) positions.
Figure 4 indicates the frequency of selection of first
position by drawing a black border around the three
most frequent positions. Users with SSMI most of the
time first selected one of the MCL, MCR and TR but-
tons while their able bodied counterparts most of the
time first selected Top Left (TL), Top Middle (TM) and
MCR buttons.
Although participants were instructed to select all 10
balloons but users with SSMI often could not select all
buttons in the screen. The standard deviation among
the number of selections summed up for each individ-
ual position is only 1 for able bodied users while it is
8.8 for users with SSMI. Figure 4 indicates the total
number of selections according to position using color
coding. The green color indicates the first three pref-
erences, yellow next four and red indicates the least
three. The number of selections and average pointing
and selection times with respect to each position was
negatively correlated (r=−0.29) for users with SSMI
and positively correlated (r=0.43) for able-bodied
users. None of these correlations were significant at
p < 0.5.
Finally, we analyzed the patterns in sequences of
selections – means we investigated how many times
users select button A after button B for all pairs of
values of A and B and similarly all possible patterns
of selections consisting three consecutive selections.
Figure 4 shows the top most 2-buttons and 3-buttons
sequences using blue and brown arrows respectively.
We only marked the sequences which appeared at least
four times or more and the thickness of the arrow indi-
cates the frequencies of occurrences of the patterns. It
may be noted that users with SSMI had MCR-TM, TL-
ML-TM as two frequent sequences of gaze movements
occurring more than 4 times which included right to
left and bottom to top movements while for able bod-
ied users all frequent sequences were from left to right
and top to bottom.
Discussion: The study shows users with SSMI took
longer with more variance to point and select than their
able-bodied counterparts. We also noted a left to right
and top to bottom search strategy for able bodied users
while the frequency of total selection, first selection
and visual search patterns indicate a nearest neighbor-
hood strategy for users with SSMI. The nearest neigh-
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Fig. 3. Design of task for analyzing visual search pattern.
Fig. 4. Comparing patterns of selections with respect to screen positions between users with SSMI and their able bodied counterparts.
borhood strategy means users selected the nearest tar-
get from their present position instead of going through
a serial scanning technique. The task initiated with the
focus at the middle of the screen and then it can be
noted that MCR, TR and TM positions were mostly se-
lected and reaction time was also lowest for MCR, TR
and BM positions. The highest observed patterns also
indicated this nearest neighborhood strategy instead of
left to right and top to bottom search strategy. This
search strategy could be leveraged while developing
software interface for users with SSMI, earlier Fleet-
wood [14] reported similar strategy in an icon search-
ing task even for able bodied users. However, the point-
ing and selection times were not related to the number
of selections. It may indicate users’ search strategy is
independent of the time they require to select a target.
However, in this study we could not test statistical
significance with respect to positions of targets. The
following study investigates only two different screen
organization with respect to target positions and we
undertook statistical hypothesis testing for users with
SSMI and able-bodied users separately.
2. Proposed approach
We initially developed a software to control a cursor
using eye gaze and this software can be used to oper-
ate any application of a MS Windows operating sys-
tem. Then we developed a simple application to eval-
uate whether users’ pointing and selection times im-
proves if we place screen elements supporting their eye
gaze fixation and search strategy. Finally, we proposed
an AAC system with an adaptable interface supporting
their eye gaze fixation and movement strategy.
2.1. Gaze controlled cursor
We developed the following algorithm for control-
ling an on-screen cursor using a screen mounted eye
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Fig. 5. Gaze controlled cursor movement algorithm.
Fig. 6. Gaze controlled word construction software.
gaze tracker. Our gaze tracking system records the eye
gaze positions continuously (refer point A in Fig. 5)
and takes the median of the pixel locations in every
450 msecs to estimate the region of interest or saccadic
focus points (refer point B in Fig. 5). The median was
less susceptible to outliers than the arithmetic mean in
case the eye gaze tracker briefly lost signal or in case of
nystagmus of users. We simulated the eye movement
using a Bezier curve that smoothens the cursor move-
ment between two focus points as we wanted to make
the cursor movement looking similar to existing cursor
control devices like mouse or trackball. The algorithm
pushes the focus points into a queue data structure and
the Bezier curve [21] algorithm interpolates points in
between two focus points (refer point B in Fig. 5). The
pointer is drawn at each interpolated points in every
16 msecs to visualize a smooth on-screen movement
(refer point C in Fig. 5). Based on the present cursor
position, we activated an on-screen element or target.
2.2. Gaze controlled interface
We have designed a simple word construction game
to be operated by selecting individual letters. Figure 6
below shows screenshots of the interfaces. The partici-
pant was instructed to select letters to construct a word
describing the picture in the middle. All words were
4-letters words and each screen had only one correct
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answer. The font sizes were bigger than 14 pt and all
end users had either 6/6 visual acuity or used corrective
glasses.
We used this interface to evaluate preference on
screen positions for users with SSMI. In one version
of the software, hereafter referred to as non-adaptive
condition, we randomly placed all letters on the screen
based on a uniform distribution. In another condition,
hereafter referred to as adaptive condition, we placed
the correct letters in preferable positions using a nor-
mal distribution. We placed each letter using a function
that generates a random number from a normal distri-
bution. If the random number is within the first stan-
dard deviation, we placed the correct letter in the pre-
ferred slot, otherwise it was placed in a non-preferred
slot. We also implemented a nearest neighbourhood
predictor for the adaptive condition. Using this algo-
rithm, the participant can select a target even when the
pointer is not on the target button but only near the de-
sired target. A video demonstration of the software can
be found at https://youtu.be/UOLG6QkZ3mI. The fol-
lowing section describes a user study comparing these
two interfaces.
2.3. Validation study
This study evaluated whether placing screen ele-
ments at preferred position can reduce pointing and se-
lection times for users with SSMI.
Participants: We collected data from 12 participants
– 6 of them were users (age range 12 to 19 years,
2 males, 4 females) with cerebral palsy (A, B, C, D, H,
I) and 6 were there able-bodied counterparts.
Material: We used an Intel NUC computer running
Windows 7 operating system and a 15” display for dis-
playing the stimulus. Eye gaze was recorded using a
Tobii PCEye mini eye gaze tracker. The cursor was
moved using eye gaze following the algorithm pre-
sented in the previous section of this paper.
Design: Participants constructed 5 words using both
the adaptive and the non-adaptive versions of the word
construction software using the gaze controlled cursor
movement algorithm presented in the previous section.
We undertook a 2 ×2 ANOVA with the following fac-
tors
1. User
a. Users with cerebral palsy
b. Control group
2. Software
a. Adaptive
b. Non-adaptive
The order of the conditions was altered between
each pair of participants; half of them undertook the
trial using the adaptive condition and half using the
non-adaptive condition. We recorded the timestamp of
each selection.
Procedure: Initially, participants were briefed about
the purpose of the study. Then they undertook the 9-
points calibration procedure for the Tobii tracker. They
went through a training session and finally undertook
the actual trial.
Results: We investigated the differences between the
instances of two consecutive button selections. This
time, hereafter referred to as button selection time,
consists of the visual search time for the target but-
ton and the pointing and selection time using the gaze
controlled system. Initially, we screened data for out-
liers and removed seven samples based on the values
of outer fence (Q3 +3×(Q3-Q1)). We investigated
average button selection times for each individual par-
ticipant and we noted that all users with cerebral palsy
required less time on average to select buttons in the
adaptive condition [(mean =8.9 secs; SD =6.5 secs)
compared to the non-adaptive condition (mean =16.5
secs; SD =15.3 secs)]. Similarly, the control group
required less time on average to select buttons in the
adaptive condition [(mean =5.6 secs; SD =3.3 secs)
compared to the non-adaptive condition (mean =5.9
secs; SD =3.8 secs)]. In each of adaptive and non-
adaptive conditions, we recorded more than 100 button
selection tasks. We found
–A main effect of user [F(1,195) =150.71, p <
0.01, η2=0.44]
–A main effect of software [F(1,195) =31.04, p <
0.01, η2=0.14] and
–An interaction effect of user and software
[F(1,195) =26.25, p < 0.01, η2=0.12]
Then we undertook a couple of pairwise unequal
variance t-tests and noted that
–For users with cerebral palsy there is a signif-
icance difference in button selection times be-
tween adapted and non-adapted conditions [t(1,
150) =−4.72, p < 0.01].
–For the control group, the difference in button se-
lection times between adapted and non-adapted
condition was not significant at p=0.05.
In Fig. 7 below, we plotted two box plots for button
selection times (in msecs) for both user groups. It may
be noted that for users with cerebral palsy, both average
and standard deviation of button selection times were
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D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI 71
Fig. 7. Box plots of button selection times.
reduced in the adaptive condition compared to the non-
adaptive one.
Finally, we investigated average button selection
times for each individual participants and we noted that
all users with cerebral palsy required less time on av-
erage to select buttons in the adaptive condition while
4 out of 6 users in the control group took less time in
the adaptive condition than the non-adaptive one. In
Fig. 8, Pistands for ith user with cerebral palsy while
Cistands for the control group.
