Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Comparing Dwell time, Pursuits and Gaze Gestures for Gaze Interaction on Handheld Mobile Devices
AU - Namnakani, Omar
AU - Abdrabou, Yasmeen
AU - Grizou, Jonathan
AU - Esteves, Augusto
AU - Khamis, Mohamed
PY - 2023/4/19
Y1 - 2023/4/19
N2 - Gaze is promising for hands-free interaction on mobile devices. However, it is not clear how gaze interaction methods compare to each other in mobile settings. This paper presents the first experiment in a mobile setting that compares three of the most commonly used gaze interaction methods: Dwell time, Pursuits, and Gaze gestures. In our study, 24 participants selected one of 2, 4, 9, 12 and 32 targets via gaze while sitting and while walking. Results show that input using Pursuits is faster than Dwell time and Gaze gestures especially when there are many targets. Users prefer Pursuits when stationary, but prefer Dwell time when walking. While selection using Gaze gestures is more demanding and slower when there are many targets, it is suitable for contexts where accuracy is more important than speed. We conclude with guidelines for the design of gaze interaction on handheld mobile devices.
AB - Gaze is promising for hands-free interaction on mobile devices. However, it is not clear how gaze interaction methods compare to each other in mobile settings. This paper presents the first experiment in a mobile setting that compares three of the most commonly used gaze interaction methods: Dwell time, Pursuits, and Gaze gestures. In our study, 24 participants selected one of 2, 4, 9, 12 and 32 targets via gaze while sitting and while walking. Results show that input using Pursuits is faster than Dwell time and Gaze gestures especially when there are many targets. Users prefer Pursuits when stationary, but prefer Dwell time when walking. While selection using Gaze gestures is more demanding and slower when there are many targets, it is suitable for contexts where accuracy is more important than speed. We conclude with guidelines for the design of gaze interaction on handheld mobile devices.
KW - Eye Tracking
KW - Gaze-based Interaction
KW - Smartphones
KW - Smooth pursuit
KW - Tablets
U2 - 10.1145/3544548.3580871
DO - 10.1145/3544548.3580871
M3 - Conference contribution/Paper
T3 - Conference on Human Factors in Computing Systems - Proceedings
SP - 1
EP - 17
BT - CHI 2023 - Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery (ACM)
T2 - CHI '23:
Y2 - 23 April 2023 through 28 April 2023
ER -