SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements
Gaze-based text spellers have proved useful for people with severe motor diseases, but lack acceptance in general human-computer interaction. In order to use gaze spellers for public displays, they need to be robust and provide an intuitive interaction concept. However, traditional dwell- and blink-...
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doaj-68e5b2ea8d51474688a975a2809e47932021-05-28T13:34:16ZengBern Open PublishingJournal of Eye Movement Research1995-86922015-03-018110.16910/jemr.8.1.2SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movementsOtto Hans-Martin Lutz0Antje Christine Venjakob1Stefan Ruff2Chair of Human-Machine Systems, Technical University BerlinChair of Human-Machine Systems, Technical University BerlinChair of Human-Machine Systems, Technical University BerlinGaze-based text spellers have proved useful for people with severe motor diseases, but lack acceptance in general human-computer interaction. In order to use gaze spellers for public displays, they need to be robust and provide an intuitive interaction concept. However, traditional dwell- and blink-based systems need accurate calibration which contradicts fast and intuitive interaction. We developed the first gaze speller explicitly utilizing smooth pursuit eye movements and their particular characteristics. The speller achieves sufficient accuracy with a one-point calibration and does not require extensive training. Its interface consists of character elements which move apart from each other in two stages. As each element has a unique track, gaze following this track can be detected by an algorithm that does not rely on the exact gaze coordinates and compensates latency-based artefacts. In a user study, 24 participants tested four speed-levels of moving elements to determine an optimal interaction speed. At 300 px/s users showed highest overall performance of 3.34 WPM (without training). Subjective ratings support the finding that this pace is superior.https://bop.unibe.ch/JEMR/article/view/2394gaze interactioneye movementstext entrysmooth pursuitcalibration |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Otto Hans-Martin Lutz Antje Christine Venjakob Stefan Ruff |
spellingShingle |
Otto Hans-Martin Lutz Antje Christine Venjakob Stefan Ruff SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements Journal of Eye Movement Research gaze interaction eye movements text entry smooth pursuit calibration |
author_facet |
Otto Hans-Martin Lutz Antje Christine Venjakob Stefan Ruff |
author_sort |
Otto Hans-Martin Lutz |
title |
SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements |
title_short |
SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements |
title_full |
SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements |
title_fullStr |
SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements |
title_full_unstemmed |
SMOOVS: Towards calibration-free text entry by gaze using smooth pursuit movements |
title_sort |
smoovs: towards calibration-free text entry by gaze using smooth pursuit movements |
publisher |
Bern Open Publishing |
series |
Journal of Eye Movement Research |
issn |
1995-8692 |
publishDate |
2015-03-01 |
description |
Gaze-based text spellers have proved useful for people with severe motor diseases, but lack acceptance in general human-computer interaction. In order to use gaze spellers for public displays, they need to be robust and provide an intuitive interaction concept. However, traditional dwell- and blink-based systems need accurate calibration which contradicts fast and intuitive interaction. We developed the first gaze speller explicitly utilizing smooth pursuit eye movements and their particular characteristics. The speller achieves sufficient accuracy with a one-point calibration and does not require extensive training. Its interface consists of character elements which move apart from each other in two stages. As each element has a unique track, gaze following this track can be detected by an algorithm that does not rely on the exact gaze coordinates and compensates latency-based artefacts. In a user study, 24 participants tested four speed-levels of moving elements to determine an optimal interaction speed. At 300 px/s users showed highest overall performance of 3.34 WPM (without training). Subjective ratings support the finding that this pace is superior. |
topic |
gaze interaction eye movements text entry smooth pursuit calibration |
url |
https://bop.unibe.ch/JEMR/article/view/2394 |
work_keys_str_mv |
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