ACM Symposium on Eye Tracking Research and Applications 2020
DOI: 10.1145/3379155.3391313
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A Survey of Digital Eye Strain in Gaze-Based Interactive Systems

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Cited by 20 publications
(8 citation statements)
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“…Two example applications of blinkbased control are the study by Xiao et al (2019) that presented a technique where users can issue commands to the system, to control a VR-based music-on-demand system, by blinking in synchrony with a target button from several flashing buttons; and the study by Kumar and Sharma (2016) that proposed a technique where users could control a game using various blink commands including blink, double blink and wink eye movements. Requiring users to alter their natural blink rate, however, can cause eye strain, dry eyes and eye fatigue in users (Hirzle et al 2020). Subjective results from the study by Kumar and Sharma (2016) also indicate that frequent blinking and winking leads to eye fatigue in users.…”
Section: System Controlmentioning
confidence: 99%
“…Two example applications of blinkbased control are the study by Xiao et al (2019) that presented a technique where users can issue commands to the system, to control a VR-based music-on-demand system, by blinking in synchrony with a target button from several flashing buttons; and the study by Kumar and Sharma (2016) that proposed a technique where users could control a game using various blink commands including blink, double blink and wink eye movements. Requiring users to alter their natural blink rate, however, can cause eye strain, dry eyes and eye fatigue in users (Hirzle et al 2020). Subjective results from the study by Kumar and Sharma (2016) also indicate that frequent blinking and winking leads to eye fatigue in users.…”
Section: System Controlmentioning
confidence: 99%
“…However, gestural interfaces can lead to physical fatigue [45], making them difficult to use for extended periods. Gaze interactions may also cause eye fatigue or strain [97], but the direct measurement of their impact is not yet known, as they are assessed using devices that themselves induce fatigue symptoms [37]. Moreover, research has found less eye strain when gaze was used only for pointing, rather than being used for both pointing and selection [68].…”
Section: Gaze-based Interactionsmentioning
confidence: 99%
“…We have identified limitations that future research can address. Firstly, the Dwell technique can lead to user fatigue [37, 42, 98]. While prior work have tried to identify an optimal threshold duration, a definitive one remains unestablished [75, 98, 116].…”
Section: Contributions Benefits and Limitationsmentioning
confidence: 99%
“…Impact and Risks of Long-Term Sensing: How can we use these real life recordings of physical, physiological and cognitive signals on the head? What are potential negative effects of long term usage, ranging from perceptual issues regarding the use of wearable displays (binocular rivalry, vertical and horizontal gaze comfort, instrument myopia, eye strain, accommodation-convergence mismatch) over potential skin irritations during the deployment of electrodes or other sensors necessary to touch the skin to privacy issues and negative social impacts [11,12].…”
Section: Topicsmentioning
confidence: 99%