The quality and availability of eye tracking equipment has been increasing while costs have been decreasing. These trends increase the possibility of using eye trackers for entertainment purposes. Games that can be controlled solely through movement of the eyes would be accessible to persons with decreased limb mobility or control. On the other hand, use of eye tracking can change the gaming experience for all players, by offering richer input and enabling attention-aware games. Eye tracking is not currently widely supported in gaming, and games specifically developed for use with an eye tracker are rare. This paper reviews past work on eye tracker gaming and charts future development possibilities in different subdomains within. It argues that based on the user input requirements and gaming contexts, conventional computer games can be classified into groups that offer fundamentally different opportunities for eye tracker input. In addition to the inherent design issues, there are challenges and varying levels of support for eye tracker use in the technical implementations of the games.
Abstract-Spatial information can be difficult to present to a visually impaired computer user. In this paper we examine a new kind of tactile cueing for non-visual interaction as a potential solution, building on earlier work on vibrotactile Tactons. However, unlike vibrotactile Tactons, we use a pin array to stimulate the finger tip. Here, we describe how to design static and dynamic Tactons by defining their basic components. We then present user tests examining how easy it is to distinguish between different forms of pin array Tactons demonstrating accurate Tacton sets to represent directions. These experiments demonstrate usable patterns for static, wave and blinking pin array Tacton sets for guiding a user in one of eight directions. A study is then described that shows the benefits of structuring Tactons to convey information through multiple parameters of the signal. By using multiple independent parameters for a Tacton, this study demonstrates participants perceive more information through a single Tacton. Two applications using these Tactons are then presented: a maze exploration application and an electric circuit exploration application designed for use by and tested with visually impaired users.
We evaluated the performance of a wheel mouse, an XBox360 controller, the combination of a mouse and a keyboard, and a Trackmouse in FPS target acquisition. The device combinations where mouse was used for aiming performed better than the Xbox360 controller.
Smart glasses are autonomous and efficient computers that can perform complex tasks through mobile applications. This paper focuses on text input for mobile context. We present a new connected fabric to smart glasses as a device for text entry. This device, integrated into clothing, provides a new interaction technique called TEXTile. It allows typing without requiring users to hold a device. Users can put fingers anywhere on the fabric surface and release them, without needing to look at the fabric or using markers on the fabric. The text entry technique is based on eight combinations of fingers in contact or released, identified as pleasant among 15 in a survey involving 74 participants. A first user's study with 20 participants establishes that the eight combinations for TEXTile were significantly reliable (98.95% recognition rate). A second study with nine participants evaluates the learning curve of TEXTile. Users achieved a mean typing of 8.11 WPM at the end of ten 12-minute sessions, which can be slow, but sufficient with short text compared to other advantages of the technique. Results show low error rates for tasks completed and good usability (76% in SUS questionnaire). The NASA-TLX questionnaire establishes there is no important mental or physical workload to accomplish the task.
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