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GazeBall: Leveraging Natural Gaze Behavior for Continuous Re-calibration in Gameplay

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

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GazeBall: Leveraging Natural Gaze Behavior for Continuous Re-calibration in Gameplay. / Ramirez Gomez, Argenis; Gellersen, Hans-Werner Georg.
2017. Paper presented at COGAIN Symposium, Wuppertal, Germany.

Research output: Contribution to conference - Without ISBN/ISSN Conference paperpeer-review

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@conference{c7cec0eb02ba4fb9b5e6e52b52aac54b,
title = "GazeBall: Leveraging Natural Gaze Behavior for Continuous Re-calibration in Gameplay",
abstract = "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.",
keywords = "Eye movement, Gaze, Eye tracking, Smooth Pursuit, Calibration, Gaze interaction, Natural use interfaces, Games",
author = "{Ramirez Gomez}, Argenis and Gellersen, {Hans-Werner Georg}",
year = "2017",
month = aug,
day = "21",
language = "English",
note = "COGAIN Symposium : Communication by Gaze Interaction ; Conference date: 21-08-2017 Through 21-08-2017",
url = "http://cogain2017.cogain.org/?program",

}

RIS

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 -