ArticlePDF Available

Abstract and Figures

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) [Formula: see text] 31.04, [Formula: see text] 0.01, [Formula: see text] 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.
Content may be subject to copyright.
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
AUTHOR COPY
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
AUTHOR COPY
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.
AUTHOR COPY
66 D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI
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×
1.10of 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
AUTHOR COPY
D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI 67
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-
AUTHOR COPY
68 D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI
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
AUTHOR COPY
D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI 69
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
AUTHOR COPY
70 D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI
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
AUTHOR COPY
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=WsWb
2
Y=HsHb
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+rcos(α),
Y=Hs
2+rsin(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=lr,
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.
References
[1] Alm N, Arnott JL, Newell AF, Prediction and conversational
momentum in an augmentative communication system, Com-
munications of the ACM May 1992; 55(5).
[2] Bates R. Multimodal Eye-Based Interaction for Zoomed Tar-
get Selection on a Standard Graphical User Interface. Pro-
ceedings of INTERACT, 1999.
[3] Biswas P, Robinson P. Modelling User Interface for Special
Needs, Proceedings of the Accessible Design in the Digital
World (ADDW).
[4] Biswas P, Samanta D. Friend: a communication aid for per-
sons with disabilities. IEEE Transactions on Neural Systems
and Rehabilitation Engineering 16(2), 205-209.
[5] Biswas P, Robinson P. Evaluating the design of inclusive in-
terfaces by simulation, Proceedings of the 15th ACM Inter-
national conference on Intelligent User Interfaces (IUI), pp.
277-280.
[6] Biswas P, Langdon P. Multimodal Intelligent Eye-Gaze
Tracking System. International Journal of Human-Computer
Interaction 31(4), Taylor & Francis, Print ISSN: 1044-7318.
[7] Borgestig M, et al., Eye gaze performance for children with
severe physical impairments using gaze-based assistive tech-
nology – A longitudinal study. Assistive Technology 2016;
28(2): 93-102, http://dx.doi.org/10.1080/10400435.2015.
1092182.
[8] Castellina E, Razzak F, Corno F. Environmental Control Ap-
plication compliant with Cogain Guidelines, Proceedings of
the 5th Conference on Communication by Gaze Interaction –
Gaze Interaction for Those Who Want It Most COGAIN,
2009.
[9] Communicate with the world using the power of your eyes,
Available at http//www.eyegaze.com/eye-tracking-assistive-
technology-device/, Accessed on 8/11/2017.
[10] Duchowski AT. Eye Tracking Methodology. Springer, 2007.
[11] Eye-gaze control technology, Available at https//www.cerebr
alpalsy.org.au/about-cerebral-palsy/interventions-and-
therapies/eye-gaze-technology-for-children-and-adults-with-
cerebral-palsy/#1473737787180-c2ceacf9-ff87, Accessed on
8/11/2017.
[12] Fazzi E, et al., Spectrum of Visual Disorders in Children
with Cerebral Visual Impairment. Journal of Child Neurology
2007; 22(3): 294-301.
[13] Feit AM, et al., Toward Everyday Gaze Input: Accuracy and
Precision of Eye Tracking and Implications for Design, Pro-
ceedings of the 2017 CHI Conference on Human Factors in
Computing Systems, pp. 1118-1130.
[14] Fleetwood MF, Byrne MD. Modeling the visual search of
displays: a revised act-r model of icon search based on eye-
tracking data. Human-Computer Interaction 2006; 21(2): 153-
197.
[15] Gajos KZ, Wobbrock JO, Weld DS. Automatically generating
user interfaces adapted to users’ motor and vision capabilities.
ACM Symposium on User Interface Software and Technology
2007; 231-240.
[16] Holmqvist E, Thunberg G, Dahlstrand MP. Gaze-controlled
communication technology for children with severe multiple
disabilities: Parents and professionals’ perception of gains,
AUTHOR COPY
76 D.V. Jeevithashree et al. / A case study of developing gaze controlled interface for users with SSMI
obstacles, and prerequisites. Assistive Technology 2017, DOI:
10.1080/104004352017.1307882.
[17] Majaranta P, Majaranta N, Daunys G, Špakov O. Text Editing
by Gaze: Static vs. Dynamic Menus, Proceedings of the 5th;
Conference on Communication by Gaze Interaction – Gaze
Interaction For Those Who Want It Most COGAIN, 2009.
[18] Mario H, Urbina MH, Lorenz M, Huckauf A. Selecting with
gaze controlled pie menus, Proceedings of the 5th Conference
on Communication by Gaze Interaction – Gaze Interaction for
Those Who Want It Most COGAIN, 2009.
[19] McCoy K, et al., Some Interface Issues in Developing In-
telligent Communication Aid for Disabled. ACM Interna-
tional Conference on Intelligent User Interfaces 1997, Or-
lando, Florida USA.
[20] Pasero R, Richardet N, Sabatier P. Guided Sentences Compo-
sition for Disabled People, Proceedings of the fourth confer-
ence on Applied natural language processing, October 1994.
[21] Salomon D. Curves and Surfaces for Computer Graphics,
Springer Verlag, August 2005, ISBN 0-387-24196-5.
[22] Stephanidis C, Paramythis A, Sfyrakis M, Stergiou A, Maou
N, Leventis A, Paparoulis G, Karagiannidis C. Adaptable And
Adaptive User Interfaces for Disabled Users in the AVANTI
Project, Intelligence In Services And Networks, LNCS-1430,
Springer-Verlag 1998, 153-166.
[23] Stephanidis C, et al., Designing human computer interfaces
for quadriplegic people, ACM Transactions on Computer-
Human Interaction June 2003; 10(2): 87-118.
[24] Tobii SDK. Available at https//developer.tobii.com/, Accessed
on 24/01/2019.
[25] Tobii PCEye Mini Tracker, Available at https//www.tobii
dynavox.com/devices/eye-gaze-devices/pceye-mini-access-
windows-control/, Accessed on 23/3/2018.
[26] Vasanth J, Jacob N, Viswanathan S. Visual function status
in children with cerebral palsy, Optometry & Visual Perfor-
mance 2014; 2(3): 251-253.
[27] Yang C et al., Communication Aid System for Users with
Physical Impairments. Computers and Mathematics with Ap-
plications 2002; 43: 901-910.
[28] Zhai S, Morimoto C, Ihde S. Manual and Gaze Input Cas-
caded (MAGIC) Pointing, ACM SIGCHI Conference on Hu-
man Factors in Computing System (CHI), 1999.
AUTHOR COPY
... The outer ring contains the letters of the alphabet, arranged in alphabetical order, and the inner ring displays a continuously updated set of word suggestions. Finally, a study has shown that it is possible to significantly reduce AAC users' selection times by presenting screen elements at users' preferred locations of the display [38]. ...
Article
Gaze interaction enables users to communicate through eye tracking, and is often the only channel of effective and efficient communication for individuals with severe motor disabilities. While there has been significant research and development of eye typing systems, in the context of augmentative and alternative communication (AAC), there is no comprehensive review that integrates the key findings from the variety of aspects that constitute the complex landscape of gaze communication. This paper presents a detailed review and characterization of the literature and aims to consolidate the disparate efforts to provide eye typing solutions for AAC users. We provide a systematic understanding of the components and functionalities that underpin eye typing solutions, and analyze the interplay of the different facets and their role in shaping the user-experience, accessibility, performance, and overall effectiveness of eye typing technology. We also identify the major challenges and highlight several areas that require further research attention.
... Work done by Biswas et al. [6,8] took on similar objectives, demonstrating adaptations based on a variety of contextual factors and ability states. Other approaches considered optimized [69] or alternative [42] input methods, for example, gaze control, for people with motor and cognitive limitations. ...
Article
The notion of Ability-Based Design , put forth by Wobbrock et al. [80, 82] as a solution to the challenge of creating accessible technology, has been discussed in human-computer interaction research now for over a decade. However, despite being cited as influential on various projects, the concept still lacks a general characterization of how to implement its required focus on abilities. In particular, it lacks a formulation of how to perceive and model users within an articulated design process. To address this shortcoming, we rely on conceptual user modeling to examine Ability-Based Design and propose a characterization of it that is not dependent upon a specific project or research effort, but that enables the ability-based design of new technologies in a systematic manner. Our findings show that Ability-Based Design’s focus on abilities requires important changes in typical user modeling approaches that cannot be met with current techniques. Based on the challenges identified through our analysis, we propose a first modification not only of current user modeling, but of current requirements analysis approaches to address abilities and their intertwined dependencies with tasks and contexts as core elements of conceptual models in Ability-Based Design. We thereby demonstrate not only the complexity of modeling users’ abilities, but also draw out promising ideas and perspectives for future research, emphasizing the need for future evaluative work on our approach.
... Additionally, Dattilo [20] reported that people with CP, who used AAC strategies to enhance their communication, also demonstrated improvements in physical and mental health, independence, and social connectivity. With the advancement of technologies, other input options, such as brain-computer interface [65] and eye gaze [36], are becoming increasingly available to individuals with severe CP as a means to access their dynamic displays. ...