Discussion: The user study demonstrates that a
graphical user interface designed according to the vi-
sual search strategy can significantly improve user in-
teraction by reducing visual search and pointing and
selection times in a gaze controlled interface. It may
be noted here that the purpose of the software or study
was not to design a game – we assumed that the correct
letters were more likely to be selected than incorrect
ones and placing the correct ones in favorable positions
will reduce visual search and pointing times. The same
principle can be followed in developing AAC systems
with letter or word prediction features by placing the
more common words or letters in middle or middle-
right positions on the screen.
However, we noted that the average selection time
(which also includes visual search time) was still about
6 secs even in the adaptive condition for users with
Cerebral Palsy. Our user group used this particular
software and gaze controlled system for the first time
during this trial.
3. Application on developing an AAC system
We have developed an assistive communication
board software for children having spasticity which re-
arranges screen elements based on preferred position
of users as described in the previous studies. Presently
our end users require an intermediator to translate com-
munication from a printed communication board to
meaningful sentences. AAC (Augmentative and alter-
native communication) can help these children express
themselves and connect with family, caregivers, and
others. This software presents an eye gaze controlled
AAC platform which reduces the need of a third person
by allowing the children to operate the pictorial com-
munication board having text to speech methods. In
particular, the user may gaze at a picture to articulate a
respective phrase using the TTS (Text-To-Speech) fea-
ture of the software. Based on the inputs of our studies
described in previous sections, we placed screen ele-
ments in the centre and right positions of the screen as
our end users found it difficult to move their eye gaze
towards the left side of the screen. Buttons were ar-
ranged in a fashion such that the most frequently used
buttons appeared on the first page for quick access. We
used a nearest neighbourhood predictor algorithm to
identify the nearest screen element to the current cursor
position making it easier for users to select the target
button.
Buttons rearrangement: The rearrangement of but-
tons was done based on recency and frequency of use.
Recency measures how recently an on-screen element
is selected and frequency is measured by how many
times a particular element is selected. We have con-
sidered the fact that weight of recency should be more
than frequency. We have computed a weighted score
from timestamp and frequency and sorted the list of
screen elements accordingly. The algorithm tries to put
frequently and recently used elements on the middle
and right side of the screen and remaining elements
AUTHOR COPY
72 D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI
Fig. 8. Average button selection times for each participant.
to the left side, but not on extreme left. The weighted
score is computed using the following formula:
weighted_score(Ti, Fi) = Nt
Nf+Nt
In the above equation, Ntis normalised timestamp
and Nt=Ti/T where Tiand Tare the current times-
tamp and mean of all the timestamps respectively.
Nfis normalised frequency and Nf=Fi/F where
Fiand Fare the current frequency and mean of all the
frequencies respectively.
We have computed weighted scores for every on-
screen element and passed it to following sorting func-
tion:
begin Sort(list_of_single_factors)
list = list_of_single_factors
for all elements of list
if list[i] < list[i+1]
swap(list[i], list[i+1])
end if
end for
return list
end Sort
The pseudocode above generates a list of screen el-
ements sorted in descending order of recency and fre-
quency of use. The following formulae gives us page
number,
page_number(index) =
index
Maximum number of buttons displayed
for each page
Where, dxe=ceiling(x), ceiling function maps x
to the least integer greater than or equal to x, Index =
index of the picture button in the sorted list.
The following steps determine the position of differ-
ent elements on the screen:
Coordinates for the centre element are calculated as
follows:
Step I :
X=Ws−Wb
2
Y=Hs−Hb
2
Where Wsand Wbare the screen width and but-
ton width respectively, and Hsand Hbare the screen
height and button height respectively.
We considered the screen as a circle with centre co-
ordinates and divided it into two halves vertically. The
radius of the circle depends on the value of N (total
number of screen elements) and screen dimensions.
We first populated the right side of the screen with re-
cently and frequently used elements and then arranged
rest on the left semicircle.
For the right semicircle,
Step II:
Calculating, the position of X and Y coordinates for
the rest of the buttons,
X=Ws
2+r∗cos(α),
Y=Hs
2+r∗sin(α)
Where,
Wsis the available screen width,
AUTHOR COPY
D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI 73
Fig. 9. Explaining output of algorithm in terms of screen elements placements.
Hsis the available screen height,
ris the radius of the circle,
αis the cumulative fixed_angle calculated as
fixed_angle =2π
N
Where Nis the total number of buttons to be dis-
played on the screen.
The algorithm repeats step II for the left semicircle.
The calculated coordinates were adjusted to lie inside
the screen viewport. If the algorithm could not place
all buttons after step II, it followed step III for the right
semi-circle
Step III:
For the next level of buttons,
r=l∗r,
where, lis the number of level, l=1, 2, 3, . . .,n,ris
the radius.
