Eye Movement and Gaze as Input Flashcards

1
Q

Why Gaze as Input?

A
  • Gaze is a natural pointer
  • Why not use it instead of a mouse?
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2
Q

Eye-Tracking

A
  • Illumination of the eye with infrared light
  • Glints: reflections on the cornea
  • Use computer vision to track eye-in-head movement as offset between pupil center and corneal reflection (PCCR method)
  • Calibration to a screen by looking at predefined points
  • Output: stream of coordinates
  • Input events: fixations, dwell time
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3
Q

Gaze pointing is not like mouse pointing

A
  • Midas Touch
    • We don’t want to trigger input on everything we happen to look at
    • Gaze does not have an obvious ‘click’ method
  • Accuracy / Precision
    • Gaze fixations haven natural jitter and eye tracking is not perfect
  • Expressiveness
    • We can quickly point our eyes at an object, but we cannot move or manipulate objects with gaze
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4
Q

Gaze Interaction Research at Lancaster

A
  • Gaze and Hand
    • Combining input and taking advantage of eye-hand coordination
  • Gaze and Motion
    • Understanding how the eyes interact with moving objects and designing interfaces that are motion-based
  • Gaze and Body
    • Understanding that gaze involves head and body movement, and taking advantage of the coordination of eye, head and body
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5
Q

Gaze and Hand

A
  • Gaze selects, Touch manipulates
  • Gaze is faster and less effort
  • Touch is more expressive
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6
Q

Gaze and Hand

A
  • The eyes naturally look at what we want to manipulate
  • Gaze-based model switching
    • The hand stays on the task
  • Gaze modulates manual input
    • The eyes stay where the input focus is
    • The hand moves in and out of the gaze focus, for different input tasks
  • Gaze naturally precedes the manual action
  • Gaze seamlessly extends the reach of the hands
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7
Q

Gaze and Hands in 3D

A
  • The hands do the work
    • Gaze selects the closest target
  • Skilled tasks
    • Complex eye-hand coordination
    • Rapid switching between objects that are juggled
  • Reach across wide ranges
  • Seamless manipulation from very small to very large objects
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8
Q

Gaze and Hand - Key Points

A
  • Leveraging natural eye-head coordination
  • Design to leverage complementarity
  • Gaze extending manual reach
  • Modulating direct/indirect modes
  • Careful coupling of modalities at discrete points
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9
Q

Gaze and Motion

A

In eye-tracking, we like to keep things still
* Fixations: when the eye is in a relatively still in the head
* Movement is suppressed and treated as noise

In natural gaze, we perform stabilizing eye movements
* Smooth Pursuit Eye Movement (SPEM) enables us to focus on objects that are moving
* Vestibulo-Ocular Reflex (VOR) stabilizes gaze when we move our head and body
* Optokinetic Reflex (OKN) stabilizes gaze when the visual scene is in motion

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10
Q

Pursuits: Selection by motion

A
  • Objects moving in display space
  • Eye movement tracked in its own space
  • Correlation over moving window
  • Based on natural smooth pursuit
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11
Q

Pursuits

A
  • Implicit selection, based on natural attention
  • No calibration procedure
  • Walk up and use
  • Take turns
  • Objects of any size
  • Matched by motion, not by position
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12
Q

Orbits

A
  • Widgets “clickable” by pursuit
  • Size-invariant but distinguished
    by direction, phase, velocity
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13
Q

Gaze and Motion - Key Points

A
  • What is hard with our hands is easy with our eyes
    • Synchronising with external motion
  • Decoupling of input and output
    • Motion correlation as selection
      principle, also with other modalities

*Control / awareness
* Explicit control: widgets displaying motion as trigger
* Implicit input: animate content to make it attention-aware
* Unaware input: use motion to invoke pursuit response

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14
Q

Gaze and Body

A

Gaze = the eye direction relative to the world = eyes + head + body

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15
Q

Gaze and Body #2

A
  • In HCI, the interplay of eye, head and body has been completely ignored
  • Desktop eye tracking research::
    Gaze = eye movement while head movement is suppressed or filtered
  • Extended Reality (VR/AR) research:
    Gaze = the head direction in abstraction of eye movement
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16
Q

Example of a Gaze shift in a Head-Mounted MD

A
17
Q

Gaze and Body

A
  • Head-modulated gaze cursor
  • Cursor only moves with eye-head gaze shift
  • Eyes-only gaze forvisual exploration
  • Eye-Head Menu
  • Gaze for visual
    exploration and
    pre
    -selection
  • Head for selection
    and manipulation
18
Q

Leveraging human abilities

A
  • Novel solutions for interaction enabled by understanding by how people work
  • Interfaces that combine input from eye and hands based on natural eye-hand coordination
  • Interfaces that build on the natural response of the eyes to movement
  • Interfaces for 3D environments that combine input from eye, head and body based on their natural coordination