Article
Full-text available
Purpose of Review To summarize findings on the effects of augmentative and alternative (AAC) treatment packages that use dynamic grid displays and/or visual scene displays to facilitate communication in individuals with developmental disabilities. Recent Findings The systematic intervention packages that employ either dynamic grid displays or visual scene displays are effective for improving language, social, and literacy skills in individuals with developmental disabilities such as Down syndrome, cerebral palsy, and multiple disabilities. Summary Dynamic displays are an essential component of speech-generating device (SGD)-based AAC intervention for individuals with developmental disabilities. It is critical to select display types based on individuals’ current and future communication need and goals. A best fit approach using a feature matching strategy is suggested.
... Yet, appearance-based gaze estimation systems have several use cases like webcam based gaze controlled interfaces as they do not require any additional hardware. Further, people with severe speech and motor impairment often use gaze controlled interface with limited number of screen elements (Jeevithashree et al., 2019;Sharma et al., 2020). Appearance-based gaze estimation systems can be used to build such gaze controlled interfaces on smartphones and tablet PCs using their front cameras. ...
Article
Full-text available
Gaze estimation problem can be addressed using either model-based or appearance-based approaches. Model-based approaches rely on features extracted from eye images to fit a 3D eye-ball model to obtain gaze point estimate while appearance-based methods attempt to directly map captured eye images to gaze point without any handcrafted features. Recently, availability of large datasets and novel deep learning techniques made appearance-based methods achieve superior accuracy than model-based approaches. However, many appearance-based gaze estimation systems perform well in within-dataset validation but fail to provide the same degree of accuracy in cross-dataset evaluation. Hence, it is still unclear how well the current state-of-the-art approaches perform in real-time in an interactive setting on unseen users. This paper proposes I2DNet, a novel architecture aimed to improve subject-independent gaze estimation accuracy that achieved a state-of-the-art 4.3 and 8.4 degree mean angle error on the MPIIGaze and RT-Gene datasets respectively. We have evaluated the proposed system as a gaze-controlled interface in real-time for a 9-block pointing and selection task and compared it with Webgazer.js and OpenFace 2.0. We have conducted a user study with 16 participants, and our proposed system reduces selection time and the number of missed selections statistically significantly compared to other two systems.
Article
People with disabilities face barriers when engaging with information retrieval (IR) systems due to designs that overlook their needs. This systematic literature review explores research for individuals with disabilities interacting with IR systems. Relevant theories concerning disabilities were examined, and the gap model was used as the theoretical framework that guided the review. This review covers relevant research published from 2000 to 2023, focusing on user groups with sensory, cognitive, and motor impairments. The main topics are help‐seeking situations encountered by these user groups in various IR systems due to system design not meeting user needs, and search tactics applied by users with different types of disabilities corresponding to various help‐seeking situations. Design recommendations for IR systems and platforms were also examined. Key limitations in existing research and the authors' reflections are highlighted, including a lack of theories on the interactions between people with disabilities and IR systems, imbalanced research on and misclassification between different types of impairments, unclear distinctions between accessibility and usability, unexplored IR issues in mobile environments, and inadequate existing IR system designs, along with the challenges posed by one‐size‐fits‐all design. Further research opportunities are also proposed.
Article
We investigate silent speech as a hands-free selection method in eye-gaze pointing. We first propose a stripped-down image-based model that can recognize a small number of silent commands almost as fast as state-of-the-art speech recognition models. We then compare it with other hands-free selection methods (dwell, speech) in a Fitts' law study. Results revealed that speech and silent speech are comparable in throughput and selection time, but the latter is significantly more accurate than the other methods. A follow-up study revealed that target selection around the center of a display is significantly faster and more accurate, while around the top corners and the bottom are slower and error prone. We then present a method for selecting menu items with eye-gaze and silent speech. A study revealed that it significantly reduces task completion time and error rate.
Article
User interfaces have been designed to fit typical users and their usage styles as assumed by designers. However, it is impossible to cover all the possible use cases. To address this problem, we propose Q-Mapping, which is a method for user interfaces to acquire the operation mapping, or mapping from user operations to their effects. Q -Mapping has an advantage over previous techniques in that it can acquire operation mapping interactively. The core idea of Q-Mapping is that what a user selects as an ideal action has a tendency to be the same as the action that has the highest Q-value. On the basis of this concept, we defined the operation-action value function, which can be calculated from the value that a user expects to gain when a particular mapping is given in that state and is updated each time an operation occurs. We conducted a simulation experiment and a user study to investigate the Q-Mapping performance and the effects of the acquisition of interactive operation mapping. The simulation results showed that the changeability of operation mapping could be controlled by a coefficient called the balancing parameter. As for the user study, we found that Q-Mapping with a balancing parameter that decays with time was able to acquire operation mapping that was easy for users to understand. These results demonstrate the importance of balancing consistency and adaptability in the interactive acquisition of operation mapping.
