Gaussian Function Improves Gaze-Controlled Gaming
Cezary Biele , Dominik Chrząstowski-Wachtel , Marek Młodożeniec , Anna Niedzielska , Jarosław Kowalski , Pawel Kobyliński , Krzysztof Krejtz , Andrew T. Duchowski
AbstractGaze 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
|Publication size in sheets||0.5|
|Book||Czarnowski Ireneusz, Howlett Robert J., Jain Lakhmi C. (eds.): Intelligent Decision Technologies 2017: Proceedings of the 9th KES International Conference on Intelligent Decision Technologies (KES-IDT 2017) -- Part II, 2018, Springer International Publishing, ISBN 978-3-319-59424-8|
|Keywords in English||Eye tracking HCI Gaze controlled gaming Midas Touch problem|
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