Rights statement: © ACM, 2019. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in HTTF 2019: Proceedings of the Halfway to the Future Symposium 2019. https://dl.acm.org/doi/10.1145/3363384.3363479
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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 - Exploring the Sensed and Unexpected
T2 - Not Looking in Gaze Interaction
AU - Ramirez Gomez, Argenis
AU - Gellersen, Hans
N1 - © ACM, 2019. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in HTTF 2019: Proceedings of the Halfway to the Future Symposium 2019. https://dl.acm.org/doi/10.1145/3363384.3363479
PY - 2019/11/19
Y1 - 2019/11/19
N2 - Gaze interaction paradigms rely on the user needing to look at objects in the interface to select them or trigger actions. ”Not looking” is an atypical and unexpected interaction to perform, but the eye-tracker can sense it. We illustrate the use of ”not looking” as an interaction dynamic with examples of gaze-enabled games. We created a framework containing a spectrum of five discrete categories for this unexpected use of gaze sensing. For each category, we analyse games that use gaze interaction and make the user look away from the game action up to the extent they close their eyes. The framework is described based on whether specific game events mean the player might not; cannot; should not; must not; or does not look. Finally, we discuss the outcomes of using unexpected gaze interactions and the potential of the proposed framework as a new approach to guide the design of sensing-based interfaces.
AB - Gaze interaction paradigms rely on the user needing to look at objects in the interface to select them or trigger actions. ”Not looking” is an atypical and unexpected interaction to perform, but the eye-tracker can sense it. We illustrate the use of ”not looking” as an interaction dynamic with examples of gaze-enabled games. We created a framework containing a spectrum of five discrete categories for this unexpected use of gaze sensing. For each category, we analyse games that use gaze interaction and make the user look away from the game action up to the extent they close their eyes. The framework is described based on whether specific game events mean the player might not; cannot; should not; must not; or does not look. Finally, we discuss the outcomes of using unexpected gaze interactions and the potential of the proposed framework as a new approach to guide the design of sensing-based interfaces.
U2 - 10.1145/3363384.3363479
DO - 10.1145/3363384.3363479
M3 - Conference contribution/Paper
T3 - ACM International Conference Proceeding Series
BT - HTTF 2019 - Proceedings of the Halfway to the Future Symposium 2019
PB - ACM
CY - New York
ER -