Article
People with Severe Speech and Motor Impairment (SSMI) often find it difficult to manipulate physical objects due to spasticity and have familiarity with eye pointing based communication. This paper presents a novel eye-gaze controlled augmented reality human-robot interface that maintains a safe distance of the robot from the operator. We used a bespoke appearance-based eye-gaze tracking algorithm and compared two different safe distance maintenance algorithms. We undertook simulation studies followed by user trial involving end users. Users with SSMI could bring the robotic arm at any designated point within its working envelope in less than 3 minutes.
Article
A multi-modal approach is proposed to evaluate the usability of Adaptive Visual Stimuli for User Interface (AVS4UI) of remote operation systems. This study focuses on the evaluation of AVS4UI for forklift work because the operation complexity includes driving and cargo handling, which typically requires multiple salient attention. Presenting this amount of information simultaneously on a User Interface (UI) tends to cause confusions to operators and reduces operation efficiency. AVS4UI can therefore be one of the promising solutions where the optimal visual stimuli are autonomously presented for different work conditions. However, evaluation of AVS4UI is challenging because operators may be disoriented by adaptive information and worked without safety considerations. Therefore, novel gaze metrics are proposed to evaluate responses of forklift operators to AVS4UI so that undesired behavior can be evaluated. The proposed metrics implicitly represent gaze pattern in terms of transition and distribution between UI elements, operation safety, and familiarity with the adaptive system. The ideal AVS4UI is expected to minimize the proposed gaze metrics and outperform the non-adaptive UI. More importantly, the results of these metrics are consistent with those of perceived workload defined by NASA-Task Load Index. We also propose a correlation model using stepwise linear regression that provides reasonable estimation of perceived workload. Such novel metrics and correlation model enable objective and online evaluation to minimize biases of subjective response. Therefore, online work support system can be developed to support workers.
Article
Full-text available
The aim of this study was to explore parents’ and professionals’ thoughts of how a gaze-controlled computer can be beneficial to children with severe multiple disabilities. All systems were provided primarily for symbol-based communication, but were also used for other purposes such as play, leisure and school activities. A further aim was to investigate factors affecting usability, specifically for communication. The study used a qualitative approach, involving content analysis of semistructured interviews with the children’s key persons (N = 11). The analysis yielded three categories and twelve subcategories. There were gains for the children in terms of empowerment, social interaction, learning opportunities and efficient computer use. Inaccessibility, liability issues and technical failure were seen as obstacles, while the prerequisites included time, collaboration, stimulating content, know-how and opportunities. To sum up, this study suggests that gaze-controlled technology can provide children who have multiple disabilities involving severe motor dysfunction and communicative and cognitive problems with new opportunities to communicate, interact and perform activities independently, as long as conditions are right.
Conference Paper
Full-text available
For eye tracking to become a ubiquitous part of our everyday interaction with computers, we first need to understand its limitations outside rigorously controlled labs, and develop robust applications that can be used by a broad range of users and in various environments. Toward this end, we collected eye tracking data from 80 people in a calibration-style task, using two different trackers in two lighting conditions. We found that accuracy and precision can vary between users and targets more than six-fold, and report on differences between lighting, trackers, and screen regions. We show how such data can be used to determine appropriate target sizes and to optimize the parameters of commonly used filters. We conclude with design recommendations and examples how our findings and methodology can inform the design of error-aware adaptive applications.
Article
Full-text available
This paper presents a series of user studies to develop a new eye gaze tracking based pointing system. We developed a new target prediction model that works for different input modalities and combined the eye gaze tracking based pointing with a joystick controller that can reduce pointing and selection times. The system finds important applications in cockpit of combat aircraft as well as for computer novice users. Our user studies confirmed that users can perform significantly faster using this new eye gaze tracking based system for both military and everyday computing tasks compared to existing input devices. As part of the study we also found that the amplitude of maximum power component obtained through Fourier Transform of pupil signal significantly correlate with selection times and perceived cognitive load of users in terms of TLX scores.