The algorithm repeated step III for the left semicir-
cle if it could not place all buttons in the right semi-
circle. Figure 9 above shows a sample output from
the algorithm, the red boxes indicating screen elements
and the number inside indicating their recency and fre-
quency of use based on the formula described above.
Besides the button rearrangement feature, the pro-
posed AAC application has the following features:
1) Each screen element consists of a picture, cap-
tion, phrase, and a voice button.
2) The next and previous buttons provide function-
alities for going to next and previous pages re-
spectively.
3) Selecting an element with eye gaze articulates its
respective phrase.
4) The software has male and female voices. The
phrase can be articulated in any of the male or
female voices.
5) We provided a facility for the instructor to change
the picture, caption or phrase in the picture button
by right-clicking on it.
6) The instructor also has the facility to add new or
delete existing screen elements.
Figure 10 shows a sample screenshot of the pro-
posed system.
In Fig. 10, the maximum number of buttons dis-
played for each page without occlusion is 6 with re-
spect to screen dimensions. The picture button with
higher value of weighted score is placed at the centre
on each page and the rest of picture buttons are placed
radially, first on right side and then on left. No elements
have been placed at the extreme left side of the screen.
To test the button rearrangement feature, we in-
stalled the software at the spastic society on a computer
running Windows 7 operating system and attached to a
Tobii PCEye mini eye gaze tracker. Five students with
SSMI used the system. All of them also took part in
the studies described earlier in the paper. Each of them
used the system for approximately 5 to 10 minutes. We
did not yet run a controlled experiment with the soft-
ware, rather recorded only the adaptation feature. We
noted that when a participant
AUTHOR COPY
74 D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI
Fig. 10. Proposed AAC system.
Fig. 11. Using the AAC system as a chat application.
–clicked button with caption “Sleep” for 5 times,
it moved from bottom left on page number 1 to
centre on page number 1.
–clicked button with caption “Father” for 10 times,
it moved from centre left in the page number 2 to
centre right on page number 1.
–clicked button with caption “Food” for 7 times, it
moved from the top left on page 1 to top right on
page number 1.
Overall, all five participants were able to use the sys-
tem and we left the set up with the software at the spas-
tic society for longer term use.
The same application can also be used to send mes-
sages to another participant. A participant has two op-
tions upon clicking on a picture – speak button (left) or
send button (right) (Fig. 11). The application also has
a virtual keyboard interface which supports word auto
completion feature. A participant can switch between
keyboard interface and picture-based communication
interface by gazing on the button which is placed on
the bottom right corner of screen.
We recorded two scenarios of interaction by four
users as described below.
AUTHOR COPY
D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI 75
Scenario1: Participants A and B used the applica-
tion together for about 14 minutes. Participant A and
B started with the picture-based communication inter-
face. Participant A selected the picture “Hello” and
sent it to participant B. It took 5 seconds to select and
send the word. Participant B received the message on
the left panel and replied with the picture “Hi”. It took
7 seconds for Participant B to gaze at the message and
send to Participant A. Afterwards, they exchanged fol-
lowing messages – How are you, Good, I want to go
home, No, I like pizza, Good, I want to go to Class,.
Then, Participant B selected the virtual keyboard in-
terface. Participant B typed the message “My name is
ABC”. It took 4 minutes 53 seconds to type and send
the message. Participant A received the message and
replied with picture “Nice”. It took 12 seconds for Par-
ticipant A to send the message to Participant B. Then,
Participant A selected the virtual keyboard interface.
Participant A typed the word “My name is XYZ”. It
took 6 minutes 36 seconds to type and send the mes-
sage.
Scenario2: Participants C and D used the application
together for 15 minutes. Participant C and D started
with the virtual keyboard interface. They spent 12 min-
utes on virtual keyboard interface. They exchanged fol-
lowing messages – XYZ is good friend, My name is
DEF. The actual names were long requiring longer du-
ration. They spent 3 minutes on picture-based com-
munication interface. They exchanged following mes-
sages I am good, Yes, How are you? Do you want to
play? Very good, I am hungry, I am eating, Stop, OK,
Goodbye.
4. Conclusions
This paper presents a case study through a user
centred design approach for developing an gaze con-
trolled Augmentative and Alternative Communication
Aid for users with severe speech and motor impairment
(SSMI). We undertook a series of studies on eye gaze
fixation and movement patterns of users with SSMI
and noted they prefer the middle and right side of the
screen for fixating attention more often than the ex-
treme top and left side. We described a study involving
a gaze controlled word construction game that showed
users can undertake pointing and selection tasks sta-
tistically significantly faster if the screen elements are
placed at their preferred positions. Finally, we pro-
posed an AAC system and chat application that places
screen elements in preferred positions and also adapts
positions of screen elements based on their recency and
frequency of use.
Conflict of interest
None to report.
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