Final published version
Licence: CC BY-NC-ND: Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
Research output: Contribution to conference - Without ISBN/ISSN › Conference paper › peer-review
Research output: Contribution to conference - Without ISBN/ISSN › Conference paper › peer-review
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TY - CONF
T1 - GazeBall
T2 - COGAIN Symposium
AU - Ramirez Gomez, Argenis
AU - Gellersen, Hans-Werner Georg
PY - 2017/8/21
Y1 - 2017/8/21
N2 - Eye tracking offers opportunities to extend conventional game control with gaze input for multimodal game interaction. Gaze, however, has been found challenging to use as it requires re-calibration over time and for different users, in order to maintain an accurate input. In this work, we propose to leverage the natural gaze behavior that users exhibit during gameplay for implicit and continuous re-calibration. We demonstrate this with GazeBall, continually calibrating players' gaze based on their natural ocular pursuit of the game's ball movement. Re-calibration enables the extension of the game with a gaze-based 'power-up'. In the evaluation of GazeBall, we show that our approach is effective in maintaining highly accurate gaze input over time, while re-calibration remains transparent to the player.
AB - Eye tracking offers opportunities to extend conventional game control with gaze input for multimodal game interaction. Gaze, however, has been found challenging to use as it requires re-calibration over time and for different users, in order to maintain an accurate input. In this work, we propose to leverage the natural gaze behavior that users exhibit during gameplay for implicit and continuous re-calibration. We demonstrate this with GazeBall, continually calibrating players' gaze based on their natural ocular pursuit of the game's ball movement. Re-calibration enables the extension of the game with a gaze-based 'power-up'. In the evaluation of GazeBall, we show that our approach is effective in maintaining highly accurate gaze input over time, while re-calibration remains transparent to the player.
KW - Eye movement
KW - Gaze
KW - Eye tracking
KW - Smooth Pursuit
KW - Calibration
KW - Gaze interaction
KW - Natural use interfaces
KW - Games
M3 - Conference paper
Y2 - 21 August 2017 through 21 August 2017
ER -