Article
Full-text available
Computers offer valuable assistance to people with physical disabilities. However designing human-computer interfaces for these users is complicated. The range of abilities is more diverse than for able-bodied users, which makes analytical modelling harder. Practical user trials are also difficult and time consuming. We are developing a simulator to help with the design and evaluation of assistive interfaces. It can predict the likely interaction patterns when undertaking a task using a variety of input devices, and estimate the time to complete the task in the presence of different disabilities and for different levels of skill. The simulator is developed according to the concept of Model Human Processor. It consists of a Perception model, a Cognitive model and a Motor-Behaviour Model. In this paper, we have discussed the modelling of visual impairments in the perception model of our simulator. We describe the functions used to model different visual impairments and present demonstrations of their execution.
Article
Full-text available
Because of the visual nature of computer use, researchers and designers of com-puter systems would like to gain some insight into the visual search strategies of computer users. Icons, a common component of graphical user interfaces, serve as the focus for a set of studies aimed at (1) developing a detailed understanding of how people search for an icon in a typically crowded screen of other icons that vary in similarity to the target, and (2) building a cognitively plausible model that simulates the processes inferred in the human search process. An eye-tracking study of the task showed that participants rarely refixated icons that they had pre-viously examined, and that participants used an efficient search strategy of exam-ining distractor icons nearest to their current point of gaze. These findings were integrated into an ACT-R model of the task using EMMA and a "nearest" strat-egy. The model fit the response time data of participants as well as a previous model of the task, but was a much better fit to the eye movement data. Michael Fleetwood is an applied cognitive scientist with interests in human per-formance modeling and human vision; he is a PhD candidate in the psychology department at Rice University. Michael Byrne is an applied cognitive scientist with an interest in developing computational systems for application to human factors problems; he is an assistant professor in the psychology department at Rice University.
Article
Gaze-based assistive technology (gaze-based AT) has the potential to provide children affected by severe physical impairments with opportunities for communication and activities. This study aimed to examine changes in eye gaze performance over time (time on task and accuracy) in children with severe physical impairments, without speaking ability, using gaze-based AT. A longitudinal study with an AB design was conducted on ten children (aged 1-15 years) with severe physical impairments, who were beginners to gaze-based AT at baseline. Thereafter, all children used the gaze-based AT in daily activities over the course of the study. Compass computer software was used to measure time on task and accuracy with eye selection of targets on screen, and tests were performed with the children at baseline, after 5 months, 9-11 months, and after 15-20 months. Findings showed that the children improved in time on task after 5 months and became more accurate in selecting targets after 15-20 months. This study indicates that these children with severe physical impairments, who were unable to speak, could improve in eye gaze performance. However, the children needed time to practice on a long-term basis to acquire skills needed to develop fast and accurate eye gaze performance.
Article
For some physically-disabled persons, the conventional computer keyboard may be inappropriate as a usable communication device. They instead require an assistive tool for entering text into a computer or for word-processing for purposes of augmentative and alternative communication in their daily lives. In this study, Morse code is selected as one possible adapted access communication method for persons with impaired hand coordination and limited dexterity. Inherently, a stable switch activation rate is strictly required for the most accurate recognition of Morse code. However, because maintaining a stable switch activation rate is a challenge for many persons who are physically disabled, automatic recognition of Morse code with standardized computer programs is difficult. Therefore, a suitable adaptive automatic recognition method is needed. This study presents a least-mean-square algorithm applied to adaptive Morse code recognition. Four processes are involved in this adaptive Morse code recognition method: space recognition, tone recognition, adaptive processing, and character recognition. Statistical analyses demonstrated that the recognition rate of the proposed method resulted in an 83% improvement over alternative methods described in previous literature.
Chapter
Computer graphics is important in many areas including engineering design, architecture, education, and computer art and animation. This book examines a wide array of current methods used in creating real-looking objects in the computer, one of the main aims of computer graphics. Key features: - Good foundational mathematical introduction to curves and surfaces; no advanced math required - Topics organized by different interpolation/approximation techniques, each technique providing useful information about curves and surfaces - Exposition motivated by numerous examples and exercises sprinkled throughout, aiding the reader - Includes a gallery of color images, Mathematica code listings, and sections on curves and surfaces by refinement and on sweep surfaces - Web site maintained and updated by the author, providing readers with errata and auxiliary material This engaging text is geared to a broad and general readership of computer science/architecture engineers using computer graphics to design objects, programmers for computer gamemakers, applied mathematicians, and students majoring in computer graphics and its applications. It may be used in a classroom setting or as a general reference. © 2006 Springer Science+Business Media, Inc. All rights reserved.