Gaussian Function Improves Gaze-Controlled Gaming | SpringerLink
Skip to main content

Gaussian Function Improves Gaze-Controlled Gaming

  • Conference paper
  • First Online:
Intelligent Decision Technologies 2017 (IDT 2017)

Abstract

Gaze as a gaming input modality poses interaction challenges, not the least of which is the well-known Midas Touch problem, when neutral visual scanning leads to unintentional action. This is one of the most difficult problems to overcome. We propose and test a novel method of addressing the Midas Touch problem by using Gaussian-based velocity attenuation based on the distance between gaze and the player position. Gameplay controlled by the new control method was rated highest and the most engaging among those tested, and was rated similarly to the mouse or keyboard in terms of joy of use and ease of navigation. We also showed empirically that this method facilitated visual scanning, without harming game performance compared to other gaze control methods and traditional input modalities. The novel method of game control constitutes a promising solution to problems associated with gaze-controlled human computer interaction.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 17159
Price includes VAT (Japan)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 21449
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
JPY 21449
Price includes VAT (Japan)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Bednarik, R., Gowases, T., Tukiainen, M.: Gaze interaction enhances problem solving: effects of dwell-time based, gaze-augmented, and mouse interaction on problem-solving strategies and user experience. J. Eye Mov. Res. 3(1), 3, 1–10 (2009)

    Google Scholar 

  2. De Koning, B.B., Tabbers, H.K., Rikers, R.M.J.P., Paas, F.: Attention cueing as a mean to enhance learning from an animation. Appl. Cogn. Psychol. 21(6), 731–746 (2007)

    Article  Google Scholar 

  3. Dorr, M., Pomarjanschi, L., Barth, E.: Gaze beats mouse: a case study on a gaze-controlled breakout. Psychol. J. 7(2), 197–211 (2009)

    Google Scholar 

  4. Ekman, I.M., Poikola, A.W., Mäkäräinen, M.K.: Invisible eni – using gaze and pupil size to control a game. In: CHI 2008 Extended Abstracts on Human Factors in Computing Systems, CHI EA 2008, pp. 3135–3140. ACM (2008)

    Google Scholar 

  5. Isokoski, P., Joos, M., Spakov, O., Martin, B.: Gaze controlled games. Univ. Access Inf. Soc. 8(4), 323–337 (2009)

    Article  Google Scholar 

  6. Istance, H., Bates, R., Hyrskykari, A., Vickers, S.: Snap clutch, a moded approach to solving the midas touch problem. In: Proceedings of the 2008 Symposium on Eye Tracking Research and Applications, ETRA 2008, pp. 221–228. ACM, New York (2008)

    Google Scholar 

  7. Istance, H., Hyrskykari, A., Vickers, S., Chaves, T.: For your eyes only: controlling 3d online games by eye-gaze. In: Gross, T., Gulliksen, J., Kotzé, P., Oestreicher, L., Palanque, P., Prates, R.O., Winckler, M. (eds.) IFIP Conference on Human-Computer Interaction, pp. 314–327. Springer, Heidelberg (2009)

    Google Scholar 

  8. Jacob, R.J.: What you look at is what you get: eye movement-based interaction techniques. In: CHI 1990 Conference Proceedings of Human Factors in Computing Systems, pp. 11–18. ACM Press (1990)

    Google Scholar 

  9. Kasprowski, P., Harezlak, K., Niezabitowski, M.: Eye movement tracking as a new promising modality for human computer interaction. In: 2016 17th International Carpathian Control Conference (ICCC), pp. 314–318, May 2016

    Google Scholar 

  10. Kenny, A., Koesling, H., Delaney, D., McLoone, S., Ward, T.: A preliminary investigation into eye gaze data in a first person shooter game. In: 19th European Conference on Modelling and Simulation, ECMS (2005)

    Google Scholar 

  11. Krejtz, K., Biele, C., Chrzastowski, D., Kopacz, A., Niedzielska, A., Toczyski, P., Duchowski, A.: Gaze-controlled gaming: immersive and difficult but not cognitively overloading. In: Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct Publication, UbiComp 2014 Adjunct, pp. 1123–1129. ACM, New York (2014)

    Google Scholar 

  12. Kriz, S., Hegarty, M.: Top-down and bottom-up influences on learning from animations. Int. J. Hum.-Comput. Stud. 65(11), 911–930 (2007)

    Article  Google Scholar 

  13. Lowe, R.K., Boucheix, J.M.: Cueing complex animation: does direction of attention foster learning processes? Learn. Instr. 21(5), 650–663 (2011)

    Article  Google Scholar 

  14. Muñoz, J., Yannakakis, G.N., Mulvey, F., Hansen, D.W., Gutierrez, G., Sanchis, A.: Towards gaze-controlled platform games. In: 2011 IEEE Conference on Computational Intelligence and Games, CIG 2011, pp. 47–54. IEEE (2011)

    Google Scholar 

  15. Nielsen, A.M., Petersen, A.L., Hansen, P.J.: Gaming with gaze and losing with a smile. In: Proceedings of the Symposium on Eye Tracking Research and Applications, ETRA 2012, pp. 365–368 (2012)

    Google Scholar 

  16. Ohno, T., Mukawa, N., Kawato, S.: Just blink your eyes: a head-free gaze tracking system. In: CHI 2003 Extended Abstracts on Human Factors in Computing Systems, CHI EA 2003, pp. 950–957. ACM, New York (2003)

    Google Scholar 

  17. R Development Core Team: R: A Language and Environment for Statistical Computing. R Foundation for Statistical Computing, Vienna, Austria (2011). ISBN 3-900051-07-0

    Google Scholar 

  18. van Rossum, G.: Python tutorial, Technical report CS-R9526. Centrum voor Wiskunde en Informatica (CWI), Amsterdam (1995)

    Google Scholar 

  19. San Agustin, J., Mateo, J.C., Hansen, J.P., Villanueva, A.: Evaluation of the potential of gaze input for game interaction. Psychol. J. 7(2), 213–236 (2009)

    Google Scholar 

  20. Shinners, P.: Pygame (2014). http://pygame.org/

  21. Sibert, L.E., Jacob, R.J.K.: Evaluation of eye gaze interaction. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2000, pp. 281–288. ACM, New York (2000)

    Google Scholar 

  22. Špakov, O.: Eyechess: the tutoring game with visual attentive interface. In: Alternative Access: Feelings and Games, pp. 81–86 (2005)

    Google Scholar 

  23. Stellmach, S., Dachselt, R.: Look and touch: gaze-supported target acquisition. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2012, pp. 2981–2990. ACM, New York (2012)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Cezary Biele .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG

About this paper

Cite this paper

Biele, C. et al. (2018). Gaussian Function Improves Gaze-Controlled Gaming. In: Czarnowski, I., Howlett, R., Jain, L. (eds) Intelligent Decision Technologies 2017. IDT 2017. Smart Innovation, Systems and Technologies, vol 73. Springer, Cham. https://doi.org/10.1007/978-3-319-59424-8_23

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-59424-8_23

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-59423-1

  • Online ISBN: 978-3-319-59424-8

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics