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Text Entry by Eye Gaze

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1. wherein the user enters text by pressing keys on a virtual keyboard one at a time addressed in Section 5 1 Text entry by eye switches enables gaze based text entry for people who have only limited eye movements described in Section 5 2 Text entry by discrete consecutive gaze gestures is introduced in Section 5 3 Finally text entry via continuous gaze gestures gaze writing note the difference from gaze typing is introduced in Section 5 4 A similar categorization is used by Bee and Andr 2008 who distinguished among three types of writing typing gesturing and continuous writing 5 1 TEXT ENTRY BY DIRECT GAZE POINTING The most common way to use gaze for text entry is direct pointing by looking at the desired letter A typical setup has an on screen keyboard with a static layout an eye tracking device that tracks the user s gaze and a computer that analyzes the user s gaze behavior see Figure 5 1 33 Figure 5 1 The Tobii eye tracking device has a camera integrated into the frame of the monitor that shows the on screen keyboard photo Henna Heikkila To type by gaze the user focuses on the desired letter by looking at one of the keys on the on screen keyboard The system gives feedback on the item in focus for example by highlighting the item or by moving a gaze cursor over the key in focus Once it has the focus the item can be selected via for instance a separate switch a blink
2. image courtesy of Dr Nikolaus Bee Augsburg University The location of the text input field where the characters entered appeared also caused problems in the gaze based implementation the user could not move the gaze from the central area to the text input area and back without crossing the active selection areas in between and thus unintentionally making selections In their original implementation Bee and Andr disabled the writing process when the user looked at the text input field and enabled writing when the gaze returned to the central area However after the user trial they decided it was better to show the written text inside the central area to minimize the swapping of the gaze 43 between the central area and the text input field though only a small amount of the previously written text would fit there The adapted Quikwriting interface was tested against an on screen keyboard using a 750 ms dwell time Participants achieved 5 0 wpm with Quikwriting and 7 8 wpm with the dwell time based keyboard The result is encouraging though it should be noted that it is based on only a very small sample three novice participants Bee amp Andr 2008 Both Quikwriting and pEYEwrite enable continuous writing without a pause between characters or words The segmentation of the gestures is part of the process of moving the pointer gaze from one selection area to another Nevertheless the writing is still bas
3. was left out of the third study to simplify the experimental setup However we assume that a click sound would have helped to improve typing performance Many participants felt that visual feedback is very important and that spoken feedback alone is not sufficient As a couple of participants commented it was sometimes hard to discriminate some letters from the spoken feedback alone For example n and m sound quite similar and they are also located next to each other in the QWERTY keyboard layout Added visual feedback would have confirmed the selection We were slightly surprised that the Two Level Visual feedback in the third study did not cause more problems and increase error rates As demonstrated by this experiment for many users 300 ms is a long enough time to react by gaze participants actually corrected their point of gaze in the short time interval between the focus at 150 ms and the selection at 450 ms Thus dwell times as short as 300ms are possible As commented by participants who had participated in both the third experiment and one of the experiments with a longer dwell time faster is better Animation was found to be useful for long dwell times in the second experiment It helped the users to maintain focus on the button long enough for the dwell time to elapse and the button to be selected However the users should be able to adjust the dwell time soon after they learn the basics to avo
4. ACM Inc reprinted with permission In addition to enhancing the GUI via highlighting MacKenzie and Zhang used the predicted letters for improving the accuracy of their fixation algorithm they adjusted the measured point of gaze by correcting drift according to the probabilities of letters keys near the measured gaze point For example if the measured gaze point was located on the border of the key with d the algorithm would still select e because of its higher probability MacKenzie and Zhang 2008 conducted an experiment with 10 participants to compare the letter and word prediction with two button sizes small and large Entry speed ranged from 10 8 wpm to 12 3 wpm The results show that letter prediction was about 10 faster than word prediction when small buttons were used With large buttons word prediction was about 10 faster than with small buttons probably because the larger size made it easier to recognize the predicted words With large buttons there was little or no improvement in entry speed MacKenzie and Zhang concluded that letter prediction was as good as word prediction or even better in some cases Hence there is potential in 54 such letter prediction especially with an unfamiliar layout the experiment s participants were familiar with QWERTY 6 5 FURTHER READING The brief introduction above provided only a general overview of the word and character prediction methods commonly used i
5. 3 Two outlying measurements have been removed from calculation of the maximum number of presses in one case a participant erroneously pressed the minus key seven times and in another case another participant pressed the plus key 11 times However in most cases people only made minor adjustments with one or two presses of the plus or minus key per session 121 MSD Error rate oe Figure 9 15 Error rate for each participant per session The grand mean value for KSPC was 1 09 in the first session and 1 18 in the last session excluding keystrokes for the Shift key The slight increase see Figure 9 16 is not surprising since there always is a tradeoff between speed and accuracy in text entry tasks The increase in the KSPC value suggests that people had to correct more errors when the typing speed increased however the increase was not statistically significant Fo 81 1 13 p gt 2 1 7 1 6 1 5 1 4 KSPC 1 3 1 2 1 1 1 Session Figure 9 16 Keystrokes per character for each participant per session 122 Subjective Impressions We analyzed the subjective ratings with the nonparametric Wilcoxon matched pairs signed ranks test In order to measure eye fatigue we asked the participants how tired their eyes were before each test and again after the test on a scale of 1 to 7 The fatigue level was calculated by subtracting the first be
6. J C Hansen J P Glenstrup A J Hansen D W amp Rudolph M 2005 Gaze guided viewing of interactive movies Digital Creativity 16 4 193 204 160 Vickers S Bates R amp Istance H 2008 Gazing into a second life Gaze driven adventures control barriers and the need for disability privacy in an online virtual world Proceedings of the 7th International Conference on Disability Virtual Reality and Associated Technologies ICDVRAT 08 Maia Portugal 8th 10th September 2008 Available at http www icdvrat reading ac uk 2008 index htm accessed 14 February 2008 Wade N J amp Tatler B W 2005 The Moving Tablet of the Eye The Origins of Modern Eye Movement Research Oxford Oxford University Press Ward D J Blackwell A F amp MacKay D J C 2000 Dasher a data entry interface using continuous gestures and language models Proceedings of the 13th Annual ACM Symposium on User Interface Software and Technology UIST 00 129 137 New York ACM Press Ward D J amp MacKay D J C 2002 Fast hands free writing by gaze direction Nature 418 6900 838 Ware C amp Mikaelian H H 1987 An evaluation of an eye tracker as a device for computer input Proceedings of the SIGCHI GI conference on Human factors in computing systems and graphics interface CHI and GI 87 183 188 New York ACM Press Wiklund M E Dumas J S amp Hoffman L R 1987 Optimizing a portable terminal keyboard
7. Symposium on Human Computer Interaction with Mobile Devices MobileHC 02 195 210 Heidelberg Springer Verlag MacKenzie I S 2003 Motor behaviour models for human computer interaction In J M Carroll Ed Toward a Multidisciplinary Science of Human Computer Interaction 27 54 Morgan Kaufmann MacKenzie I S Chen J amp Oniszczak A 2006 Unipad Single stroke text entry with language based acceleration Proceedings of the Fourth Nordic Conference on Human Computer Interaction NordiCHT 06 78 85 New York ACM MacKenzie I S amp Soukoreff R W 2003 Phrase sets for evaluating text entry techniques Extended Abstracts on Human Factors in Computing Systems CHI 03 754 755 New York ACM Press MacKenzie I S amp Tanaka Ishii K 2007 Text Entry Systems Mobility Accessibility Universality San Francisco Morgan Kaufmann i 154 MacKenzie I S Zhang S X amp Soukoreff R W 1999 Text entry using soft keyboards Behaviour amp Information Technology 18 235 244 MacKenzie I S amp Zhang X 2008 Eye typing using word and letter prediction and a fixation algorithm Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 08 55 58 New York ACM Press DOI 10 1145 1344471 1344484 Majaranta P Ahola U K amp Spakov O 2009b Fast gaze typing with an adjustable dwell time Proceedings of the 27th International Conference on Human Factors in Computing Sys
8. a wink or even a wrinkle or any other facial muscle activity The typed letter appears in the text field often located above the keyboard The system may also give feedback on successful selection by speaking out the letter or playing a click sound different feedback methods are reviewed and further discussed in Chapter 8 For severely disabled people dwell time is often the best and the only means of selection As discussed earlier dwell means a prolonged gaze the user needs to fixate on the key for longer than a predefined threshold time typically 500 1000 ms in order for the key to be selected If dwelling is used for focusing the system usually provides the user with an indication of the progression of dwell time see Chapter 8 Dwell time based eye typing can be slow typically below 10 wpm because dwell time durations set a limit on the maximum typing speed For example with a 500 ms dwell time and a 40 ms saccade from one key to another the maximum speed would be 22 wpm In practice entry rates are far below that Majaranta amp R ih 2007 People need time for cognitive processing to think what to type next to search for the next key on the keyboard to correct errors etc Experienced users may require considerably shorter dwell times as low as 200 300 ms which naturally increases the text 34 entry rate correspondingly to be as high as 20 wpm see Chapter 9 for more information about learning gaze
9. accuracy problems to a certain extent Even if the cursor does not hit the target character s area directly it will be selected when its region grows as the interface zooms in toward the next characters within its region If the accuracy is way off the writing will be slowed down considerably However if the accuracy is reasonably good driving the gaze smoothly through the characters within a relatively small area may be more comfortable to the eyes than an on screen keyboard where the user has to Because of Dasher s dynamic nature gaze writing with it has sometimes been described as feeling as if one is reading the sentence to be written while the next characters and even whole words smoothly follow the characters already written rather than as selection of individual letters i 100 constantly move the gaze from one side of the screen to the other to select each character one at a time Other advantages of Dasher include the built in language model and speed control The embedded character prediction makes separate word lists unnecessary since highly probable words will appear in the Dasher user interface automatically This saves time and cognitive effort the users do not need to go through a separate list to see whether the word they want to write is there It also makes writing easier and reduces error rates because probable strings get more space and are thus easier to write Ward amp MacKay 2002 The zooming speed c
10. even though the state of the art eye trackers are fairly accurate to 0 5 1 degrees the so called low cost systems still do not reach the accuracy levels needed for a QWERTY keyboard For example the GazeTalk system Hansen et al 2001 was developed with a standard webcam in mind Hansen et al 2002 It divides the screen into a 3 x 4 grid see Figure 6 1 Such big buttons enable easy selection even with inaccurate pointing devices 7 2 SAVING SCREEN SPACE WITH COMPACT KEYBOARD LAYOUTS Obviously if the keyboard occupies most or all of the screen real estate it significantly limits the space available for other applications Several attempts have been made to solve the problem of coping with the inaccuracy of the measured point of gaze while still preserving maximum screen space Decreasing the number of keys can save screen space Isokoski 2000 used off screen targets in order to preserve maximum screen space Some recent gaze gesture systems use parts of the screen itself as active areas for gesture recognition Drewes amp Schmidt 2007 Porta amp Turina 2008 or show a small special area where the entry of the gaze gestures occurs Wobbrock et al 2008 All these systems save screen space but learning the gesture based alphabet takes time They also require several typically 2 4 strokes per character In experiments users have achieved an average speed of 5 8 wpm Porta amp Turina 2008 Wobbrock et al 2008 Miniot
11. least tiring and most reliable form of access to technology by far Many of the potential users are already using special software for communication If their condition deteriorates or if they for any other reason move to eye control they should be able to continue using familiar programs Existing applications should be made as eye friendly as possible Donegan et al 2006a There are a variety of applications directed especially at users with disabilities such as environmental control applications that would be highly beneficial for eye control users if they were made eye friendly Eye control can offer great possibilities but it is also important to understand its limitations As a mother of a young boy noted after an eye control trial it was ironic that the more fun he had the more he laughed and the more his eyes closed making it impossible for the tracker to pick up his eyes 32 5 Text Entry by Gaze Systems that utilize eye tracking for text entry have existed since the 1970s Majaranta amp R ih 2002 In fact the first real time applications to use eye tracking in human computer interaction were targeted at people with disabilities Jacob amp Karn 2003 The eyes can be used for text entry in various ways We Majaranta amp R ih 2007 have categorized text entry methods according to input technique We start with text entry by direct gaze pointing gaze typing or eye typing
12. on the left and an image taken by an eye tracker s video camera on the right Note how the relationship between pupil and corneal reflection changes as the eye gaze direction changes Most current eye tracking devices achieve an accuracy of a 0 5 degree visual angle from the user this is the equivalent of a region of approximately 15 pixels on a 17 inch display with a resolution of 1024 x 768 pixels viewed from a distance of 70 cm The practical accuracy of the system may be less because of drifting where over time the measured point of gaze drifts away from the actual point of gaze This drift is caused by the changes in the characteristics of the eyes and is mainly due to changes in pupil size and compensation errors from excessive movement of the head that results in the eye moving away from the clear view of the camera and the original calibration position Tobii 2006 The effects of drifting can be taken into account and dynamically corrected to some extent Stampe amp Reingold 1995 Inaccuracy in pointing is corrected by realigning the possibly inaccurate measured gaze position with the center of any object selected It is often correctly assumed that the user is looking at the center of the object he wishes to select Thus if the measured point of gaze does not match the coordinates at the center of the object it is possible to correct the drift by realigning the measured gaze position to the center of the object whe
13. performing so much better than the eye tracker some of which were noted by the participants also Most of the reasons originate from the features of the human visual system First writing with the mouse is easier because the user s eyes are free to look around and search for the next characters or quickly check the text that has been written thus far The mouse also is more accurate and does not have any calibration problems This makes accurate pointing easier In addition it increases Dasher Speed because the mouse s pixel level accuracy makes it possible to keep the cursor nearer to the right edge of the screen Dasher Speed increases when the cursor is moved to the right and decreases when the cursor is moved left toward the center where all movement stops 113 One of the participants was much slower than the others so much so that we discarded his data from the analysis The problems originated partly from the inaccuracy in the calibration The participant mentioned that his eyes were getting tired because the cross mark the measured point of gaze and the line Dasher s zooming direction did not match The inaccuracy does not however explain all of the problems he had It seemed he had a hard time grasping or getting used to Dasher s working principles For example he complained that it was hard to perceive the target letters because there were so many letters shown around the desired letter He also kept consta
14. 57 in the tenth session The participants exhibited a lower rate of backspacing with the mouse 0 09 than with the eye tracker 0 13 The differences are not statistically significant 110 35 4 m Gaze m Mouse Writing speed wpm 1 2 3 4 5 6 7 8 9 10 11 Participant 12 Figure 9 10 Writing speed in wpm using Dasher with gaze v mouse for each participant Subjective Experience Usability is not all about efficiency speed and accuracy error rates Learnability and subjective satisfaction for example are equally important After the tenth session we interviewed the participants They were asked about their preferences problems that occurred during the experiment and ideas for improvements The participants were also free to express their opinions at any time between sessions Overall the participants comments about Dasher were positive They felt that they had learned to use Dasher fairly well Some commented that they had first felt Dasher to be quite hard to use but after a few sessions found the writing to be much easier and even fun All participants were surprised and impressed by how fast the writing with Dasher by gaze actually is They all apart from the one outlier thought that gaze writing with Dasher is much faster than eye typing with an on screen keyboard because one does not have to focus one s gaze in one place for so long Writing with Dasher wa
15. Ahola Niina Majaranta Richard Bates Mick Donegan Gintautas Daunys and Poika Isokoski thank you There are two colleagues who truly deserve a big thank you Stina Boedeker and Aulikki Hyrskykari with whom I have had the pleasure of working closely for many years You have listened to my gripes and groans and given me the daily support when I have needed it I would also like to thank all of my colleagues and the administrative staff at the Department of Computer Sciences for providing facilities for the work Especially Tuula Moisio thank you for teaching me how to navigate in the jungle of travel bills and other similar stuff that I cannot even name here Jori M ntysalo thank you for providing technical support 24 7 for the COGAIN web server and for patiently explaining Linux jargon over and over again Members of the VIRG research group thank you for motivating discussions Thanks to the working mates who found the time to attend the always relaxing sometimes even inspiring coffee break discussions I also wish to thank the reviewers of the thesis Anthony Hornof and Hirotaka Aoki for their constructive comments Finally the most important thanks go to my family Leo Niina Jenni thank you for your patience over these long years You are the joy of my life Leena Olavi Eija Pauli Teija thank you for your constant support Tampere June 29th 2009 P ivi Majaranta Articles This thesis is based on several researc
16. Data collection for a phrase started on the press of the first character and ended on the press of the Ready key press in this context refers to successful selection of the key by gaze Each experiment and the results are reported upon in detail in the following sections of the chapter 8 3 EFFECTS OF AUDITORY AND VISUAL FEEDBACK The first experiment Majaranta et al 2003a used a relatively long 900 ms dwell time in studying the effect of auditory feedback on user performance Speech and non speech auditory feedback as well as no auditory feedback were tested The initial hypothesis was that added auditory feedback would improve performance Participants and Design Sixteen participants volunteered for the experiment Data from three participants were discarded because of technical problems In the end there were five females and eight males mean age 23 years All were able bodied university students with normal or corrected to normal vision None had experience with eye tracking or eye typing but all were familiar with desktop computers and the QWERTY keyboard layout Four feedback modes were tested see Table 8 1 Visual Only The key is highlighted upon focus and its symbol shrinks as dwell time progresses On selection the letter turns red and the key is pressed Click Visual The Click Visual method is the same as the Visual Only mode with the addition of a short audio click on selection Speech Visual
17. However since dwell time was often replaced with methods requiring extra saccades that increased the KSPC rate as in gaze gesture based systems only a minimal speed gain was obtained if any Language models and character and word prediction can provide methods for more efficient text entry Salvucci 1999 developed advanced methods wherein the user can look around the virtual keyboard and select with direct pointing without a dwell time delay The system analyzes the gaze path and tries to map the fixations to letters It uses a dictionary and predefined grammar of how the letters follow each other when deciding whether the fixations belong to the word or not In the latter case the user is probably just glancing around in search of the correct letter The problem with Salvucci s method is that it takes time to deduce whether the fixations belong to a word or not which is why offline data analysis was performed Moreover the accuracy of the system decreases as the number of words in the dictionary increases 49 In an experiment with seven novice participants Salvucci 1999 found that participants typed with an average speed of 822 ms per character which equals about 15 wpm The typing rates spanned an average of about 28 wpm 430 ms per character for the fastest participant to about 9 wpm 1272 ms per character with the slowest participant The fairly long times needed per character are most probably caused by the long sea
18. International Conference on Human Computer Interaction INTERACT 03 137 143 IOS Press Miniotas D Spakov O Tugoy I amp MacKenzie I S 2006 Speech augmented eye gaze interaction with small closely spaced targets Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 06 67 72 New York ACM Press Monden A Matsumoto K amp Yamato M 2005 Evaluation of gaze added target selection methods suitable for general GUIs International Journal of Computer Applications in Technology 24 1 17 24 Morimoto C H amp Mimica M R M 2005 Eye gaze tracking techniques for interactive applications Computer Vision and Image Understanding 98 1 4 24 Murphy R A amp Basili A 1993 Developing the user system interface for a communications system for ALS patients and others with severe neurological impairments Designing for Diversity Proceedings of the Human Factors and Ergonomics Society Annual Meeting HFES 93 2 854 858 Human Factors and Ergonomics Society Miiller Tomfelde C 2007 Dwell based pointing in applications of human computer interaction In C Baranauskas et al Eds Proceedings of INTERACT 07 LNCS 4662 Part I 560 573 156 Nakano Y Nakamura A amp Kuno Y 2004 Web browser controlled by eye movements Proceedings of the IASTED International Conference on Advances in Computer Science and Technology ACST 04 93 98 Nielsen J 1993 Noncomman
19. Workshop on Applications of Computer Vision WACV 02 132 136 IEEE Computer Society Hansen D W amp Ji Q 2009 In the Eye of the beholder A survey of models for eyes and gaze IEEE Transactions on Pattern Analysis and Machine Intelligence 23 Jan 2009 IEEE computer Society Digital Library IEEE Computer Society Hansen D W Skovsgaard H H Hansen J P amp M llenbach E 2008 Noise tolerant selection by gaze controlled pan and zoom in 3D Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 08 205 212 New York ACM Press Hansen J P Andersen A W amp Roed P 1995 Eye gaze control of multimedia systems In Y Anzai K Ogawa and H Mori Eds Symbiosis of Human and Artifact Proceedings of the 6th International Conference on Human Computer Interaction HCH 95 37 42 Amsterdam Elsevier Hansen J P Hansen D W amp Johansen A S 2001 Bringing gaze based interaction back to basics In C Stephanidis Ed Universal Access in HCI UAHCI Towards an Information Society for All Proceedings of the 9th International Conference on Human Computer Interaction HCII 01 325 328 Mahwah NJ Lawrence Erlbaum Associates Hansen J P Johansen A S Hansen D W Itoh K amp Mashino S 2003a Command without a click Dwell time typing by mouse and gaze selections In M Rauterberg M Menozzi and J Wesson Eds Proceedings of 9th IFIP TC13 International Conferen
20. algorithms used in Dasher can be found in Ward et al 2000 17I S MacKenzie s home page is a good resource for research papers and tools related to methods and measures for analysis of text entry see http www yorku ca mack accessed 1 March 2009 55 56 7 Layout 7 1 COPING WITH INACCURATE TRACKING The most common method of gaze typing consists of selection of keys from an on screen virtual keyboard Typically only one keystroke per character is needed since most letters can be directly pointed at and selected Having all characters visible at the same time requires space The keys on the virtual keyboard must be big enough to accommodate the accuracy limitations of eye tracking devices The inaccuracy of the measured point of gaze was a particularly significant problem in the early days of eye tracking Therefore the keys on the screen had to be quite large For example the first version of the ERICA system Hutchinson et al 1989 had only six selectable items available on the screen at a time The letters were organized in a tree structured menu hierarchy The user selected first a group of letters then either another group of letters or the single target letter Typing was slow it took from two to four menu selections to select a single letter meaning that several keystrokes were needed for entry of one character Letters were arranged in the hierarchy on the basis of word frequencies so that the ex
21. and learning processes involved in gaze control they may not be directly applicable for people with disabilities For a profoundly disabled person who does not have prior experience of any method of computer control it may take anything from a few weeks to years to master a gaze control system Donegan et al 2006b Gips et al 1996 The process can be facilitated by progressing in small steps and carefully considering the current and evolving abilities and needs of the user and by involving the user in the design process Hornof 2008 More information on successful eye control assessment and take up are available in the work of Donegan et al 2009 and practical hints on how to proceed can be found in the User Involvement section of the COGAIN Web portal http www cogain org Organizing controlled experiments with people with disabilities may be problematic on account of their varying dis abilities and medical conditions Aoki et al 2006 For example conventional usability evaluation methods may not work as they are thus the researchers should be prepared to adjust the evaluation methods to suit the characteristics of the participants Lepist amp Ovaska 2004 Furthermore it may not be practical or even safe to transfer users with severe physical disabilities to a usability laboratory For rare conditions the potential participants are few in number and spread far apart Therefore automated or remote usability ev
22. and the text input field to review the text written so far Bates 2002 This shifting can be reduced by adding auditory feedback such as an audible click or pronunciation of each letter as it is written Experienced users learn to cope with having to use the same modality for input control and output feedback they complete the task e g scrolling before gazing at the results Bates 2002 There is a fundamental difference in using dwell time as an activation command when compared to for example a button click When manually clicking a button the user makes the selection and defines the exact moment when the selection is made Using dwell time the user only initiates the action the system makes the actual selection after a predefined interval When physically clicking a button the user also feels and hears the button click Such extra confirming auditory or tactile feedback is missing when an eye press is used to click so it must be provided by the application 69 This chapter summarizes the results of three experiments studying various aspects of feedback during eye typing First examples of the relevant research on feedback are reviewed The methods and results of the experiments are then presented followed by guidelines gleaned from the results 8 1 RELATED RESEARCH It is known that interaction in conventional graphical user interfaces is enhanced by adding sound Gaver 1989 an example being the
23. and then select it by moving the cursor e g by mouse to the selection area s The character is entered when the pointer is returned to the center This is a problem with gaze input since the user cannot visually search for the characters without immediately initiating the selection process To prevent unintentional selection during visual search Bee and Andr moved the characters into l4 Quikwriting is available for download at http mrl nyu edu perlin demos quikwriting html accessed 1 March 2009 42 the inner resting area near the corresponding section see Figure 5 8 The characters were still grouped such that the gesture needed is shown by the position of the character within the group Furthermore to support the user s selection process each character from the group was shown in the adjacent sections as soon as the user initiated the selection by moving the cursor to one of the sections away from the central area Showing the characters within the sections eliminated the need to look at the central area if the user were to forget which section s he or she should select to enter the character If the user had to look back at the center before finalizing the selection process an error was likely to result since a character is entered whenever the pointer is returned to the central area Be a vV A o Figure 5 8 Quikwriting interface adapted for gaze The figure illustrates the gaze path for gaze writing g
24. at is what you get anti saccades can reduce the Midas touch problem Proceedings of the 2nd Symposium on Applied Perception in Graphics and Visualization APGV 05 170 New York ACM Press 150 Huckauf A amp Urbina M 2007 Gazing with pEYE new concepts in eye typing Proceedings of the 4th Symposium on Applied Perception in Graphics and Visualization APGV 07 141 141 New York ACM Press Huckauf A amp Urbina M H 2008a Gazing with pEYEs Towards a universal input for various applications Proceedings of the Symposium on Eyetracking Research amp Applications ETRA 08 51 54 New York ACM Press Huckauf A amp Urbina M H 2008b On object selection in gaze controlled environments Journal of Eye Movement Research 2 4 4 1 7 Hutchinson T E White K P Martin W N Reichert K C amp Frey L A 1989 Human computer interaction using eye gaze input IEEE Transactions on Systems Man and Cybernetics 19 6 1527 1534 Hyrskykari A Majaranta P amp R ih K J 2003 Proactive Response to Eye Movements In M Rauterberg M Menozzi and J Wesson Eds Proceedings of 9th IFIP TC13 International Conference on Human Computer Interaction INTERACT 03 129 136 Amsterdam IOS Press Hyrskykari A Majaranta P amp R ih K J 2005 From gaze control to attentive interfaces In C Stephanidis Ed Universal Access in HCI Exploring New Interaction Environments Volume 7 of the Pro
25. be that people think in words and type words spaces are something extra Perhaps the dwell time for the space key should be shorter However if an adaptive automatically adjusted dwell time is used the adaptation should not 89 interfere with the typing rhythm Simpson and Koester 1999 studied adaptive scanning in an alternative communication system They discovered that the automatic adaptation actually increased errors because the users had developed a scanning rhythm which the automatic adaptation interfered with the adjustment of dwell time duration is discussed further in Section 9 3 The double entry errors caused by the user s gaze remaining on the same key for too long can be avoided altogether by forcing the user to gaze away from the key before it can be reselected This gives the user all the time he or she needs to listen to the spoken feedback and to plan for the next move This solution also supports personal typing rhythm the user can define the pace for double entries This kind of solution used by some of the assistive keyboards From personal observation I know that users learn quite effortlessly to glance away and back to the key to reselect it in order to make double entries Most of the participants appreciated the click in the first study and participants in the third expressed a desire to have it in that study also They commented that the very short red flash did not seem to be enough The click
26. beep used with warning dialogs in Windows According to Brewster and Crease 1999 the usability of standard graphical menus is improved by adding sound In particular combining visual and auditory feedback is claimed to improve performance and reduce subjective workload as compared to visual feedback alone Non speech sound also supports scanning as an input method Brewster et al 1996 showed that auditory feedback supports the scanning rhythm helping users anticipate the correct time to press a switch for selection Added auditory feedback is also useful in gaze based interfaces It can confirm successful execution of a command or notify of a change of mode For example Hornof and Cavender 2005 provided both visual and auditory feedback in their EyeDraw program to indicate when the mode changed from looking to drawing The appearance of the cursor changed and a sound of a different pitch was played for each transition Animation is another way to enhance visual feedback with progress bars as a typical example Animation can for example help to clarify the meaning and purpose of an icon Baecker et al 1991 Furthermore a shift between two conditions is easier to understand if the change is animated For example in Cone Trees by Robertson et al 1991 changes in 3D trees are animated e g with rotation or zooming Animation allows the perceptual system to track changes in perspective Velichkovsky and Hansen 1996 sugges
27. dynamic menu in the middle of text editing For both designs a few participants complained that it was hard to select a full word and to remember how many times they had to eye press left or right to select all of the letters in the word Some participants suggested that there should be an option to select a full word or an option to define the starting and ending point for the selection instead of repetitive presses of the left or right arrow Even though most participants felt that the static menu was easier to use and perceive since it stayed in a familiar location they also wished it were nearer the text Several participants wished they could adjust the transparency level of the dynamic menu s buttons Other suggestions for improvement of the dynamic menu included replacing the buttons caption text with icons having more options more buttons or sectors for the pie and placing the Change iPie button which toggles between the formatting and editing menus in the dynamic menu itself for easy access Some also felt that the buttons were unnecessarily big and too far apart Discussion and Future Work Even though most participants preferred the static menu over the dynamic pie menu we believe there is potential in having the editing commands in a dynamic pie menu First we observed a trend toward faster task completion times when one was using the dynamic pie menu for simple formatting tasks Second some participants p
28. eight participants preferred the mode that was in fact their fastest mode In addition to answering our questions participants also gave other opinions The location of the Del key and the red color used in the visual feedback modes were noted by several participants The location of the 87 Del key was not good In the setup the Del key was in the top right corner of the virtual keyboard similar to the location of the Backspace key on standard keyboards Participants commented that the Del key should be placed as near as possible to the typed text field since they often need to check the text during or after deletion of characters Our observations during the experiment also highlight the need to somehow help the users with correction of text typically the participants checked the typed text field after every correction made This is a subject meriting further study text editing by gaze is discussed further in Section 10 1 The red color indicating the selection annoyed some participants They commented that a red color is too strong in comparison to the light gray background One participant also commented that red means denial or warning and that thus a more neutral color would be better The possibility to change the color is not only important because of the user s preferences it may actually affect performance Wolfson amp Case 2000 8 6 DISCUSSION Compared to the first experiment the typing speed in the third stu
29. example visual feedback combined with a short audible click significantly facilitates eye typing Compared with plain visual feedback added auditory feedback significantly increases typing speed and reduces errors Spoken feedback can be useful for novices using long dwell times speaking out the letters as they are typed significantly helps to reduce errors However with short dwell times spoken feedback is problematic since speaking a letter takes time As our experiment demonstrated people tend to pause to listen to the speech This not only decreases the typing speed but also introduces double entry errors the same letter is unintentionally typed twice For novices it may also be useful to give extra feedback on the dwell time progress This can be done via animation 140 or by showing two level feedback first feedback on the focus and after the dwell time has elapsed feedback on the selection This gives the user a chance to cancel the selection before the dwell time runs out It is not natural to fixate on a target for a long time Animated feedback helps in maintaining focus on the target When a short dwell time is used there may not be enough time to give extra feedback to the user With short dwell times the participants found the two level feedback confusing and distracting The feedback should match the dwell time Short dwell times require simplified feedback while long dwell times allow extra information on the ey
30. feedback modes in every session In the last session the participants were interviewed and they filled in a questionnaire The results are based on in total 1 040 phrases 13 participants x 4 sessions x 4 feedback modes x 5 phrases Results Typing Speed The grand mean value for typing speed was 6 97 wpm This is quite typical for eye typing Frey et al 1990 Majaranta amp R ih 2002 but is too slow for fluent text entry However the experiment showed that participants improved significantly with practice over the four sessions F336 10 92 p lt 0 0001 see Figure 8 4 76 e Speech Only Typing speed wpm O oa 6 0 4 e Click Visual sA Speech Visual 5 5 4 o Visual Only 5 0 1 2 3 4 Session Figure 8 4 Typing speed wpm by feedback mode and session Feedback mode had a significant effect on text entry speed F336 8 77 p lt 0005 The combined use of Click Visual feedback yielded the highest entry rate with participants achieving a mean of 7 55 wpm in the last fourth session The other fourth session means were 7 14 wpm Speech Visual 7 12 wpm Visual Only and 7 00 wpm Speech Only Accuracy The mean character level error rate was quite low 0 54 and the participants accuracy also improved significantly with practice F3 36 09 p 005 A significant main effect of feedback mode on error rate was found F336 5 01 p 005 Surprisingly eye typing
31. full version of it Kari Jouko R ih provided comments and wrote a few clarifying sentences Chapters 2 4 provide the background and an overview of eye tracking Chapter 2 some information on gaze input Chapter 3 and an introduction to issues involved in using the eye tracker as an assistive device Chapter 4 Most of the text found in these chapters originates from this book chapter Majaranta P Bates R amp Donegan M 2009a Eye tracking In Constantine Stephanidis ed The Universal Access Handbook 587 606 Human Factors and Ergonomics series by Lawrence Erlbaum Associates Inc 2009 by Taylor amp Francis Group LLC Books vi Reproduced with the permission of Taylor amp Francis Group LLC Books in the format Dissertation via Copyright Clearance Center I conducted the literature research and wrote the first full version of this overview article Richard Bates corrected the language and wrote a couple of paragraphs and a few clarifying sentences Mick Donegan contributed to the portions concerning end users including a summary of user requirements and results from user trials these parts were omitted or shortened for this thesis Chapter 5 introduces different methods for text entry by gaze and reviews related research The text is partly based on the following book chapter but it has been extended considerably and information on new systems which appeared after it was originally published has been a
32. gaze interaction a layout that resembles a typical drop down menu a layout resembling typical gesture based menus found in hand held devices and a variation of the gesture based menu adjusted for gaze with big buttons and short distance They did not find significant differences in task times between the layouts After the initial experiment they implemented several improvements for the menu designed specifically for gaze such as a snap on feature that snapped the eye mouse cursor to the center of the button and a feature that opened the menu with a quick off screen glance to the left In the follow up experiment they found that after memorizing the menu commands participants were able to perform menu selections by using dwell times as short as 150 or 180 ms Also Kammerer et al 2008 experimented with three different designs of multi level menus operated by gaze They found that a semi circular menu was better suited for selection by gaze than a full circle layout or a linear conventional menu design The semi circle had the sectors located only on one side of the menu which probably made it clearer than the full circle menu and therefore easier to perceive and navigate with sub menus We admit that our implementation of the pie prototype does look like a pie menu However the ultimate goal is to develop an iPie 130 also extending on one side only In view of participants subjective experience Kammere
33. he was able to save the full screen for other purposes Milekic 2003 proposed gaze gestures for manipulation of art objects e g pictures of paintings or sculptures for example a rapid gaze upwards would grab the object and a rapid glance downwards would drop it thus performing a gaze gesture based drag and drop Similarly with a rapid glance sideward the user could throw the item off the screen which would bring up the next item in the art catalogue Istance et al 2008 used four simple off screen glances to switch between modes The gaze gestures enabled a quick and effortless change between different mouse operations a quick glance down enabled the dragging mode a glance to the left activated the left mouse click a glance to the right parked the mouse in its current position enabling free viewing of a separate menu and dwell time activation of a command at the pointer position and a quick glance up turned off the eye control Gestures that are not bound to certain locations on the screen but are based on relative change in the direction of gaze are insensitive to accuracy problems and calibration shifting Drewes amp Schmidt 2007 They are especially useful with small screens and in mobile situations involving mobile trackers For example gaze gestures can be used to control a mobile phone Bulling et al 2008a or to play a game using a lightweight wearable tracker Bulling et al 2008b Obviously gaze gestur
34. is freely available at http www cogain org downloads accessed 1 March 2009 35 As an example GazeTalk illustrated in Figure 5 2 has large buttons that support users who have difficulty obtaining or maintaining good calibration or it may be used to enable use of an eye tracker with a low spatial resolution It also aids with typing speed by changing the keyboard layout using a language model to predict the most probable next letters see Section 6 3 for more information about character prediction There are also other reasons for reducing the number of keys such as to save screen space as discussed in Chapter 7 5 2 TEXT ENTRY THROUGH EYE SWITCHES Some people may have difficulties in fixating because of their physical condition or state of health Donegan et al 2005 They cannot keep their gaze still for the time needed to focus The user may also be able to move his or her eyes in one direction only e g in locked in syndrome see Chapman 1991 In such cases other methods for selecting an item by gaze are needed Voluntary eye blinks or winks can be used as binary switches see e g Grauman et al 2003 For text entry blinks are usually combined with a scanning technique with letters organized into a matrix The system moves the focus automatically by scanning the alphabet matrix line by line The highlighted line is selected by an eye blink Then the individual letters on the selected line are scanned through an
35. level of concentration required and not being able to blink normally were exhausting to the eyes A couple of other participants felt the brightness of the screen was tiring to the eyes All participants felt the typing speed adjustment clear and easy to use They felt that they had enough feedback on the gaze controlled selection of a key Auditory feedback was considered either more important than by six participants or equally important to by three participants the visual feedback Participants also appreciated the animated feedback and wanted to keep the closing circle even with very short dwell times five participants tried gaze typing without the circle but only two had it turned off at the end of the last session Half of the participants experienced problems in using the Shift key with short dwell times participants experienced a delay in screen refreshing when lowercase letters were changed to their uppercase versions This caused disorientation and difficulty in selection of the next letter Some 123 participants accidentally selected the Shift key instead of the Space key or vice versa and one participant suggested that the latter should be shown as a wide bar similar to the spacebar of a conventional keyboard Some participants also experienced occasional problems with keys that were located near the edges of the screen because of the decreased accuracy of the eye tracker calibration in those areas Discussion All pa
36. organized the sessions such that there never was a gap of more than two days between consecutive sessions The first and the last session took about one hour other sessions lasted about half an hour including preparations such as eye tracker calibration Each participant completed 10 15 minute writing sessions by gaze and one 15 minute session with a 105 mouse In total each participant wrote for two and a half hours by gaze and 15 minutes with a mouse The mouse session was left for the very end of the trial series because the main goal was to study how people learn to write with eye movements alone We were interested in comparing the results with gaze to those with the mouse but we did not want to corrupt the gaze data by allowing the participants to control Dasher by any manual means We chose the mouse instead of other potential control devices because it was easily available and we assumed the participants would not require extra training in using it Results The results are based on data from 11 participants One participant was a clear outlier and therefore excluded from the statistics but included in the figures indicated with a red dashed line Results from a few sessions are missing because of technical problems the missing values were replaced with an average of the previous and the next session s values Analysis of a phrase started with entry of the first character and ended with the last character that was part of th
37. participants emphasized that shrinking supports the typing rhythm Two participants considered shrinking disturbing Interestingly some participants did not notice the difference between the modes so the shrinking obviously did not disturb them However most participants agreed that shrinking might be disturbing and tiring in the long run even though it helps novices to learn eye typing 81 8 5 EFFECTS OF FEEDBACK WITH A SHORT DWELL TIME In another experiment Majaranta et al 2004 the effects of feedback when a short dwell time is used were studied It was felt that the results from the first experiment may not apply with short dwell times For example with longer dwell times two level feedback focus selection is beneficial because the user has a comfortable opportunity to cancel before selection With shorter dwell times this may not be possible or may be more error prone Participants and Design Eighteen students volunteered for the experiment On account of technical problems data from three participants were discarded In the end there were 10 males and five females mean age 25 years All had normal or corrected to normal vision and all had participated in either experiment 1 or 2 The experiment involved experienced participants because a shorter dwell time was used and it was important to compare the results with those from earlier experiments The visual feedback was simplified on the basis of pilot tes
38. see http www wivik com SoftType see http www orin com and many more 24 system that can emulate the mouse can probably be used to control such keyboards There may be advantages in using existing on screen keyboards such as avoiding the need to redo well done work such as implementing a word prediction system and icons that activate various window handling commands Many of these have already been tested with disabled users and have advanced setup features for customizing the keyboard to meet the user s individual needs They emulate the standard keyboard and can be used to control several if not all standard applications For communication purposes many of them include support for synthesized speech output Many of the on screen keyboard programs can also display graphics pictures and symbols for those who have difficulties with text Nisbet amp Poon 1998 Many of the on screen keyboards that are specially made for disabled users include a set of on screen keys to emulate mouse control and other special features like sticky keys for selecting key combinations such as Ctrl C support for scanning methods word prediction predefined phrases and support for environment control Many of them are fully integrated into the operating environment meaning that they can be used to control most of the standard applications like WordPad in Microsoft Windows There are also applications that allow the user or the u
39. show the direction of scrolling more clearly than the shaped buttons alone do Further improvements might be possible with the introduction of character or word prediction If the visible row were dynamically constructed on the basis of the text written so far such that it always showed the most probable next letters the typing might speed up in theory However as discussed in Chapter 6 users may find it confusing if the layout changes dynamically and the added perceptual load and cognitive cost may counteract the benefit Conclusion We have shown that scrollable keyboards which reduce the space taken by the full three row keyboard by 1 3 or 2 3 can be efficiently used to enter text by gaze Typing speed fell by only 51 4 for the one row and 25 3 for the two row keyboard from the speeds seen with the conventional QWERTY layout Furthermore the increase in the rate of keystrokes was quite reasonable from 1 KSPC to 1 64 and 1 2 KSPC with the one row and two row keyboard respectively By optimizing the keyboard layout according to the letter to letter probabilities we were able to reduce the frequency of scroll button usage 66 which enabled a further increase in the typing speed from 7 26 wpm with the QWERTY layout to 8 85 wpm with the optimized layout for the one row keyboard and from 11 17 QWERTY to 12 18 wpm optimized for the two row keyboard The results are encouraging in comparison to for example gesture base
40. sibsensenreennaencenenenens 69 8 1 Related Fy Sea se ena ecvteasenen cas weep aasionori dnc ee ei seeda aiii ia ienie 70 8 2 Methods anid Proce nes isisisi iiaei 73 8 3 Effects of Auditory and Visual Feedback wasisissssiessviscesivsatvesansexcainnasssiaeneens 75 8 4 Effects of Animated Feedback s essssssessesssiseesssresesessssiererisresrsnesreresesseseeees 79 8 5 Effects of Feedback with a Short Dwell Time ssssssssesssiseesserssisssrssrsseeses 82 8 6 DISCUSSION vccicassnnsinensnicuectennvansdichnd oases NEEESE EEEE EEEE ONEEN EN ENESESSE EEEE ESEE 88 8 7 EONS MIME Si se niatssnsnceeapcniiicsbiansaaeeanen aay saresti een SEn EN EE S ET EEEE e 91 8 S CONCUSSION keni a aina rei a 93 xi 9 LEARNING TO WRITE BY GAZE cccccccccccccccccccccccccccccccccccccsccccescccceees 95 9 1 Learning Voluntary Gaze Conti sssccsduassisstnenssncaiesnmonnnanaepaans 95 9 2 Learning to Write by Gaze via Continuous Gestures cess 98 9 3 Learning to Type by Gaze with an Adjustable Dwell Time 00 115 10 MOVING FROM TEXT ENTRY TO EDITING BY GAZE esssesssssssseossoescescesessseee 129 TOQUE cities Text by Gea Casi ansaien tonnes snsinanisvinsnetssshdell Caneaanbtannniastsn nate aasiaviasn 129 10 2 Future Research Involving Users with Disabilities eee 136 11 SUMMARY AND CONCLUSIONS i csscccsssussssdvananeisntasstaaecetensanasnensnenceesess 139 TZ REFERENCES sstunsatwinartacndanviadivvasbnaiaswchadctedsainodsebadseeneasehsdacseusea
41. synthetically spoken letter When a short dwell time is used there is no time to give extra feedback to the user As seen in the third experiment the two level feedback was confusing and distracting even though the measured performance was reasonably good With very short dwell times the feedback for focus and selection are not distinguishable anymore The feedback should have a distinct point for selection there should be no uncertainty of the exact moment when the selection is completed General usability guidelines e g Nielsen amp Mack 1994 indicate that feedback on actions should be provided within reasonable time This also applies for gaze input As the results of the experiments conducted show people may gaze away from a key too early if feedback is delayed Thus a simple one level feedback system may not work well with long dwell times A possible solution is to give feedback for focus before selection occurs The separated two level feedback focus selection should however be designed carefully to avoid confusion 4 Make sure focus and selection are distinguishable in two level feedback As seen in the experiments two level feedback may cause confusion A simple audible click helps to make the moment of selection distinct and clear As seen in the second experiment using a click in both conditions the shift between focus and selection is also strengthened by animation 5 Use animation to support focus with long d
42. the command icon in the sector nothing would happen but as soon as the gaze crosses the sector s outer edge the sector would be selected or a new sub menu with sub sectors would be opened For example the basic layout could have the arrows as icons and other sectors for formatting and editing Those could open the next level of commands for example activating the formatting sector could show a sub menu for boldface italics and underlining Our prototype did not allow using the dynamic pie menu near the edge of the screen which is why a fairly large empty gray area was added around the text field This problem could be solved by implementing the half circle layout suggested by Kammerer et al 2008 Dynamically changing the orientation of the half or partial circle layout could easily compensate for the lack of space in one direction To our knowledge editing text by gaze has not been studied before Our research is the first step towards more user friendly text editing by gaze We believe this area offers a rich set of opportunities for future research and development 135 10 2 FUTURE RESEARCH INVOLVING USERS WITH DISABILITIES In addition to text entry by gaze another important direction for future research is to better involve users with disabilities Apart from a few exceptions most experiments in gaze typing have been conducted with able bodied participants Although the results give information on usability
43. the keystrokes per character rate will be lower which in turn can speed up writing In the following section we briefly introduce common ways to implement word and character prediction in gaze based text entry systems and related research We will not go into details of the underlying algorithms and language models therefore we will conclude the section by giving some pointers for further reading 6 2 PREDICTED WORD LISTS A common way to implement word prediction is to present a list of predicted words for the user The words are based on the letters the user l For more information on ShapeWriter related publications and free downloads see http www almaden ibm com u zhai shapewriter_research htm accessed 1 March 2009 50 has written so far The list is dynamically adjusted as more letters are written and the number of possible continuations of the word decreases GazeTalk illustrated in Figure 6 1 provides both letter and word prediction Hansen et al 2003b The six cells toward the bottom right contain the six most likely letters to continue the word that is being entered shown in the two top left cells The leftmost cell in the middle row provides shorthand access to the eight most likely completions with activation of that button the screen changes into one where those words populate the cells on the two bottom rows If none of the suggested continuations words or letters is correct the user has access to th
44. the middle of a phrase that phrase was ignored in the analysis The experimental task was to write as many phrases as possible with Dasher in Finnish within the 15 minute time limit Participants were instructed to first memorize the phrase and then write the phrase as quickly and accurately as possible The participants were instructed to correct errors if they detected them on the Dasher screen If they detected errors in previous words they were to ignore them The phrases were from the Finnish translation by Isokoski and Linden 2004 of the 500 phrase set originally published by MacKenzie and Soukoreff 2003 The phrases were easy to remember neutral everyday sentences Some of them contained capital letters and punctuation some had only lowercase letters The phrases were presented one by one using Java based software TimTester designed especially for text entry experiments by Isokoski and Raisamo 2004 After each phrase the participant had to enter the Enter character included in the Dasher alphabet to load a new phrase The program was set to stop when 15 minutes had passed but if the participant was in the middle of writing a phrase the software waited until the participant had finished the phrase before closing down The window of the experimental program was placed above Dasher to let the user see the phrases easily as shown in Figure 9 3 Each participant visited our eye tracking laboratory 10 times in June 2007 We
45. the typed text again The increased need to review the typed text in the Two Level Visual mode can be attributed to a degree of confusion in separating focus and selection Participants were not sure whether the key was already selected This was confirmed by the comments received discussed below With Speech Only mode the higher RTE followed from an increased need to verify corrections participants typically reviewed the typed text every time they corrected an error 86 Subjective Satisfaction About 47 of the participants preferred the One Level Visual feedback 33 liked the Two Level Visual feedback best and 20 preferred Speech We asked the participants to cite reasons for their preference The participants appreciated the simplicity of the One Level Visual feedback Some also felt that the One Level Visual feedback was the most fluent and pleasant mode to type with Participants who preferred the Two Level Visual feedback appreciated the extra confidence given by the highlighting I instantly see what letter is going to be selected and can quickly adjust my gaze if necessary They also found the short time between focus and selection 450 150 300 ms long enough to react and to adjust the point of gaze Participants who liked the Speech feedback best wanted to hear what they write They said it helped them to follow the typing and also aided in correcting errors Many of the participants who otherwise preferred visu
46. to the angle of the eye in the head an EOG based mouse pointer is moved by changing the angle of the eyes in the head EagleEyes 2000 The user can move the mouse cursor by moving the eyes the head or both More information about the EOG based EagleEyes system is available in the work of DiMattia et al 2001 or at http www eagleeyes or Systems that use contact lenses or in eye magnetic coils are mainly used for psychological or physiological studies that require high accuracy these systems can be very accurate to a fraction of a degree Here gaze tracking is used as an objective and quantitative method of recording the viewer s point of regard Such information can be used for medical and psychological research to gain insight into human behavior and perception see e g Rayner 1995 Video oculography and photo oculography camera based systems are considered to be the least obtrusive and thus are the means best suited to interactive applications that react to the user s gaze at some level Morimoto amp Mimica 2005 These systems tend to be inaccurate so are enhanced by means of pupil detection combined with corneal reflection to provide a point of regard POR measurement which means that the system can calculate the direction of gaze Duchowski 2003 Dark Pupil Eyelid inverted n Ii Tracking crosshairs A e Sclera n Tracking Fa Corneal reflection crosshairs tha Figure 2 3 Video frame
47. typing and adjusting dwell times Typically with a flat keyboard layout design where all characters are visible only one keystroke per character KSPC is needed since most letters can be directly pointed at and selected As discussed earlier sometimes the full keyboard cannot be shown at once on account of accuracy and calibration issues In such a case only a few keys can be shown at a time which prevents the use of full size keyboards such as a full QWERTY keyboard Similarly to the use of several key presses to enter a letter in the multi tap method for mobile phones large on screen keys can be selected repeatedly to enter a character which increases the KSPC figure Via on screen buttons instead of physical buttons keys and controls can be organized hierarchically in menus and sub menus and special techniques such as automatic word prediction can be used to speed up the text entry process with constantly changing and adapting keyboard layouts see for example Frey et al 1990 Hansen et al 2003b Backspace name natural natve nails nature name s nation naive Figure 5 2 GazeTalk Hansen et al 2001 provides big buttons that are easy to hit To speed up typing it provides a list of the next probable words predicted on the basis of the text written so far If the user selects the cell with the list of words the cells that now contain individual letters will be filled in with the words 13 GazeTalk
48. using the word prediction feature one can reduce the number of keystrokes required to write the word One should however keep in mind the additional cost of perceptual and cognitive load caused by shifting the focus from the keyboard to the word list and the repeated scanning of the list Because of the added cost of scanning the list the actual benefit may be smaller than expected from simply calculating the potential keystroke savings In some cases the use of word prediction may even decrease the text entry rate Koester and Levine 1994b had both able bodied participants and disabled ones suffering from spinal cord injuries transcribe text with and without the word prediction feature They found modest enhancements for the able bodied participants but the cognitive cost of much slower list search times for the injured participants was so high that in their case the word prediction feature had a negative effect on performance Therefore one should carefully consider the implementation and layout For example one may want to optimize the list of predicted words to better match the current context or vocabulary of the user and let the user adjust the number of items shown in the list to match his or her perceptual capabilities and preferences Trnka et al 2008 compared two different word prediction methods with a letter by letter text entry system They found that word prediction can improve text entry rates and that a more accurate pr
49. with Speech Only feedback was the most accurate technique throughout the experiment with error rates under 0 8 in all four sessions see Figure 8 5 Visual Only had the highest mean error rate 0 95 25 e Speech Only Click Visual 2 0 4 s A Speech Visual A 15 is a Visual Only 6 1 0 5 Ww 0 5 4 0 0 1 2 3 4 Session Figure 8 5 MSD error rate by feedback mode and session 77 While the very low error rates overall seem encouraging accuracy is also reflected in KSPC Before presentation of the results for KSPC an additional comment on eye typing interaction is warranted In eye typing users frequently make errors especially with short dwell times and immediately correct them Thus measuring accuracy only in terms of errors in the final text is insufficient On the other hand a KSPC figure of for example 1 12 reflects about a 12 keystroke overhead due to the errors committed and corrected Of this 6 is for the initial error and 6 is for activating the Del key Thus KSPC 1 12 is roughly equivalent to a 6 error rate 1 16 e Speech Only a Click Visual 1 14 4 x 3 amp Speech Visual 1 12 4 EE o Visual Only A ko 2 1 10 1 08 4 1 06 1 2 3 4 Session Figure 8 6 KSPC by feedback mode and session The grand mean KSPC was 1 09 meaning there was a roughly 9 keystroke overhead in correcting errors roughly correspondin
50. 252 Garbe J 2006 Typing Quickly and Relaxed with the Eyes A case study comparing switch based and Gaze Controlled Input Methods Handout for the COGAIN PhD Course on Eye Computer Interaction Eye Performance and Interface Design 6 8 September 2006 Turin Italy 147 Available at http www cogain org events camp2006 phd_course garbe Garbe Handout pdf accessed 14 February 2009 Gaver W W 1989 The SonicFinder An interface that uses auditory icons Human Computer Interaction 4 1 67 94 Gips J DiMattia P Curran F X amp Olivieri P 1996 Using EagleEyes An electrodes based device for controlling the computer with your eyes to help people with special needs In J Klaus E Auff W Kremser and W Zagler Eds Interdisciplinary Aspects on Computers Helping People with Special Needs Proceedings of the 5th International Conference on Computers Helping People with Special Needs ICCHP 96 630 635 Vienna R Oldenburg Gips J amp Olivieri P 1996 EagleEyes An Eye Control System for Persons with Disabilities Presented at The Eleventh International Conference on Technology and Persons with Disabilities Los Angeles CA Available at http www cs bc edu eagleeye papers paperl paperl html accessed 14 February 2009 Gips J Olivieri C P amp Tecce J J 1993 Direct control of the computer through electrodes placed around the eyes In M J Smith and G Salvendy Eds Human computer inte
51. 70 ms red flash that was used for selection in the visual feedback modes the spoken feedback was quite long By translating the wpm measure back into search dwell times we get the average time spent to type a character in each feedback mode 1300 ms for Speech 1180 ms for One Level Visual and 1170 ms for Two Level Visual The difference between Speech and One Level Visual is 120 ms and the difference between Speech and Two Level Visual is 130 ms Since the difference is less than the time required for spoken feedback typically more than 200 ms one can see that the participants left the key before the spoken feedback ended Nevertheless the spoken feedback consumed more time The extra time spent in listening to the spoken feedback also caused a decrease in accuracy as discussed below Accuracy The overall error rates were higher in the third experiment but still quite low with a grand mean of 1 20 The increased error rate is no surprise since there always is a tradeoff between speed and accuracy in text entry tasks In other words reducing the dwell time tends to push entry speed up while reducing accuracy The effects of feedback mode on error rate were not significant However the differences in KSPC across feedback modes were significant F228 9 83 p lt 005 KSPC for Speech Only mean 1 28 was significantly higher than the One Level mean 1 17 and Two Level Visual mean of 1 19 modes in both p lt 05 see Fig
52. CHI 04 203 206 New York ACM Press Stampe D M amp Reingold E M 1995 Selection by looking A novel computer interface and its application to psychological research In J M Findlay R Walker and R W Kentridge Eds Eye Movement Research Mechanisms Processes and Applications 467 478 Amsterdam Elsevier Science Surakka V Illi M amp Isokoski P 2003 Voluntary eye movements in human computer interaction In J Hy6na R Radach amp H Deubel Eds The Mind s Eye Cognitive and Applied Aspects of Eye Movement Research 473 491 Amsterdam Elsevier Science Surakka V Illi M amp Isokoski P 2004 Gazing and frowning as a new technique for human computer interaction ACM Transactions on Applied Perception 1 1 40 56 Tchalenko J 2001 Free eye drawing Point Art and Design Research Journal 11 36 41 159 Ten Kate J H Frietman E E E Willems W Ter Haar Romeny B M amp Tenkink E 1979 Eye switch controlled communication aids Proceedings of the 12th International Conference on Medical and Biological Engineering Jerusalem Israel Tien G amp Atkins M S 2008 Improving hands free menu selection using eyegaze glances and fixations Proceedings of the Symposium on Eye Tracking Research amp Applications Symposium ETRA 08 47 50 New York ACM Press Tobii 2006 User Manual Tobit Eye Tracker and ClearView analysis software Tobii Technology AB Trnka K McCa
53. CHI 06 1559 1564 New York ACM Press Zhai S amp Kristensson P 2003 Shorthand writing on stylus keyboard Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 03 97 104 New York ACM Press 162 Publications in the Dissertations in Interactive Technology series 31 ca N 0 Timo Partala Affective Information in Human Computer Interaction Mika K ki Enhancing Web Search Result Access with Automatic Categorization Anne Aula Studying User Strategies and Characteristics for Developing Web Search Interfaces Aulikki Hyrskykari Eyes in Attentive Interfaces Experiences from Creating iDict a Gaze Aware Reading Aid Johanna H ysniemi Design and Evaluation of Physically Interactive Games Jaakko Hakulinen Software Tutoring in Speech User Interfaces Harri Siirtola Interactive Visualization of Multidimensional Data Erno M kinen Face Analysis Techniques for Human Computer Interaction Oleg pakov iComponent Device Independent Platform for Analyzing Eye Movement Data and Developing Eye Based Applications Yulia Gizatdinova Automatic Detection of Face and Facial Features from Images of Neutral and Expressive Faces P ivi Majaranta Text Entry by Eye Gaze
54. I Conference on Human Factors in Computing Systems CHI 07 421 430 New York ACM Press 153 Kurtenbach G amp Buxton W 1994 User learning and performance with marking menus Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 94 258 264 New York ACM Press Lankford C 2000 Effective eye gaze input into Windows Proceedings of the Symposium on Eye Tracking Research and Applications ETRA 00 23 27 New York ACM Press Lepist A amp Ovaska S 2004 Usability evaluation involving participants with cognitive disabilities Proceedings of the Third Nordic Conference on Human Computer interaction NordiCHI 04 vol 82 305 308 New York ACM Press Levine J L 1981 An Eye Controlled Computer Research report RC 8857 IBM Thomas J Watson Research Center Yorktown Heights N Y Lund H amp Hansen J P 2008 Gaze interaction and access to library collection Research and Advanced Technology for Digital Libraries LNCS 5173 423 424 Springer Berlin Heidelberg MacDonald A 1998 Symbol systems In Allan Wilson Ed Augmentative Communication in Practice An Introduction 2nd ed 19 26 MacKay D J C 2006 Dasher Manual Available at http www inference phy cam ac uk dasher download papers Manual pdf accessed 14 February 2009 MacKenzie I S 2002 KSPC keystrokes per character as a characteristic of text entry techniques Proceedings of the Fourth International
55. N 2008 63 66 Prague CTU Publishing House ISBN 978 80 01 04151 2 Available at http www cogain org cogain2008 COGAIN2008 Proceedings pdf Spakov amp Majaranta with the COGAIN Network of Excellence Reprinted with permission Spakov O amp Majaranta P 2009 in press Scrollable keyboards for casual eye typing To appear in PsychNology Journal in a special issue on gaze control for work and play Spakov amp Majaranta with PsychNology Journal http www psychnology org 259 php Oleg Spakov designed the scrollable keyboards and conducted the actual research I was involved in writing the paper The portion on related research has been extended for this thesis and the results section has been abbreviated such that it only provides a summary of the results on the level appropriate for this thesis Chapter 8 reports results from three experiments studying the effects of feedback on gaze typing with varying dwell times The chapter is largely based on this journal article viii Majaranta P MacKenzie I S Aula A amp R ih K J 2006 Effects of feedback and dwell time on eye typing speed and accuracy Universal Access in the Information Society 5 2 199 208 DOI 10 1007 s10209 006 0034 z 2006 Springer Reprinted with kind permission from Springer Science Business Media I designed the experiments in consultation with the co authors I implemented the experimental software including logging
56. Paivi Majaranta Text Entry by Eye Gaze ACADEMIC DISSERTATION To be presented with the permission of the Faculty of Information Sciences of the University of Tampere for public discussion in Pinni auditorium B1097 on August 1 2009 at noon Department of Computer Sciences University of Tampere Dissertations in Interactive Technology Number 11 Tampere 2009 ACADEMIC DISSERTATION IN INTERACTIVE TECHNOLOGY Supervisor Opponent Reviewers Professor Kari Jouko Raiha Ph D Department of Computer Sciences University of Tampere Finland Prof Dr phil habil Anke Huckauf Juniorprofessor of Psychophysiology and Perception Bauhaus University of Weimar Germany Associate Professor Anthony Hornof Ph D Department of Computer and Information Science University of Oregon USA Assistant Professor Hirotaka Aoki Ph D Tokyo Institute of Technology Japan Dissertations in Interactive Technology Number 11 Department of Computer Sciences FIN 33014 University of Tampere FINLAND ISBN 978 951 44 7786 7 ISSN 1795 9489 Tampereen yliopistopaino Oy Tampere 2009 Abstract Text entry by eye gaze is used by people with severe motor disabilities An eye tracking device follows the user s eye movements and a computer program analyzes the gaze behavior To type by gaze the user typically points at the characters on an on screen keyboard by looking at them and selects them by means of dwell ti
57. S 1994 Visual motion and attentional capture Perception amp Psychophysics 55 4 399 411 Hori J Sakano K amp Saitoh Y 2006 Development of a communication support device controlled by eye movements and voluntary eye blink IEICE transactions on information and systems 89 6 1790 1797 Hornof A 2008 Working with children with severe motor impairments as design partners Proceedings of the 7 International Conference on interaction Design and Children IDC 08 69 72 New York ACM Press Hornof A J amp Cavender A 2005 EyeDraw Enabling children with severe motor impairments to draw with their eyes Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 05 161 170 New York ACM Press Hornof A Cavender A amp Hoselton R 2004 EyeDraw A System for Drawing Pictures with Eye Movements Proceedings of the 6th International ACM SIGACCESS Conference on Computers and Accessibility ASSETS 04 86 93 New York ACM Press Huckauf A 2005 Controlling computers by eyes while reducing Midas touch problems In M Groner R Groner R Miiri K Koga S Raess amp P Sury Eds Journal of Eye Movement Research Special Issue Abstracts of the Thirteenth European Conference on Eye Movements ECEM13 PB 184 p 111 Available at http www jemr org online 1 s2 accessed 14 February 2009 Huckauf A Goettel T Heinbockel M amp Urbina M H 2005 What you don t look
58. SBN 978 87 643 0475 6 Available at http www cogain org cogain2009 COGAIN2009 Proceedings pdf accessed 1 June 2009 Majaranta P amp R ih K J 2002 Twenty years of eye typing Systems and design issues Proceedings of the Symposium on Eye Tracking Research and Applications ETRA 02 15 22 New York ACM DOT 10 1145 507072 507076 155 Majaranta P amp R ih K J 2007 Text entry by gaze Utilizing eye tracking In I S MacKenzie and K Tanaka Ishii Eds Text Entry Systems Mobility Accessibility Universality 175 187 San Francisco Morgan Kaufmann Mankoff J amp Abowd G D 1998 Cirrin a word level unistroke keyboard for pen input Proceedings of the Symposium on User Interface Software and Technology UIST 98 213 214 New York ACM Press Microsoft Windows User Experience Guidelines 2002 Official Guidelines for User Interface Developers and Designers Microsoft Corporation Milekic S 2003 The more you look the more you get Intention based interface using gaze tracking In Museums and the Web 2002 Selected Papers from an International Conference Archives amp Museum Informatics D Bearman and Trant J eds Pittsburgh PA Miniotas D Spakov O amp Evreinov G E 2003 Symbol Creator An alternative eye based text entry technique with low demand for screen space In M Rauterberg M Menozzi and J Wesson Eds Human Computer Interaction Proceedings of the IFIP TC13
59. The Speech Visual method is the same as the Visual Only mode except that it also has synthetic speech feedback The letter on the key is spoken upon selection 75 Speech Only The Speech Only mode does not use visual feedback The symbol on the key is spoken on selection Table 8 1 Feedback modes in the first experiment Feedback mode While in focus When selected Visual Only highlight shrinking red letter key down Click Visual highlight anne red letter key down click Speech Visual highlight shrinking red letter key down letter spoken The dwell time for selection was the same 900 ms for all modes including Speech Only For the Visual modes the 900 ms consisted of a delay before the onset of shrinking 400 ms indicating focus and the shrinking itself 500 ms indicating the progression of dwell time After the full 900 ms dwell time had elapsed the selected letter was typed into the input field typed text field The experiment was a repeated measures design with four feedback modes and four sessions Participants visited the laboratory four times Each of the four sessions contained four test blocks each with a different feedback mode in randomized order A block involved the entry of five short phrases of text There was a pause after each block and then the participant continued to the next test block with another feedback mode Thus each participant typed with all different
60. The decrease in dwell time was especially rapid during the first three sessions see Figure 9 13 1200 1000 800 600 Dwell time ms 400 200 Session Figure 9 13 Dwell time duration in milliseconds for each participant per session Nobody used the minus key to slow down typing by increasing the dwell time in the first session but its use increased in later sessions with participants making minor adjustments in both directions to find the highest manageable typing speed In total the plus key was selected 229 times and the minus key 96 times During any one session most participants typically only made a few adjustments see Figure 9 14 the 120 grand average for the number of presses of the plus key is 2 median 2 and for the minus key 1 median 0 ranging from no presses to a maximum of six presses during a session 6 E increase speed 5 E slow down L4 2 S 3 o 2 E 2 o D g o Z1 0 1 2 3 4 5 6 7 8 9 10 Session Figure 9 14 Average number of presses across all participants of the plus and minus keys on the speed dial Accuracy The grand mean for the MSD error rate was 1 28 in the first session and 0 36 for the last session see Figure 9 15 Thus the error rates decreased even though the typing speed increased Overall the error rate remained quite reasonable below 5 throughout the experiment
61. Thus the number of characters entered was approximately 8 8 3 6 26 3 30 300 1 152 phrases A session lasted approximately 10 15 minutes Results The results for the last session show an average typing speed of 15 06 wpm for the full keyboard 11 12 for the two row keyboard and 7 29 wpm for the one row keyboard see Figure 7 5 e 1 row 18 a 2 rows a 3 rows 16 a 12 8 10 2 8 d 6 4 eo 0 0 200 400 600 800 1000 1200 1400 Characters typed Figure 7 5 Average typing speed in words per minute and error bars for the eight sessions The average error rates varied by 1 5 with large variance between participants over the whole experiment In the last session the average error rates were below 2 for all conditions see Figure 7 6 6 e 1 row sa 2 rows 5 a 3 rows S 4 i E3 e2 W 1 0 0 200 400 600 800 1000 1200 1400 Characters typed Figure 7 6 Error rate The selection time for the scroll buttons letter keys and space character was measured Monitoring the usage of the scroll button proved especially interesting because it shows how the participants learned to use the scrollable keyboards with only partially visible layout Figure 7 7 shows 63 the selection times for the one row top and two row bottom keyboard The decreasing values for the scroll buttons selection time in both graphs during the first five
62. ack if they found it disturbing The active selection area was bigger than the visible key covering the full area between the visible keys in order to minimize potential problems caused by inaccuracy in calibration Thus the key was selected and feedback shown on the desired key even if the measured point of gaze was somewhat outside the key Values produced by the formula were rounded for clarity e g 176 ms was rounded to 180 ms 117 Experiment Trading He saatlavat loukkaantua huomautuksestasi He saattavat loukkaantua huomautuksestas q w e r t y 5 o p P d I 2 A 5 P J I A a s d f g h j k 1 J J w a d 4 z x c v b n m j J 4 A 4 J J P P OT Driver Tote 2 Satu Trading Paabo Tene 0 02 09 9 Ten Figure 9 11 Experimental software A shrinking circle is shown on the letter i as an indication of the progression of dwell time Procedure and Design Each participant was first briefed about gaze control and the motivation for the study Before the actual test the participants practiced gaze control briefly by playing three rounds of a simple board game Tic Tac Toe by gaze The participants were seated such that their eyes were approximately 50 60 cm from the monitor They were instructed to sit fairly still but their movements were not actually restricted in any way The gaze tracker was calibrated at the beginning of every session Re calibration was carried out if needed bu
63. ade as soon as the speech synthesizer activates or is made only after the letter is spoken 88 Methods that work well with a conventional mouse may require especially careful design with an eye mouse The problem with the exact moment of the selection also arose from the programming point of view when the feedback of a standard button click event was used as feedback as such without any modification during practice A click consists of two events key down and key up The click event does not occur if the focus is moved away while the key is held down That causes annoying errors if the user has clicked the key with the gaze but the selection is canceled because the gaze moves away too soon in the very short time of showing the key visually being depressed This error type was avoided by using the key down event as a trigger In any event this emphasizes the need to define a distinct point in time at which selection occurs and to make sure the user behavior is in accordance with it Typing rhythm is another issue worth considering Typing is a series of actions including the search for the key and the selection thereof It takes time both to search for the next key and also for the dwell time to elapse When the same key is double clicked the typing rhythm is broken because the search time is not included This was noted by a couple of participants in the third study They would have wanted an even longer dwell time for the ke
64. al feedback commented that the spoken feedback helped in correcting errors Many commented that with a slightly longer dwell time they might like the speech combined with visual feedback About half of the participants found the highlighting for focus in Two Level Visual mode distracting and disturbing They felt that it caused extra visual noise that made it hard to concentrate on the typing The focus flashing around the screen also left participants concerned that something might be selected accidentally A third of the participants thought that the extra highlighting in Two Level Visual did not give them any advantage over the One Level Visual feedback For them the 300 ms between focus and selection was not long enough to adjust the focus of the gaze Twelve participants 80 found the typing speed just right No one felt that the speed was too slow but for three participants the speed was too fast This only applies to the preferred choice of feedback There were differences between the feedback modes in how participants perceived the typing speed Five participants commented that the typing felt too fast in the Two Level Visual mode much faster than in the One Level Visual mode as mentioned earlier the dwell time for selection was the same for all modes The highlight probably caused extra stress as one participant noted Similarly many commented that the speech felt too fast and for that reason caused a lot of errors
65. al Environments and Advanced Interface Design 258 288 New York Oxford University Press Jacob RJ K amp Karn K S 2003 Eye tracking in human computer interaction and usability research Ready to deliver the promises section commentary In J Hy n R Radach and H Deubel Eds The Mind s Eye Cognitive and Applied Aspects of Eye Movement Research 573 605 Amsterdam Elsevier Science Joos M Malischke S Pannasch S Storch A amp Velichkovsky B M 2007 Comparing two gaze interaction interfaces A usability study with locked in patients Proceedings of the 3 Conference on Communication by Gaze Interaction COGAIN 2007 82 88 Available at 152 http www cogain org cogain2007 COGAIN2007Proceedings pdf accessed 14 February 2009 Jordansen I K Boedeker S Donegan M Oosthuizen L di Girolamo M amp Hansen J P 2005 D7 2 Report on a market study and demographics of user population Communication by Gaze Interaction COGAIN IST 2003 511598 Deliverable 7 2 Available at http www cogain org results reports COGAIN D7 2 pdf accessed 14 February 2009 Junker A M amp Hansen J P 2006 Gaze pointing and facial EMG clicking Proceedings of the 2nd Conference on Communication by Gaze Interaction COGAIN 2006 83 87 Available at http www cogain org cogain2006 COGAIN2006_Proceedings pdf accessed 14 February 2009 Kahn D A Heynen J amp Snuggs G L 1999 Eye controlled co
66. aluations have been suggested Remote evaluation would enable collection of large quantities of data in an ecologically valid way in the user s normal environment and would enable benchmarking of eye tracking or gaze typing systems in actual use Aoki et al 2006 provide a brief introduction to remote evaluation and suggest measures for text entry evaluation that would preserve the user s privacy by not revealing the content of the user s communication but Results e g Donegan et al 2006a 2006b from user trials conducted within COGAIN the European Network of Excellence on Communication by Gaze Interaction are available on the project s Web site at http www cogain org The network combines the efforts of researchers manufacturers and user organizations for the benefit of people with disabilities Bates et al 2006 I and many of my co authors are members of the network 136 would still transfer useful information about progress As a general rule they suggest the calculation of performance metrics should be done on the local computer and only the result should be sent to the remote machine A potentially useful measurement that does not reveal the content of the message is the number of deleted characters or presses of the backspace key Another potentially useful figure is the number of attended keys not selected As discussed in Section 9 1 AKNS reflects the search process in the early stages of learning befor
67. an be controlled easily through gaze position The action slows towards the center and increases towards the sides of the screen All action ceases in the center of the screen offering a resting position for the gaze and time for the user to think This is important because during writing Dasher requires sustained visual attention from the user Bystanders have sometimes expressed concerns about the potential strain of the constant visual noise to the eyes However this seems to be less disturbing to the person controlling the cursor position Related Work Studies of Gaze Writing with Dasher In their original eye controlled Dasher study Ward and MacKay 2002 report a top speed of 25 wpm The accompanying figure shows that after an hour of practice the speed varied between 10 to 25 wpm depending on the user two were novices two experts They compared the experts top speed to that with a QWERTY on screen keyboard WiViK with its word completion feature enabled in which expert users achieved 15 wpm with error rates five times that seen with Dasher The results are encouraging but it should be noted that the result set is based on only four participants The authors do not report how much practice the experts had had before the one hour experiment The participants reported that they felt the on screen keyboard to be more stressful than Dasher This was mainly because with the on screen keyboard the users were uncertain about pot
68. aon of and tey pride e cece a pony mun whe wubed to pea ho Heat s Deme And wide that i as begrazgs go not ertse novel for every Wis abou every sung anes these cen Gas or WA be toD wan ta ede sereh here wes cinch ae ths Seg iaa ted at happened to han Okt was eared atyragh ween De praer knew tye whole oft The tale saeed on many tales howe sted n Vat WIRIDEDIA COMM The town of Wal dazd today as har steed for sechandred years on a bigh pa of puria serait a forest woodiad treater of Wall are cqpare 0d oki Dak of prey oer outs dirk dace cools sod bagh chamasps thong advaetige of cerry xh af space onthe rock fe boars bas into wach other are bak ces upon De net wih bere and tere a barh of see gpowng cet of aide of a bedding There ir cee road Goes Wal s wendng trace neng sharply up Gors the forest where ir beed with rocks ad whores Followed Ser moagh mdh cat of the Gecit the track becomes area rowd pared vih asphab followed Exthe the ad gets anger d packed at al beers WED cons aed KUKS cutheag Bem cep to city Bresually de cond takes goo Leadon bur Lordan m a whole naght s Gre frome Wak The rhabemes of Wall are a anam breed fling eto rwo caranct types the naras Va fok ar grey and tall and ctocky ar a grande v crop ther town war brat opor and Gee others who hare rasie Wal thee over the pears and tex descendents Below Wal on the west n the forest to the rou n a eacbeoverty placed bebe served yy the Jreisri that chop Goes the his de
69. application and task Hyrskykari et al 2003 note that even in attentive applications it is important to provide enough feedback that the user does not lose control and is able to react to potential problems caused by the inaccuracy of gaze This chapter focuses on only the first option how to show proper feedback on the on screen buttons of a virtual keyboard used to enter text by gaze using dwell time for the activation command In particular the discussion will address the feedback given on focus the focused item is pointed at by gaze and selection the item is selected by gaze Well known guidelines e g Microsoft Windows User Experience 2002 suggest that continuous feedback should be used for continuous input e g moving a cursor dragging an object and discrete feedback for discrete input e g highlighting the selected object In eye typing the action is a combination of continuous and discrete input The user controls a visible or invisible cursor by moving the gaze continuous input When dwell time is used as the activation command the user fixates at the desired target and waits for the action to happen The typing action itself is a discrete selection task Since eye typing requires both continuous and discrete actions choosing the proper feedback is an interesting design issue Seifert 2002 studied feedback in gaze interaction by comparing 1 continuous feedback using a gaze cursor 2 discrete feedback by highl
70. are reported below Method Participants Eleven able bodied university students volunteered for the experiment three males and eight females from 18 to 30 years of age with normal or corrected to normal vision All were native speakers of Finnish and familiar with the QWERTY keyboard layout but were novices in gaze typing All participants were rewarded with four movie tickets To motivate the participants in the 10 day experiment we informed them after the first session that the participant learning the best to gaze type in comparison of final performance to each participant s own initial results would receive an extra prize Apparatus The Tobii 1750 gaze tracking device integrated with a 17 inch TFT color monitor with 1280 x 1024 resolution was used to track the participants gaze The COGAIN ETU Driver with a plug in for Tobii was used to implement the experimental keyboard and to save data The stimulus phrase was shown on top of the experimental keyboard illustrated in Figure 9 11 The transcribed text written by the participant appeared in the text input field below the stimulus Letters were organized into a QWERTY like layout including keys for the most common punctuation 116 Space Shift for uppercase letters and Backspace were located below the letter keys The last row included the keys for adjusting the dwell time in the middle and a Ready key on the right We decided to use a speed mete
71. area The system is very resistant to noise in input inaccuracy in eye tracking 39 and crossing is also generally easier than pointing for large approximate targets according to Fitts s law Wobbrock amp Myers 2006 P Untitled Notepad File Edit Format View Help I could write my thesis using Eyewr EyeWrite Draw 3 l lolx Fie Tools Help 1 Figure 5 6 EyeWrite Wobbrock et al 2008 in action with the letter t being entered Wobbrock et al 2008 conducted a longitudinal experiment to compare the gaze gesture based EyeWrite with an on screen keyboard based on direct gaze pointing and dwell time The average speed was 4 87 wpm for EyeWrite and 7 03 wpm for the on screen keyboard There were fewer errors left in text with EyeWrite but there was no significant difference in the number of errors corrected during entry The on screen keyboard was shrunk such that its size approximately matched that of EyeWrite 400 x 400 pixels which probably affected both speed and accuracy small targets are hard to hit making it difficult to interpret these results In the study VisionKey Eye S and EyeWrite all required a brief dwell time for segmentation VisionKey required a brief dwell that confirmed the selection in Eye S the brief delay on a hot spot was used to initiate a gesture and in EyeWrite the brief dwelling on the center helped to differentiate gestures from each other Huckauf and Urbina 2007 se
72. ars a contact lens with a magnetic coil on the eye that is tracked by external magnetic systems video oculography VOG or photo oculography POG where still or moving images are taken of the eye to determine the eye s position and finally video based combined pupil corneal reflection techniques that extend VOG by artificially illuminating both the pupil and cornea of the eye Figure 2 3 for increased tracking accuracy Duchowski 2003 Figure 2 2 Eye painting with EagleEyes http www eagleeyes org photo courtesy of Dr James Gips With each of these approaches taken in turn EOG based systems may be seen as impractical for everyday use because they require electrodes to be placed around the eye to measure the skin s electrical potential differences There are however EOG systems that are successfully used for augmentative and alternative communication see for example Gips et al 1993 Hori et al 2006 For example the EagleEyes system Gips et al 1993 has improved the quality of life of numerous users see Figure 2 2 There are still drawbacks since some people may not wish to have electrodes placed on their face and the electrodes can fall off if the user perspires Betke et al 2002 Systems based on electro oculography are not however sensitive to changes in lighting conditions especially outdoor lighting which pose a considerable problem for video based systems As the EOG potential is proportional
73. as et al 2003 developed Symbol Creator in which a character is created by combining two or more symbols see Figure 7 3 Hence two keystrokes produce one character with a few exceptions The symbol parts and their combinations resemble handwritten characters or portions thereof for instance as o and I put together form d which aids in learning the symbols Symbol Creator has eight keys in a one row virtual keyboard Showing only one row of keys leaves most of the screen free for other purposes The authors of the study reported an average typing speed of 8 5 wpm in the experiment s last session 59 cf1i10 Figure 7 3 The letter a is written with Symbol Creator Miniotas et al 2003 by combining two symbols First the user focuses on o which is indicated with the blue highlighting topmost image Selection of the first part o is confirmed with the red highlighting and the system gives hints for the next part second image from top The second part of the symbol is then focused on third image highlighted and finally typed into the text input field last image 7 3 SCROLLABLE KEYBOARDS Our Spakov amp Majaranta 2008 goal was to develop a keyboard that saves screen space but is still immediately usable and does not require any special learning Our idea is to use a keyboard layout that is already familiar to the user such as QWERTY and to save screen space by showing only
74. ble click right click dragging etc quick calibration correction and other options A mouse click can be executed by dwell time blink switch or any other selection method described previously In addition to single left mouse click the actions of right click double click and dragging are needed if full mouse emulation is desired These functions are typically provided in a separate mouse click menu such as Quick Glance s Eye Tools menu shown in Figure 4 2 An alternative solution is for example to use a short dwell time for a single click and longer dwell time for a double click Lankford 2000 Feedback on the different stages of dwell time progress can be shown via the cursor itself by changing its appearance It may however be difficult for some people to understand the different stages The main benefit of using mouse emulation is that it potentially enables access to any graphical interface based on windows icons menus and pointer devices WIMP In addition and as importantly it enables the use of any existing accessibility software such as environmental control applications or dwell click tools For example there are a number of virtual keyboards aimed at users unable to use a standard keyboard or mouse The on screen keyboards can typically be operated by a conventional mouse or by an alternative input device that can trigger mouse events Therefore any eye tracking 7 Examples include WiViK
75. bps for the tenth session 3 5 3 0 N oa N oO oa Dasher Speed bps oO 2 o 2 o Session Figure 9 5 Dasher Speed bps for each participant in the 10 sessions Again the outlier marked with a red dashed line is far below the others 107 Figures 9 4 and 9 5 are somewhat cluttered Because of this figures 9 6 and 9 7 show the average text entry rate and Dasher Speed only These values were computed without the slowest outlier participant N oa a Mean text entry rate wpm S fo an N w A 5 6 7 8 9 10 Session Figure 9 6 Mean text entry rate per session 3 0 2 5 2 0 1 5 1 0 0 5 Mean Dasher Speed bps 0 0 T T T T T T T T Session Figure 9 7 Mean Dasher Speed in bits per second The shape of the text entry rate v session number curve shown in Figure 9 6 is unusual Usually longitudinal text entry experiments result in a text entry rate curve that shows rapid growth during the first few sessions and then diminishing gains with further training see for example Isokoski amp Raisamo 2004 The curve in Figure 9 6 is almost linear Because of this we omit the conventional fitting of a power curve to extrapolate the development of the text entry rate beyond our data We have no confidence as to the accuracy of such prediction in this situation The Dasher Speed curve in Figure 9 7 shows the
76. cated on the top row the user can reach 64 Ms LA n on the bottom row with one scroll up instead of two scrolls down in the one row keyboard Some participants never scrolled the layout from top line up to the bottom or vice versa because they did not want to lose orientation in scrolling In this case more scrolling was required but the participants did not spend time searching for the target letter Finally one participant did not memorize the distribution of letters across rows always visually scanned the rows to find the desired letter and used only one direction of scrolling up This strategy resulted in the slowest typing speed The difference between the fastest and slowest participant was approximately 3 wpm within each condition Redesign Layout Optimization of the Scrollable Keyboard Analysis of the usage of the scrolling buttons revealed that the keyboard could benefit from optimization of the layout for details see Spakov amp Majaranta 2009 Our optimized layout was created on the basis of the assumption that usage of the scroll buttons would be reduced by grouping the most frequent letters on the same row The most frequent letters were placed in the first row the least frequent letters in the last row and the most frequently used space button in each row we removed the comma button The spatial distribution of the letters in the same row is based on the digram analysis it is optimized such that the l
77. ccessed 14 February 2009 Evreinov G E amp Raisamo R 2004 Optimizing menu selection process for single switch manipulation Proceedings of the 9 International Conference on Computers Helping People with Special Needs ICCHP 04 LNCS 3118 2004 836 844 Springer Berlin Heidelberg EyeTech 2005 Quick Glance 2 User s Guide EyeTech Digital Systems Inc Fejtova M Fejt J amp Lhotska L 2004 Controlling a PC by eye movements The MEMREC project Proceedings of the 9th International Conference on Computers Helping People with Special Needs ICCHP 04 LNCS 3118 2004 770 773 Springer Berlin Heidelberg Fejtova M Novak P Fejt J amp t p nkov O 2006 When can eyes make up for hands Proceedings of the 2nd Conference on Communication by Gaze Interaction COGAIN 2006 46 49 Available at http www cogain org cogain2006 COGAIN2006_Proceedings pdf accessed 14 February 2009 Fono D amp Vertegaal R 2005 EyeWindows Evaluation of eye controlled zooming windows for focus selection Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 05 151 160 New York ACM Press Frey L A White K P Jr amp Hutchinson T E 1990 Eye gaze word processing IEEE Transactions on Systems Man and Cybernetics 20 4 944 950 Friedman M B Kiliany G Dzmura M amp Anderson D 1982 The eyetracker communication system Johns Hopkins APL Technical Digest 3 3 250
78. ce on Human Computer Interaction INTERACT 03 121 128 Amsterdam IOS Press Hansen J P Johansen A S Hansen D W Itoh K amp Mashino S 2003b Language technology in a predictive restricted on screen keyboard with ambiguous layout for severely disabled people Workshop on Language Modeling for Text Entry Methods EACL 03 Budapest Hungary Available at http www it c dk research EyeGazelnteraction Papers Hansen_et_al_2003a pdf accessed 14 February 2009 Hansen J P Torning K Johansen A S Itoh K amp Aoki H 2004 Gaze typing compared with input by head and hand Proceedings of the 149 Symposium on Eye Tracking Research amp Applications ETRA 04 131 138 New York ACM Press Harbusch K amp Kiihn M 2003 Towards an adaptive communication aid with text input from ambiguous keyboards Proceedings of the Tenth Conference on European Chapter of the Association For Computational Linguistics Volume 2 European Chapter Meeting of the ACL Association for Computational Linguistics Morristown NJ 207 210 Heikkil H 2008 Gesturing with Gaze Proceedings of the 4 Conference on Communication by Gaze Interaction COGAIN 2008 Communication Environment and Mobility Control by Gaze 43 46 Prague CTU Publishing House Prague ISBN 978 80 01 04151 2 Available at http www cogain org cogain2008 COGAIN2008 Proceedings pdf accessed 14 February 2009 Hillstrom A P amp Yantis
79. ceedings of the 11th International Conference on Human Computer Interaction HCI 05 CD ROM Mahwah NJ Lawrence Erlbaum Associates Inc Isokoski P 2000 Text input methods for eye trackers using off screen targets Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 00 15 21 New York ACM Press Isokoski P amp Linden T 2004 Effect of foreign language on text transcription performance Finns writing English Proceedings of the third Nordic conference on Human computer interaction NordiCHI 04 105 108 New York ACM Press Isokoski P amp Martin B 2006 Eye tracker input in first person shooter games Proceedings of the 2nd Conference on Communication by Gaze Interaction COGAIN 2006 76 79 Available at http www cogain org cogain2006 COGAIN2006_Proceedings pdf accessed 14 February 2009 Isokoski P amp Raisamo R 2000 Device independent text input A rationale and an example Proceedings of the Working Conference on Advanced Visual interfaces AVI 00 76 83 New York ACM Press 151 Isokoski P amp Raisamo R 2004 Quikwriting as a multi device text entry method Proceedings of the 3rd Nordic Conference on Human Computer Interaction NordiCHI 04 109 112 New York ACM Press Isokoski P Joos M Spakov O amp Martin B 2009 Gaze controlled games Universal Access in the Information Society 8 4 Springer Online First version published by the
80. cking eessssesssiesesisrsrssrsiseresreresessess 26 5 TEXT ENTRY BY GAZE sessessssssossoesocscessesseessesecsscescesseseessesesessosseeeo 33 5 1 Text Entry by Direct Gaze Pointing s ss essssssessesssiesesisrssserresesrssrereseseeseeres 33 5 2 Text Entry through Eye Switches issis ssmersenirimss tirir iriiri vcteesd 36 5 3 Text Entry by Discrete Gaze Gestures ac nternssatoateieitametaumncinttextinneneniens 37 5 4 Text Entry by Continuous Pointing Gestures s sssssesesiseereeresrereresreseeees 44 6 CHARACTER AND WORD PREDICTION ssessesssescesseesossossocseesscssoessesseseeee 49 6 1 In Search of Better Typing Speed e sssssessesssissssssissesrsresssresesrssssreresesseseeres 49 6 2 Predicted Word LIS BS cccxscstet sana sta eiieeii ereire aa E aeeaiei 50 6 3 Character PRICE OM gi ciscssovaniieseaniveunnsacsunsedaeciansncsvannacacanenaateessveurcuanneepanaare 52 6 4 The Cost of the Additional Cognitive and Perceptional Load 53 6 9 Further Reading saeco ces natianceovetaevansioto tapos e i aa iia ens 55 7 LAYOUT awitadanrniareccecaimucnntiaenuindcseniieuwnl E E T 57 7 1 Coping with Inaccurate Tracking e esessesesseseereriseesssierisesreniererrsrssesrereses 57 7 2 Saving Screen Space with Compact Keyboard Layouts cece 59 7 a Scrollable Rey OOS wit scsicsseccttactinicisaennsestyshaskiuasanesnapetephioncineslnoutncsabaaisesviesticy 60 8 FEEDBACK wacsiwieshnicaarwctacnansameaaspndteesscneanddiaancisan
81. creased by 22 for the one row keyboard and from 11 17 to 12 18 wpm increased by 9 with the two row keyboard Since every third click is produced by the selection of a scroll button in the optimized one row condition the over production rate caused by the scrolling is 1 49 KSPC In typing with the optimized two row keyboard every tenth click is produced over a scroll button with a rate of 1 11 KSPC These keystroke rates are quite reasonable when compared to the figure for direct pointing with a fully visible keyboard an optimum of 1 KSPC With both keyboards the scrolling was cyclic so that the users could scroll the keyboard around both ways Even though this is considered efficient especially for the one row keyboard since the user can always select the shortest route one scrolling action to the desired key it may be confusing for some users who want to maintain the orientation of the layout Thus for some users it might be useful to provide an option to prevent scrolling from the first topmost row to the third bottommost row Furthermore if the feedback on the scroll button were to reflect this constraint e g by indicating a disabled mode it might help the user to maintain the orientation within the partly shown partly hidden keyboard The scroll keys might also be easier to hit with a single saccade if they were more peripherally salient this could be achieved by adding arrow icons on the keys which might also
82. d again the user blinks when the desired letter is highlighted see Figure 5 3 gt HERS OOO BEER L EHHE EHE OOOO Dos Figure 5 3 Sequential row column scanning Shein 1997 Text entry with scanning is obviously slow since the user needs to wait for the scan routine to go through all the rows and columns until the desired item is reached around 2 6 wpm Beukelman amp Mirenda 1992 Koester amp Levine 1994a In addition there is a brief delay similar to dwell time between scanned items giving time for the user to react and select it the duration of this delay naturally limits the maximum entry speed The process can be sped up by optimizing the scan interval Evreinov amp Raisamo 2004 or scanning a list of predicted words instead of single characters and organizing the items into groups according to probabilities or semantic coding Demasco amp McCoy 1992 In addition to the automatic scanning method described here there are 36 also a number of variants and more advanced scanning methods available Shein 1997 beyond the scope of this thesis In addition to eye blinks coarse eye movements can be used as switches The Eye Switch Controlled Communication Aids of ten Kate et al 1979 used large about 15 degree eye movements to the left and to the right as switches This system too applied the scanning technique The user could start the scanning by glancing to the left and select the item currentl
83. d and entered in the text box at the top of the screen see Figure 9 2 While the interface zooms in towards the focused character the language model in Dasher predicts the most probable next characters The areas of the most probable characters start to grow within the region of the chosen character as it moves leftward This brings the most probable next characters closer to the current cursor position thus minimizing the distance and time for selecting them 98 Speed 1 25 Z Alphabet Engish lower case z Figure 9 1 Dasher in its initial state 2007 11 01_09 22 34 txt Dasher hello how a English lower case Figure 9 2 Dasher zooming in to the world of characters The user is in the middle of writing hello how are you with the letter a of the word are just written 99 Canceling entered characters is done simply by pointing left which inverts the direction of the action Instead of zooming in the interface zooms out and the written characters return from the left back to the right side of the screen The central vertical line acts as a home position All action ceases when the user holds the cursor at the center of the screen Dasher can be controlled with any two dimensional pointing device such as a joystick stylus trackball or hand head or foot operated mouse There are also implementations of Dasher for other input devices such as tilt sensors breath control and b
84. d by Hornof et al 2004 is to show a grid which provides visual anchors that the user can fixate on while ignoring the drifting cursor To minimize the potentially disturbing effects of showing the gaze point it was decided not to show the cursor in the current study Animation is also exploited in gaze aware systems For example EyeCons Glenstrup amp Engell Nielsen 1995 show an animation of a closing eye to indicate dwell time progress However EyeCons may be inconvenient in eye typing if they divert the user s attention from the target letter The ERICA system Hutchinson et al 1989 uses animation in eye typing by showing a shrinking rectangle to indicate the progress of selection Lankford 2000 First a key is highlighted by drawing a rectangle around the key After indicating focus the rectangle starts to shrink The key is selected at the end of the shrinking process A similar approach is used in GazeTalk illustrated in Figure 8 1 The research presented here includes a modification of this approach Instead of a rectangle a shrinking letter is used the letter on the key Through shrinking of the symbol itself the feedback is further simplified Since motion is an effective pre attentive feature of vision to guide attention Hillstrom amp Yantis 1994 it can be hypothesized that a shrinking letter draws the attention toward the center of the key Figure 8 1 GazeTalk provides visual feedback on the dwell time p
85. d interfaces that require several strokes per character although the saccades needed to perform such eye strokes can be very fast Scrolling keyboards may be especially useful in casual typing situations such as filling in Web forms where the overview of the full Web page is important Scrolling could also be useful in accessing the key rows that are not needed as often as letters such as number punctuation and function keys Finally the user should be able to adjust the number of visible rows easily to support the optimal layout in each situation 67 68 8 Feedback Appropriate feedback is especially important when the same modality is used for both control and perception When gaze is used to control an application and select objects on the screen gaze is engaged in the input process the user needs to look at an object to select it This means that the user cannot simultaneously control an object and view the effects of the action unless the effect appears on the object itself For example if the user is entering text by gaze he or she cannot see the text appear in the text input field while simultaneously selecting a letter by eye pressing a key on an on screen keyboard To review the text written so far the user needs to move the gaze from the on screen keyboard to the typed text field This looking back and forth can become excessive especially as novices in particular often shift their gaze between the keyboard
86. d user interfaces Communications of the ACM 36 4 82 99 Nielsen J amp Mack R L 1994 Usability inspection methods New York John Wiley amp Sons Nisbet P amp Poon P 1998 Special Access Technology University of Edinburgh Available at http www callcentrescotland org uk About_CALL Publications_CAA Books_CAB SAT_CAC sat_cac ht ml accessed 14 February 2009 Novak P Krajn k T P eu il L Fejtova M amp t p nkov O 2008 AI support for a gaze controlled wheelchair Proceedings of the 4 Conference on Communication by Gaze Interaction COGAIN 2008 Communication Environment and Mobility Control by Gaze 19 22 Prague CTU Publishing House Prague ISBN 978 80 01 04151 2 Available at http www cogain org cogain2008 COGAIN2008 Proceedings pdf accessed 14 February 2009 Ohno T 1998 Features of eye gaze interface for selection tasks Proceedings of the 3rd Asia Pacific Computer Human Interaction APCHI 98 176 182 Washington DC IEEE Computer Society Porta M amp Turina M 2008 Eye S a full screen input modality for pure eye based communication Proceedings of the Symposium on Eye Tracking Research and Applications ETRA 08 27 34 New York ACM Press Perlin K 1998 Quikwriting continuous stylus based text entry Proceedings of the Symposium on User Interface Software and Technology UIST 98 215 216 New York ACM Press Quintero A 2009 Eye on technology
87. dded Majaranta P amp R ih K J 2007 Text entry by gaze Utilizing eye tracking In I S MacKenzie amp K Tanaka Ishii eds Text Entry Systems Mobility Accessibility Universality 175 187 San Francisco Morgan Kaufmann 2007 Text extracts and figures reprinted with permission from Morgan Kaufmann I conducted the literature research for this review paper and wrote the first full version of it Kari Jouko R ih wrote the section on results of experiments which part has been largely rewritten and moved to other sections of this thesis and edited the language and grammar for the whole paper Chapter 6 introduces character and word prediction methods used in gaze based text entry systems This chapter was written specifically for this thesis and is not based on any papers I published previously Chapter 7 discusses interface design and the layout of the on screen keyboard It also summarizes the results of an experiment on a scrollable keyboard that can save screen space This chapter is largely based on the following two papers The first paper reports initial results from the first experiment and the second paper extends the research with consideration of a follow up experiment only briefly summarized in this thesis and reports full results from both experiments Spakov O amp Majaranta P 2008 Scrollable keyboards for eye typing Proceedings of the 4th Conference on Communication by Gaze Interaction COGAI
88. decelerating increase that we were expecting to see in the text entry rate curve Our interpretation of this is that our experiment was not long enough for the participants to 108 reach the level where their learning rate would start to decrease However the Dasher Speed curve suggests that they were approaching this level Towards the end of the experiment Dasher no longer increased its speed because the participants were barely coping with the task with the Dasher Speed setting they had attained Error Rates Error rates were measured in two different ways in terms of MSD error rate and rate of backspacing the over production rate often measured in KSPC is not applicable with Dasher because it is operated with continuous navigation instead of discrete keystrokes The error rates fell during the experiment see Figure 9 8 The grand mean of MSD values for the first session was 10 72 and the grand mean for the tenth session was 0 57 The grand mean MSD for the mouse session was 0 93 The grand mean for average percentage of wrong words in the first session was 33 08 the equivalent figure for the tenth session was 4 04 70 60 a Oo iN fo wo oO Error rate N oO oO Session Figure 9 8 MSD error rate for each participant per session The rate of backspacing indicates how often the participants canceled characters Thus this measure correlates with errors to a
89. degree The rate of backspacing can be calculated by dividing the total number of characters erased prior to the current position by the total number of characters typed Itoh et al 2006 Our participants rate of backspacing was reduced considerably during the experiment The grand mean is 0 26 for the first and 0 13 for the tenth session see Figure 9 9 109 Rate of backspacing Session Figure 9 9 Rate of backspacing for each participant per session Gaze v Mouse Even though the participants had only one session writing via Dasher with the mouse they were significantly faster with the mouse than with the eye tracker The participants started the mouse session with the Dasher Speed they had achieved after ending the tenth session by gaze with the Adapt speed automatically option still on The participants were faster with the mouse with an average of 20 69 wpm as compared to an average of 17 26 wpm with gaze in the tenth session see Figure 9 10 A paired samples t test showed that this difference was statistically significant t 10 3 3 p lt 01 The participants also had a significantly higher Dasher Speed with the mouse 3 91 bps v 2 64 bps t 10 3 01 p lt 05 One participant was faster with the eye tracker and one had the same speed with both devices The participants made slightly more errors with the mouse with an average MSD of 0 94 than with gaze with an average of 0
90. development needs Communication by Gaze Interaction COGAIN IST 2003 511598 Deliverable 3 2 Available at http www cogain org results reports COGAIN D3 2 pdf accessed 14 February 2009 Donegan M Oosthuizen L Bates R Istance H Holmqvist E Lund lv M et al 2006b D3 3 Report of User Trials and Usability Studies Communication by Gaze Interaction COGAIN IST 2003 511598 Deliverable 3 3 Available at http www cogain org results reports COGAIN D3 3 pdf accessed 14 February 2009 Dorr M B hme M Martinetz T amp Barth E 2007 Gaze beats mouse a case study Proceedings of the 3rd Conference on Communication by Gaze Interaction COGAIN 2007 16 19 Available at http www cogain org cogain2007 COGAIN2007Proceedings pdf accessed 14 February 2009 Drewes H amp Schmidt A 2007 Interacting with the computer using gaze gestures Proceedings of INTERACT 07 LNCS 4663 475 488 Springer 146 Duchowski A T 2003 Eye Tracking Methodology Theory and Practice London Springer Verlag Duchowski A T amp Vertegaal R 2000 Eye Based Interaction in Graphical Systems Theory and Practice Course 05 SIGGRAPH 2000 Course Notes New York ACM Press Course notes are available at http vret ces clemson edu sigcourse accessed 14 February 2009 EagleEyes 2000 EagleEyes for Windows User Manual Boston College MA USA Available at http www cs bc edu eagleeye manuals html a
91. dy was faster in all modes obviously since a shorter dwell time was used and the overall error rates were higher The decrease in accuracy is no surprise since there always is a tradeoff between speed and accuracy in text entry tasks However with the spoken feedback the accuracy decreased considerably more than with the visual modes The duration of the spoken feedback is a problem when short dwell times are used in eye typing However the problems with the spoken feedback in the third study do not mean that it could not work under different conditions The length of the spoken feedback did not cause any problems with longer dwell time durations in the first study On the contrary Speech Only with no visual feedback or combined Visual Speech produced fewer errors than did visual feedback alone Therefore we assume that better results could be achieved by adjusting the properties of the speech synthesis The reason for not doing that in the third experiment is simply that we realized how many problems it caused only after the data from this experiment had been analyzed One possibility for adjusting the speech would be to make the speech synthesizer speak more quickly and sharply with no soft fading In addition to the length of the spoken feedback speech has the problem that it cannot achieve the sharpness and clarity of the very short red flash used in the visual feedback Thus it may not be clear to the users whether the selection is m
92. e learning time to take full advantage of the prediction features In the following sections we will describe two longitudinal experiments with gaze based text entry In both we were interested in studying how rapidly novices can learn to enter text by gaze alone The systems tested use totally different text entry methods the first Dasher includes character prediction and uses continuous gestures whereas the second a dwell time operated flat on screen keyboard uses direct pointing and has no prediction features 2 A detailed description of the Eyegaze system is available at http www eyegaze com 97 9 2 LEARNING TO WRITE BY GAZE VIA CONTINUOUS GESTURES Dasher has been one of the most discussed inventions in the area of gaze based text entry in recent years When the Dasher article by Ward and MacKay 2002 was published in Nature it attracted worldwide interest in the public press According to the piece Dasher was about twice as fast as any of the previous gaze writing systems and five times more accurate Hence it created a lot of excitement for people working with interactive eye tracking and among people with disabilities Dasher is freely available in more than 60 languages and it seems to be highly appreciated by users with disabilities see comments from users quoted on the Dasher Homepage 2008 Despite all of the attention no independent experiments on gaze writing with Dasher had been published to verify the
93. e selecting a word and boldfacing it The last two tasks were text editing tasks wherein the participant had to move a word or to swap two words by using the cut and paste commands 132 After completing all six tasks with one condition the participants were interviewed about the first design This procedure was repeated with the second condition starting with the introduction of the interface and practice and ending with the interview the same questions were asked of all participants with both interfaces After finishing the tasks in both conditions the participants filled in a questionnaire where they had a chance to compare the two designs and we interviewed them Preliminary Results We lost data from several tasks from several participants as a result of technical problems A few participants had poor calibration which affected their performance In addition there was a bug in the experimental software that we noticed only after the tests had begun Therefore we will not report statistically significant results for the performance measurements instead we focus on reporting initial user reactions and ideas for further improvement Despite losing some of the data we did look into task completion times including only successfully finished tasks with no bugs There seems to be a trend in the task times indicating that the participants performed faster in the simple formatting tasks tasks 1 4 by using the dynamic pie menu wi
94. e also Urbina amp Huckauf 2007 developed several methods that do not require any dwell time in any phase of the writing process as described below Huckauf and Urbina 2007 developed a dwell time free text entry system that takes advantage of pie menus called pEYEs or pEYEedit or pEYEwrite see Figure 5 7 Since bigger sectors are easier to select letters are grouped 40 into the sectors of the pie To enter a letter the user moves the cursor by gaze such that it crosses the outer part of the sector that contains the desired letter A sub menu with a separate sector for each of the letters opens immediately without the need for dwelling on it The target letter is selected by glancing at or over the outer part of the sector where the desired letter is located Again no dwell time is needed Since entering a letter requires the selection of two sectors two strokes are needed for one character Figure 5 7 pEYEwrite Huckauf amp Urbina 2007 uses pie menus for text entry In the figure the letter A is being selected Having a separate selection area near the outer edge of each sector ensures that the user can look at the letters without them being selected On the other hand the user does not need to fall to and dwell on the selection area but can instead overshoot through it since the sector is selected as soon as the cursor following the user s gaze crosses it This makes the system less vulnerable to accurac
95. e button labeled ABCD for populating the bottom row cells with the next options in the hierarchy In Figure 6 1 the user has entered Gr on the basis of those two letters GazeTalk has predicted a list of potential words Great Granted Greg etc Many systems support adaptive learning meaning that new words written by the user are automatically inserted into the vocabulary and the probabilities for existing words are adjusted on the basis of their usage statistics z ams wA Gaze Lalk 3 1a Ze 1 ak 5 Gr Backspace Figure 6 1 GazeTalk provides both word and letter prediction features GazeTalk s new interface shows a preview of the next character layout within the cell that is currently being selected Thus the user can proceed directly to the correct cell after the current letter has been selected and hence save the search time needed for locating the cell for the next letter 51 Word continuations are predicted on the basis of the letters typed so far After a space the situation is trickier A simple way to implement the prediction after a space is to show the next probable word candidates from the most frequent general words such as the of and an MacKenzie amp Zhang 2008 Another solution is to use semantic information from the previous text for example my name continues with is typically 6 3 CHARACTER PREDICTION In addition to providing the list of pred
96. e in the late 1800s used an eye cup with a lever extending to draw the eye movements on a smoked drum The eye cup was attached directly to the surface of the eye which required anesthetization with cocaine and had a hole in it through which the test subject could see Wade amp Tatler 2005 A breakthrough in eye movement research was the later development of the first non invasive eye tracking apparatus by Dodge and Cline in the early 1900s Wade amp Tatler 2005 This was based on photography and light reflected from the cornea the shiny reflective surface of the eye Many basic properties and types of eye movements were categorized via the camera based device of Dodge and Cline or later improved versions The Dodge Photochronograph is seen as the inspiration to and first ancestor of the current video based corneal reflection eye tracking systems discussed later in this work The development of computing power enabled gathering of eye tracking data in real time as well as the development of assistive technology systems aimed directly at people with disabilities for example ten Kate et al 1979 Levine 1981 Friedman et al 1982 Yamada amp Fukuda 1987 Hutchinson et al 1989 all of whom indeed focused primarily on users with disabilities These first systems were typically based on eye typing or gaze typing where the user could produce text by using the focus of gaze as a means of input One of the earliest ey
97. e phrase We excluded the Enter character which ended writing of the current phrase and loaded the next from the analysis because it took a long time for the participants to find it It was located at the end of the set of punctuation marks and was difficult to find While participants were searching for Enter they sometimes accidentally entered extra characters these too were excluded from the analysis Text Entry Rate and Dasher Speed The text entry rate using Dasher by gaze for each participant in the 10 sessions is shown in Figure 9 4 The grand mean writing speed was 2 49 wpm in the first session and 17 26 wpm in the tenth session thus one can see that significant learning occurred during the experiment The highest session average was 23 11 wpm reached by participant 9 in session 9 106 N oa N oa Writing speed wpm 3S a Session Figure 9 4 Writing speed wpm for each participant in the 10 sessions using Dasher by gaze The lowest red dashed line represents the outlier who never got past 5 wpm Dasher Speed was initially set to 0 21 bits per second for all participants As seen in Figure 9 5 Dasher Speed increased significantly for all participants during the first four sessions The average Dasher Speed increased to 2 15 during the first four sessions After that the rapid increase of the Dasher Speed figure leveled off The grand mean was 0 76 bps in the first session and 2 63
98. e the user has learned the layout of the keyboard he or she needs to review several keys before finding the correct one An experienced user knows the locations of the letters by heart and can directly point at the correct letter Aoki et al compared AKNS with the measures for typing speed per character and error rate and found a high correlation of AKNS with error rate This indicates that AKNS has potential in measurement of the progress of learning 137 138 11 Summary and Conclusions In this thesis I reviewed research related to text entry by gaze and presented results from several experiments that studied various aspects of gaze based text entry The literature review showed that even though gaze based text entry has existed and been in use for decades the design issues have not been studied in detail Therefore text entry by gaze provides a rich set of issues for study both from the practical and from the research point of view The eye is a perceptual organ it is easy to point at items with gaze while viewing them but making a selection requires special techniques Chapter 5 reviewed techniques and methods used in gaze based text entry The most commonplace method is to use dwell time a prolonged gaze on the item under focus We used dwell time as the selection method in all of our experiments because of its simplicity and because it enables selection by gaze alone Previous research has shown that text entry by
99. e typing process The same dwell time e g 500 ms may be short for one user and long for another Therefore the user should be able to adjust the dwell time as well as the feedback parameters and attributes Even though it is natural to point at items by gaze it takes some time to learn to use gaze as a means for controlling a computer This is especially true with novel gaze typing methods such as Dasher Chapter 9 briefly introduced issues related to learning gaze interaction and reported results from two experiments The first experiment studied how novices learn to write by gaze alone with Dasher It was noted that while Dasher is one of the most discussed inventions of recent years in the text entry field and is acknowledged as the world s fastest method of entering text by gaze no independent experiments on gaze writing with Dasher had been published to verify the results of Ward and MacKay 2002 despite all the attention We conducted a longitudinal study in which 12 novice participants transcribed Finnish text with Dasher in 10 15 minute sessions using a Tobii 1750 eye tracker as a pointing device The results confirmed that people can enter text quite efficiently with Dasher by using gaze alone After 2 5 hours of practice participants were able to enter text at an average rate of 17 3 wpm This is somewhat slower than we expected but it is at least partly explained by the quality of the corpus used to build the langua
100. e typing systems the Eye Letter Selector ten Kate et al 1979 is shown in Figure 2 1 Here eye movements were detected by two phototransistors attached to eyeglass frames the frames are located on top of the device in Figure 2 1 Figure 2 1 The Eye Letter Selector detected rough horizontal eye movements photo courtesy of Dr ir E E E Frietman The Eye Letter Selector could not track eye gaze sufficiently accurately to allow direct selection of individual characters on the keyboard Instead it detected eye movements to the left or right and used these as a single or double eye controlled switch system ten Kate et al 1979 To enable typing the system adopted a column row scanning procedure illustrated in Figure 5 3 When the scanning reached the column and subsequently A detailed illustrated description of the system and its later variations is available at http www ph tn tudelft nl ed ELS Handi html accessed 1 March 2009 the row where the desired letter was the user selected it with the eye switch by looking right This enabled slow but effective eye typing 2 2 CONTEMPORARY TECHNOLOGIES Current eye tracking technologies have evolved from early systems such as the Eye Letter Selector into a range of technologies electro oculography EOG where the user wears small electrodes around the eye to detect the eye position Figure 2 2 the scleral contact lens search coil system in which the user we
101. ect Dasher Ward amp MacKay 2002 is a zooming interface that is operated with continuous pointing gestures In the beginning the letters of the alphabet are located in a column on the right side of the screen see Figure 5 9 Letters are ordered alphabetically Figure 5 9 left The user moves the cursor to point at the region that contains the desired letter by looking at the letter The area of the selected letter starts to zoom in grow and move left closer to the center of the screen Figure 5 9 right Simultaneously the language model of the system predicts the most probable next letters The areas of those letters start to grow as compared to other less probable letters within the chosen region This brings the 44 most probable next letters closer to the current cursor position thus minimizing distance and time to select the next letter s The letter is typed when it crosses the horizontal line at the center of the screen Canceling the last letter is done by looking to the left the letter then moves back to the right side of the screen hs 2006 07 15_20 04 55 txt Dasher ai L 2006 07 15_20 04 55 txt Dasher File Edit View Options Help o Smp oe i tug d e D ar S a 5 5 pa 1 cm 5 x 7 Pia gt ao oD EAA 2 28nawp o by Byer Sp Bent ol m Maximum SER Figure 5 9 Dasher facilitates text entry via navigation through a zooming world of letters In the initial
102. ection 9 3 is based on this paper Majaranta P Ahola U K amp Spakov O 2009b Fast gaze typing with an adjustable dwell time Proceedings of the 27th International Conference on Human Factors in Computing Systems CHI 09 357 360 New York ACM Press DOI 10 1145 1518701 1518758 2009 ACM Inc Reprinted with permission As with the first experiment I acted as the adviser here for Ulla Kaija Ahola who conducted this research as her master s thesis work She ran the experiments and analyzed the results under my supervision Oleg Spakov implemented the experimental software I wrote the paper on which Ahola and Spakov offered comments Chapter 10 outlines directions for future research and reports preliminary results from an initial experiment studying the usability of a gaze operated dynamic pie menu for text editing by gaze Majaranta P Majaranta N Daunys G amp Spakov O 2009c in press Text editing by gaze Proceedings of the 5th Conference on Communication by Gaze Interaction COGAIN 2009 19 23 IMM Technical Report Technical University of Denmark ISBN 978 87 643 0475 6 Available at http www cogain org cogain2009 COGAIN2009 Proceedings pdf Majaranta Majaranta Daunys amp pakov with the COGAIN Network of Fxcellence Reprinted with permission The experimental design and the requirements for the experimental software were specified jointly by all authors Gintautas Daunys impleme
103. ed on distinct gestures even though some implementations enable entering them without a pause in between In the following section we will introduce text entry methods based on continuous pointing gestures The user does not need to make any distinct gestures to enter characters only one type of gesture is needed pointing However here the pointing is different from the direct pointing used with the on screen keyboards The on screen keyboard is static even if implemented as sub menus and the user selects the letter by looking at the on screen key The text entry methods introduced below implement interfaces that change dynamically and the user selects groups of characters by navigating through a world of characters that is continually changing Thus even if one can argue that this is indeed direct pointing the pointing gesture is not static It follows the dynamically changing interface and the direction of the pointing changes smoothly and continuously while writing is taking place 5 4 TEXT ENTRY BY CONTINUOUS POINTING GESTURES Continuous writing can be especially useful for text entry by gaze because of the nature of human gaze First our eyes are always on if not closed so it can be compared to a pencil that is never lifted from the paper Our eyes also move constantly it is not natural for us to hold our gaze for long on a target Even if we keep looking at one object we usually make small saccades within and around the obj
104. ediction system gives better results This is partly an effect of greater utilization of the prediction feature if the prediction is accurate people trust it and use it more In gaze based interfaces the space taken by the word lists is also an issue worth considering if the words are located within separate buttons those buttons reserve precious screen space MacKenzie and Zhang 2008 compared word and letter prediction in a gaze typing system Their system illustrated in Figure 6 2 predicted the next probable words and showed them on buttons located below the text input field In addition to word prediction MacKenzie and Zhang experimented with character prediction in an on screen keyboard When 53 the user typed a character the system highlighted the three most probable next letters on the keyboard e i and a in Figure 6 2 They expected the highlighting to speed up letter selection if the desired letter is one of the highlighted letters since the search task is reduced from 26 to three characters Naturally if the desired letter is not among the highlighted letters the effect may be negative Figure 6 2 Letter prediction is used to highlight the next probable letters on the keyboard This may help a novice user to find them and thus speed up text entry The empty boxes between the text input field and letter keys are filled with predicted words if word prediction is enabled MacKenzie amp Zhang 2008
105. eeds of disabled users vary greatly Since not all of the phrases can be visible at a time they can be arranged into a tree structure as in the phrase selection menu of LC Eyegaze Chapman 1991 see Figure 4 4 The gaze communication system may also have a sentence buffer for predefined strings that can be joined together The Eyetracker communication system developed by Friedman et al 1982 provides the option to first select a standard phrase e g please give me and then complete it with another a drink of water Ready made greetings and phrases can speed up everyday communication and a speech synthesizer can give the user a voice and the ability to speak aloud However the synthesized voice may not feel right if it does not match the user s age and gender Friedman et al 1982 27 Phrase Selection Menu Figure 4 4 The phrase selection menu of LC Eyegaze Chapman 1991 image courtesy of Nancy Cleveland LC Technologies Inc http www eyegaze com Not all disabled people are able to read or write instead some use pictures and icons for communication Therefore it is useful for an eye gaze based communication system to support pictures in addition to text There are several kinds of communicative pictures in use including PCS Picture Communication Symbols Rebus Makaton Minspeak Picsyms and Bliss MacDonald 1998 To meet the various needs of disabled users the choice of symbol set sho
106. en in German PhD thesis Department of Human Machine Systems Technical University Berlin Available at http edocs tu berlin de diss 2002 seifert_katharina pdf Summary of results involving gaze interaction in English available at http www roetting de eyes tea history 021017 seifert html accessed 14 February 2009 Shein G F 1997 Towards Task Transparency in Alternative Computer Access Selection of Text Through Switch Based Scanning Ph D Thesis Dept of Industrial Engineering University of Toronto Shell J S Vertegaal R amp Skaburskis A W 2003 EyePliances attention seeking devices that respond to visual attention Extended Abstracts of Human Factors in Computing Systems CHI 03 770 771 New York ACM Press Sibert L E amp Jacob R J K 2000 Evaluation of eye gaze interaction Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 00 281 288 New York ACM Press Simpson R amp Koester H 1999 Adaptive one switch row column scanning IEEE Transactions on Rehabilitation Engineering 7 4 464 473 Skovsgaard H H T Hansen J P amp Mateo J C 2008 How can tiny buttons be hit using gaze only Proceedings of the 4th Conference on Communication by Gaze Interaction COGAIN 2008 Communication Environment and Mobility Control by Gaze 38 42 Prague CTU Publishing House ISBN 978 80 01 04151 2 Available at http www cogain org cogain2008 COGAIN2008 Proceed
107. ength of the gaze path is minimized within the row keeping the position of the space button fixed it is always the rightmost key We tested the optimized layout in an experiment that followed the method and procedure of the first experiment The only difference was that the condition with a full sized keyboard was omitted since we assumed that the typing speed would be the same after participants learn the layout The results show an average typing speed of 8 86 wpm for the one row keyboard and 12 18 wpm for the two row keyboard Error rates remained at a level of approximately 2 independently from the keyboard Typing with the optimized layout required less scroll button usage than the reduced QWERTY layout did The scroll button selections produced 33 1 49 KSPC of all clicks with the one row keyboard and 10 1 11 KSPC with the two row keyboard The usage of the scroll buttons remained at roughly the same level across all sessions Discussion As expected the optimized layout was initially harder to use because of the unfamiliar distributions of letters However the results show that the optimized layout did indeed improve typing efficiency by decreasing the usage of the scroll buttons 33 versus 39 with the one row keyboard an 18 reduction and 10 versus 16 5 for the two row keyboard a 65 40 reduction The reduction in the frequency of scroll button usage helped to increase the typing speed from 7 26 to 8 86 wpm in
108. ential typing errors This in turn prevented the word prediction program from functioning correctly The on screen keyboard also required extra mental effort because the users moved their gaze from the keyboard to the word list that contained potential words predicted on the basis of the first few characters already written by the user Thus it may have been Dasher s in built language model in combination with the interface design that made it more pleasant to use The results with eye tracking are comparable with a previous experiment by Ward et al 2000 with a mouse as the steering device After 60 minutes of practice in 12 five minute sessions the text entry rate varied from about 12 to 25 wpm After a few hours of practice one experienced 101 participant one of the authors could write up to 34 wpm which is comparable to handwriting speed Wiklund et al 1987 Itoh et al 2006 compared Japanese gaze writing in Dasher with that in two versions of GazeTalk Hansen et al 2001 Overall there was no significant difference between the systems Both achieved a text entry rate of 22 24 Kanji characters per minute cpm with performance improving from 19 to 23 25 cpm over seven short trials in the space of three days The two systems also elicited similar subjective responses For example neither of the systems induced motion sickness which was one of the questions asked However there was a noticeable difference in backspac
109. eople eye control is a necessity Eye control suits people with ALS well because they have good visual cognitive and literacy skills They also do not have involuntary movement so their eyes are fairly easy to track However there are people with a wide range of complex disabilities who might also benefit greatly from eye control but who find it difficult because of involuntary head movement visual difficulties or learning difficulties Recent advances in technology have considerably improved the quality of eye tracking systems such that a far broader group of people may now benefit from eye control Eye control can be a genuine choice for both types of users since eye control can be faster and less tiring than for example a head pointing based system or a manual switch based system Garbe 2006 Donegan et al 2009 Even if the first trial with eye control fails this does not necessarily mean that eye control technology is not suitable for the user concerned With appropriate or properly adjusted hardware and software eye control technology can become accessible even to people with the most complex of disabilities Donegan amp Oosthuizen 2006 In Europe alone the number of potential beneficiaries of eye tracking technology amounts to several hundred thousand people but as yet only a small number of these people are actually using eye control Jordansen et al 2005 For many of them eye control is potentially the quickest
110. erienced users Learnability is one of the attributes of an interface with good usability Nielsen amp Mack 1994 In designing new interaction techniques and novel interfaces for non experts and people with special needs it is important to ensure the usability and learnability of the system Aoki et al 2008 studied the characteristics of learning to interact with a computer by gaze They measured the effect of learning gaze control by measuring various gaze related actions and how they develop over time They developed a taxonomy of basic gaze actions involving dwell time activated keys They first classified the gazes into two groups gazes that activated a key meaning gazes where the dwell time duration exceeded the predefined dwell time threshold 500 ms and gazes with dwell time durations below the threshold indicating that the user only had a brief look at the key but did not select it a typical threshold for the minimum fixation is 100 ms see e g Jacob amp Karn 2003 Gazes that selected a key were then categorized further into correct key activations and erroneous 95 activations Learning to select a key by dwell time during gaze typing was reflected in these three measures number of gazes for 1 correct selections 2 incorrect selections and 3 attended keys not selected AKNS Results from an experiment with eight participants and 22 experimental sessions taking a total of roughly 10 5 hours on average sho
111. es three females age spread of 19 26 years mean age of 21 to learn about the potential usefulness and usability of the dynamic pie menu for text editing by gaze All participants were university students with good computer skills and average to good text editing skills All were novices in editing text by gaze but two had some experience of gaze control and one had participated in an eye tracking related experiment The Tobii 1750 eye tracker was used with the COGAIN ETU Driver to track the gaze The experiment was a within subjects study with two conditions dynamic pie menu and static menu as illustrated in Figure 10 1 The participants were assigned to two groups participants in the first group started with the dynamic pie menu and participants in the second group started with the static menu The participants were first briefed on gaze interaction and the experiment They then filled in a pre experiment questionnaire Each test started with calibration Before the actual test the experimental software was introduced to the participants starting with the condition that was assigned to the participant and they had a chance to practice using it with two simple tasks and to ask questions During the test each participant performed six similar tasks with both interfaces Each task started with the press of the Start Task button and was ended by selecting End Task Participants started with four simple formatting tasks for exampl
112. es that are used in free viewing situations should be complex enough to differ from natural gaze patterns but still simple enough that people can easily learn and remember them In their search for alternatives to dwell time researchers have developed totally new approaches for selection by gaze For example Huckauf et al 2005 used anti saccades to solve the Midas touch problem When performing an anti saccade the user voluntarily looks in the direction opposite where the saccade would naturally be directed In practice for this movement one draws a copy of a screen object button next to the original object let us say on the right side of that object Naturally the human gaze would automatically look at this new object by making a saccade towards the new object An anti saccade requires the user to make a similar eye movement but to the other side of the original object in this case to the left side of the object since the copy appeared on the right side Anti saccades can be faster than dwell times and faster even than a mouse click but they produce significantly higher error rates Huckauf 2005 19 Sometimes gaze is unfocused or undirected when the attention of the user is not directed at interaction with the screen For example a user may be concentrating or thinking about something and during this thinking the eyes may wander about the screen and accidentally or without conscious intent point at an object Since users
113. essions though there were a few exceptions involving three days between sessions The first and the last session took about an hour each with initial preparations instructions and final interviews The other sessions lasted about half an hour including preparations and a short questionnaire before and after each test In total each participant gaze typed for two and a half hours 10 x 15 min Results The results are based on data from 10 participants One participant was a clear outlier excluded from the statistics but included in the figures marked with a red dashed line Technical problems caused us to lose the data for one participant for one session The missing values were replaced with an average of those for the previous and the next session Analysis of a phrase started with entering of the first character and ended with the selection of the Ready key Typing Speed and Dwell Time The grand mean for the text entry rate was 6 90 wpm in the first session and 19 89wpm for the last tenth session Thus significant learning Fos1 93 60 p lt 0001 had occurred see Figure 9 12 119 Text entry rate wpm 1 2 3 4 5 6 7 8 9 10 Session Figure 9 12 Text entry rate in words per minute for each participant per session the outlier is marked with a red dashed line The dwell time was initially set to 1000 ms The grand mean for the dwell time was 876 ms in the first session and 282 ms for the last
114. eyes are always on they are always pointing somewhere unless closed there is always a risk and the annoyance and fear of accidentally staring at an object that is then unintentionally selected This results in the user feeling unable to relax fully Thus in addition to a long enough dwell time it is beneficial to the user if eye control can be paused with for example an on screen pause command to allow free viewing of the screen without fear of the Midas touch Donegan et al 2006a 20 4 The Eye Tracker As an Assistive Device 4 1 COMMUNICATION AND CONTROL For people with severe motor disabilities eye gaze may be the only communication option available For example after a severe accident a person may not be able to speak in which case a doctor may ask the person to look up or look down as an indication of understanding and agreement This method of communication can be expanded from a simple yes or no command to a full communication system by adding meaningful objects to the view of the user An example of this approach is the gaze communication board see Figure 4 1 The board has pictures commands or letters attached to it with the user selecting items on the board by looking at them The person or interpreter on the other side of the transparent board interprets the message by following the eye movements of the user onto the differing targets Such a system illustrates the sim
115. f practice see Figure 9 17 In addition the average error rates for Dasher were slower than for QWERTY Learning to master Dasher obviously takes more time but with further practice users of Dasher are likely to exceed the text entry speeds obtainable with an on screen keyboard It is hard and probably unfair to compare these totally different text entry methods However our results do show that people can type by gaze fairly rapidly and accurately by using a simple easy to learn on screen keyboard provided that fixed dwell time does not slow down the typing and provided that careful consideration is given to the precise control feedback loop 124 25 QWERTY N E Dasher oa oO Text Entry Speed wpm o Session Figure 9 17 Dasher v QWERTY So in theory how quickly could one type when using an on screen dwell time operated keyboard Figure 9 18 illustrates the theoretical maximum typing speed with a 50 ms search time compared with the average typing speed with QWERTY as measured in our experiment Obviously 50 ms is very brief and the actual search time required for a saccade from one key to the next varies depending on cognitive processing and the distance between the targets though this effect is very small when compared to other factors Part of the difference is explained by the need to correct more errors since the increase in speed typicall
116. features and ran the tests For analysis I received much help from Scott MacKenzie and Anne Aula especially for the statistical tests MacKenzie modified his Java program for text entry analysis so that it could be used to read the log files produced by the experimental software I wrote the first version of the paper and all co authors contributed by commenting writing some new text and editing the text Preliminary results of the three experiments summarized in the aforementioned journal article were first published in the following conference papers Parts of these articles have been included in Chapter 8 as additional details or discussion Majaranta P MacKenzie I S Aula A amp R ih K J 2003a Auditory and visual feedback during eye typing In Extended Abstracts of the ACM Conference on Human Factors in Computing Systems CHI 03 766 767 New York ACM Press DOI 10 1145 765891 765979 2003 ACM Inc Reprinted with permission Majaranta P MacKenzie I S amp R ih K J 2003b Using motion to guide the focus of gaze during eye typing Abstracts of the 12th European Conference on Eye Movements ECEM 12 O42 University of Dundee Majaranta P Aula A amp R ih K J 2004 Effects of feedback on eye typing with a short dwell time Proceedings of Eye Tracking Research amp Applications ETRA 04 139 146 New York ACM Press DOI 10 1145 968363 968390 2004 ACM Inc Reprinted with
117. fit from an additional click This is consistent with previous research A non speech sound not only confirms selection but also supports the typing rhythm better than visual feedback alone Brewster et al 1996 Brewster amp Crease 1999 2 Combine speech with visual feedback Even though Speech Only mode produced good results in the first experiment with a long dwell time it was not liked by participants Some of the participants found the spoken feedback on every keystroke quite disturbing Furthermore some letters are hard to distinguish by speech alone Spoken feedback is especially problematic with short dwell times since speaking a letter takes time As demonstrated in the third experiment people paused to listen to the speech This in turn not only decreased typing speed but also decreased accuracy Since the time to speak a letter varies e g e v m v w spoken feedback does not support the typing rhythm especially with short dwell times However if speech is combined with visual feedback it can improve performance as seen in the first experiment and may be helpful especially for novices 91 3 Use simple one level feedback with short dwell times Short dwell times require sharp clear feedback it should be temporally and visually precise For example spoken feedback may be problematic because it may not be clear to the user whether the selection occurs at the beginning or end of the
118. for combined one handed and two handed use Proceedings of the Human Factors Society 31st Annual Meeting 1987 Santa Monica CA 585 589 Human Factors Society Wobbrock J O amp Myers B A 2006 From letters to words Efficient stroke based word completion for trackball text entry Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility ASSETS 06 2 9 New York ACM Press Wobbrock J O Myers B A amp Kembel J A 2003 EdgeWrite A stylus based text entry method designed for high accuracy and stability of motion Proceedings of the 16th Annual Symposium on User Interface Software and Technology UIST 03 61 70 New York ACM Press Wobbrock J O Rubinstein J Sawyer M W amp Duchowski A T 2008 Longitudinal evaluation of discrete consecutive gaze gestures for text entry Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 08 11 18 New York ACM Press Wolfson S amp Case G 2000 The effects of sound and colour on responses to a computer game Interacting with Computers 13 2 183 192 161 Yamada M amp Fukuda T 1987 Eye word processor EWP and peripheral controller for the ALS patient IEEE Proceedings Physical Science Measurement and Instrumentation Management and Education 134 A4 328 330 Yeo A W amp Chiu P 2006 Gaze estimation model for eye drawing Extended Abstracts on Human Factors in Computing Systems
119. fore test value from the latter value In most cases the participants felt their eyes were slightly more tired after the test compared to before the test session However the level of tiredness did not increase in time i e from earlier to later sessions when the typing speed increased The average level of the difference in tiredness ratings was 0 6 for the first session and 0 8 for the last session but the increase is not significant We also measured perceived speed and ease of use after each session using a questionnaire with a scale of 1 to 7 from very slow to very fast etc There was an increase in the perceived speed from 4 2 to 5 5 p lt 005 which is in line with the increase in the measured speed The perceived ease of use with an average rating of 5 3 and general fatigue with an average of 3 5 remained approximately at the same level showing no significant change over time Finally we interviewed the participants after the last session Participants felt that typing by gaze was fairly easy easier than they had imagined but clearly slower than using a conventional hand operated keyboard Participants appreciated the QWERTY layout because of its familiarity All participants felt they had improved in gaze typing from session to session especially in the beginning When we asked whether there was something that was especially exhausting to the eyes a couple of participants commented that the high
120. from a VOG system showing eye corneal reflection and pupil detection image courtesy of Dr Richard Bates In practice at least two reference points are required for gaze point calculation By measuring the corneal reflection s from an infrared artificial light source aimed on or off axis at the eye relative to the center of the pupil the system can compensate for inaccuracies and also for a limited degree of head movement Gaze direction in these systems is calculated by measuring the changing relationship between the moving bright if the light is aimed on axis or dark light aimed off axis pupil of the eye and the essentially static reflection of the infrared light source back from the surface of the cornea This approach relies on shining infrared light to avoid the tracked subject squinting at an angle onto the cornea of the eye with the cornea producing a reflection of the illumination source see Figure 2 3 In practice the corneal reflection remains roughly constant in position during eye movement hence the reflection will remain static during rotation of the eye and changes in gaze direction thus giving a basic eye and head position reference This reflection also provides a simple reference point to compare with the moving pupil and so enables calculation of the gaze direction vector of the eye for a more detailed explanation see Duchowski amp Vertegaal 2000 Most of the currently available eye control systems are vide
121. fully to enter text with a speed of 6 8 wpm I m writing with my eyes Figure 5 5 Eye S Porta amp Turina 2008 with hot spots shown image courtesy of Dr Marco Porta Universita di Pavia Wobbrock et al 2008 adapted EdgeWrite Wobbrock et al 2003 for gaze control and called it EyeWrite illustrated in Figure 5 6 In both the user enters characters by drawing letter like gestures in a small dedicated window The advantage of a separate input window is that there is no danger of the stroke overlapping with other user interface objects which ensures robust interpretation of the gestures The window also enables dynamic feedback while the user enters the strokes needed for each gesture As soon as the gaze enters the active area an arch is drawn there to illustrate a successful stroke and the target character recognized is shown in the final target area The input window has visually separated corners that act as target areas for the strokes The user draws the letters by moving the gaze cursor from one corner to another For example the letter t is entered by moving the cursor gaze from the top left corner to the top right corner then to the bottom right corner see Figure 5 6 The interpreted character is sent to a separate text input window which has the focus e g Notepad No dwelling inside the corner area is needed the stroke is recognized as soon as the cursor crosses the line defining the corner
122. g system was used to measure participants eye movements The iComponent software which has a plug in for EyeLink was used to implement the experimental keyboard and to save data The setup consisted of operator and subject monitors adjustable chairs and tables The chair was set such that the participant s eyes were approximately 45 cm from the 17 inch monitor For the experiment 30 easy to memorize phrases were chosen from a set of 500 phrases proposed by MacKenzie and Soukoreff 2003 Punctuation was removed and the phrases were case insensitive Participants were instructed to eye type the phrases as rapidly and accurately as possible They were instructed to ignore mistakes and to carry on with a phrase when a mistake was made our keyboards did not have a backspace key Each session started with a short training period on the two row keyboard To provide a basic level of familiarity with the experimental software participants were given one practice phrase about 25 characters prior to data collection The experiment used a one way repeated measures design with three conditions a three row full two row and one row keyboard There were eight sessions each including all three testing conditions one session per day The order of conditions within the same session was counterbalanced between participants Each session included six phrases average length 26 3 characters for each condition shown one at a time 62
123. g to a corrected error rate of 4 5 The KSPC for the Visual Only feedback mode was the highest in all four sessions ranging from 1 15 for the first session to 1 10 in the fourth session see Figure 8 6 The effect of feedback mode was significant F3 36 3 60 p lt 05 Gaze Behavior No significant differences were found between the feedback modes in the total number of fixation events However there were significant differences in the participants gaze path behavior measured in the number of times the participant reviewed the text written so far In the first experiment the grand mean was 0 064 read text events per character By feedback mode the RTE means were 0 047 Speech Only 0 051 Click Visual 0 049 Speech Visual and 0 110 Visual Only The differences were statistically significant Fs36 30 06 p lt 0001 In particular RTE for Visual Only feedback was more than 100 higher than for any other mode see Figure 8 7 Participants moved their point of gaze to the typed text field approximately once every 10 characters entered for the Visual Only feedback mode but only about once every 20 characters 78 for the other modes This may be because auditory feedback used with all except Visual Only mode significantly reduces the need to review and verify the typed text and brings a sense of finality that simply does not surface at least to the same degree through visual feedback alone 0 160 e Speech Onl
124. gaze is slow about 10 15 wpm but the typing speed can be increased by exploiting character and word prediction methods summarized in Chapter 6 Since we were interested in studying the very basics of gaze typing we did not use any prediction in our experiments The measured point of gaze is not as accurate an input device as is pointing by hand by means of a conventional mouse If the user has involuntary eye or head movements the accuracy achievable in practice can decrease even more That is why the targets on the screen have to be quite large sometimes only a few items can be shown at a time The most common case involves a large on screen keyboard that shows the full 139 alphabet We used the QWERTY layout in most of our studies because of its general familiarity Since the keyboard occupies most of the screen real estate there is not much space left for other applications Chapter 7 discussed issues related to layout and summarized the results of an experiment with scrollable keyboards The idea of the scrollable keyboard is to use a layout familiar to the user such as QWERTY and to save screen space by showing only part of it Scrollable keyboards reduce the space taken by the full three row keyboard by 1 3 if two of the three rows are shown or 2 3 if only one row is shown In the study typing speed fell by only 51 4 for the one row and 25 3 for the two row keyboard in comparison with the conventional QWERTY layout F
125. ge model that Dasher used in our experiment In addition the learning curve was still growing after the 10 sessions indicating that the typing speed would have still increased significantly if the experiment had continued Gaze typing using dwell time is considered to be slow especially in comparison to use of Dasher Therefore we were also interested in seeing how quickly novices can learn to type by gaze with the most typical setup an on screen keyboard and dwell time control Most gaze based text entry evaluations have been conducted with novices using a constant fairly long dwell time We conducted a longitudinal study to find out how rapidly novices learn to type by gaze when they are allowed to adjust the dwell time at will as they wish This study with an on screen QWERTY keyboard followed the method used in the Dasher study with an equal 141 amount of practice and similar test procedures The results showed that the text entry rate increased from 6 9 wpm in the first session to 19 9 wpm in the tenth Correspondingly the dwell time decreased from an average of 876 ms to 282 ms The final typing speed of nearly 20 wpm in this study is comparable with the results in the Dasher study with an average of 17 3 wpm in the tenth session We thus conclude that people can gaze type fairly rapidly and accurately when using a simple easy to learn on screen keyboard if a fixed dwell time does not slow down the typing Gaze based text ent
126. h articles published in journals conference proceedings and book chapters Some portions are reproduced as they are while others have been revised and updated for the present publication Text passages from some articles have also been rearranged to better suit the structure of this thesis and overlapping portions have been removed or shortened Explicit permission has been acquired from the publishers as well as from the co authors Iam the main and first author of most papers However all papers contain essential contributions from the co authors A brief overview of the chapters of this thesis is given below with full references to the original articles used as the basis for the chapters accompanied with a brief note on my personal contribution to each paper The first piece contributing to this thesis was a review article on gaze typing systems and related research published thus far Only small parts of this base paper have been directly reused in this thesis found in several sections throughout the thesis because many of the issues have been dealt with in more detail in later papers Majaranta P amp R ih K J 2002 Twenty years of eye typing Systems and design issues Proceedings of the Eye Tracking Research and Applications Symposium ETRA 02 15 22 New York ACM Press DOI 10 1145 507072 507076 2002 ACM Reprinted with permission I conducted the literature research for this review paper and wrote the first
127. have a shorter dwell time One participant even suggested that the center circle should be bigger so that it would be easier to focus the gaze on it Obviously this is easy to correct and the Dasher developers have informed us that the center circle already is user adjustable in the Linux version All of the participants were novices in writing with gaze although a couple of them had previously tried an eye controlled on screen keyboard briefly It seemed that some participants had some problems in focusing the gaze most probably due to inaccuracy in calibration One participant reported that he had to always look above the correct letter s position In the beginning some of the participants commented that using Dasher was tiring for the eyes but the effect diminished when they got used to it Participants also reported that it was harder to write with Dasher via gaze when Dasher Speed grew faster One participant commented that the faster Dasher moves the more one has to concentrate on writing Most participants felt that when the speed was faster Dasher became more unstable as one participant described it Dasher tossed about and thus writing was harder in general and also harder on the eyes At the end of the whole experiment the participants were asked to state whether they preferred the mouse or the eye tracker in Dasher use Six of them chose the eye tracker and six chose the mouse Generally the participants reported that
128. he research results are given It is hoped that the thesis will provide a useful starting point for developers researchers and assistive technology professionals wishing to gain deeper insight into gaze based text entry iti Acknowledgements I find it hard to believe that I actually did it And the truth is that it is not I but we who did it All of the work reported in this thesis has been done in close collaboration with my colleagues and co authors Your efforts are highly appreciated First and foremost I want to thank Kari Jouko R ih my supervisor co author and a trusted friend Kari is the leader of the TAUCHI research unit where I work and the head of the UCIT graduate school that has partly supported this thesis work He is also the coordinator of the IST Network of Excellence on Communication by Gaze Interaction COGAIN funded by the European Commission where I have had the pleasure of working for the last five years Without COGAIN I would never have gained the level of insight into gaze interaction that I now have I want to express special thanks to my co author Scott MacKenzie who taught me how to do experimental research and how to revise overlong manuscripts into half of the original length without losing any of the actual content In addition to Kari and Scott I owe a great deal to all of my other co authors each of whom had an essential role in this work Anne Aula Oleg Spakov Outi Tuisku Ulla Kaija
129. he text entry rate increased from 6 9 wpm in the first session to 19 9 wpm in the tenth session Correspondingly the dwell time decreased from an average of 876 ms to 282 ms and the error rate decreased from 1 28 to 0 36 The typing speed achieved nearly 20 wpm is comparable with the result of 17 3 wpm obtained in an earlier similar study with Dasher Thus we conclude that people can gaze type fairly quickly and accurately when using a simple easy to learn on screen keyboard provided that fixed dwell time does not slow down the typing 127 128 10 Moving from Text Entry to Editing by Gaze 10 1 EDITING TEXT BY GAZE Gaze based text entry systems typically provide a backspace or undo key for immediate corrections However since the keyboard itself takes a lot of space there is not much space left for editing commands such as copy paste bold and underline The editing commands are therefore often hidden in the virtual keyboard s menu structure Furthermore if the user wants to place the cursor caret in a certain location in the text to correct a spelling mistake the caret may land a few characters horizontally or a couple of lines vertically away from the desired location as a result of calibration accuracy problems or drifting For this reason many systems provide navigation buttons left right up and down for adjusting the cursor position Using the same modality for both input and output presents ano
130. he user s eye Goldberg amp Wichansky 2003 Finally most eye tracking systems have problems in the event of severe involuntary head or eye movements Certain medical conditions may also prevent successful calibration Donegan et al 2005 In some cases calibration may be totally impossible or very inaccurate If the calibration fails some systems can be used with a default calibration and special filtering of eye movements can be applied if the user has eye movement disorders Charlier et al 1997 15 3 3 ACCURACY LIMITATIONS The accuracy of the measured point of gaze is a problem if a user wishes to use gaze as the main method to control a standard graphical computer interface Many of the target objects in typical graphical user interfaces are smaller than the area of high acuity vision such tiny objects subtend an angle of less than one degree at a normal viewing distance from the screen Even if eye trackers were perfectly accurate the size of the fovea would restrict the practical accuracy of the systems Everything inside the foveal region is seen in detail without movement of the eye Also attention can be retargeted within the foveal region at will without actually moving the eyes making it practically impossible to determine the exact pixel the user is looking at on the screen Thus gaze is not as accurate an input device as devices such as a desktop hand mouse but it can be much faster at pointing because of the
131. here are several dedicated eye controlled applications such as e mail Internet browsing Castellina amp Corno 2007 Nakano et al 2004 accessing online libraries Lund amp Hansen 2008 games Dorr et al 2007 Isokoski amp Martin 2006 Isokoski et al 2009 Smith amp Graham 2006 and interaction with online virtual communities Bates et al 2008 Vickers et al 2008 Some of the applications such as games and Internet browsing are included in many of the commercial eye control systems targeted at people with disabilities see Table 2 1 The main advantage of having dedicated applications developed especially for eye control instead of using standard applications via mouse emulation is that the many special requirements of gaze interaction Donegan et al 2009 can better be taken into account For example the layout and the structure of the application can be designed such that items are large enough to be easily accessible by gaze Similarly the feedback provided by a dedicated application can be implemented to support the process of gaze pointing and dwell time selection A current trend in gaze controlled applications seems to be to move gaze interaction away from the desktop environment to support environmental control by gaze Bonino et al 2009 Corno et al 2009 and gaze based mobility Barea et al 2002 Novak et al 2008 Another exciting area of development is support for gaze control of physical
132. icted words GazeTalk uses character prediction to dynamically change the characters shown in the cells that contain the most probable next letters In Figure 6 1 one of the most likely next letters after Gr is e which is being selected in Figure 6 1 hence the highlighting in its background In an experiment by Hansen et al 2003b novice participants found the dynamic predictive layout confusing Since the order of the letters was constantly changing they had to search for the desired letter every time the display changed they found it confusing that the same letter was not always shown in the same location the same cell Therefore the developers decided to set home positions for all letters so that they could be found in the same cell unless a letter with higher probability shares the same home Recently the developers of GazeTalk further improved the dynamic layout They implemented a new interface that shows a preview of the layout within the key that is selected so that the user can proceed directly to the correct cell when the cells are reoccupied with the letters after the current selection Note the small yellow letters around the e in the selected cell in Figure 6 1 and compare this to the previous image of GazeTalk in which no such character preview was available shown in Figure 5 2 To my knowledge at the time of writing this new layout with the character preview has not yet been tested with use
133. id frustration caused by the unnecessarily long dwell time duration 90 We used a shrinking letter as animated feedback to indicate the progression of the dwell time The shrinking letter approach worked well for our experiment However as a general approach it may be impractical to shrink the target itself If the screen button contains a command instead of a single letter shrinking would make it hard to read the button label the command name Therefore showing a transparent shrinking dot or a closing circle see the feedback on the letter i in Figure 9 11 on the key would provide a more general practical animation 8 7 GUIDELINES When gaze is used for both input and output conventional guidelines for graphical user interfaces may not be suitable as such in such general guidelines it is assumed that the gaze is free for observation and its special characteristics as an input method are not considered Stemming from the results of the experiments as well as knowledge from previous research the following six guidelines on feedback in eye typing were formulated 1 Use a short non speech sound to confirm selection Visual feedback combined with a short audible click produced the best results in the first experiment and was also preferred by the participants Even though click sounds were not tested with a short dwell time many participants in the third experiment commented that the visual feedback would bene
134. id with large keys that are easy to hit It has a hierarchical layout and dynamic character and word prediction features for a general introduction to GazeTalk see Section 5 2 see also sections 6 2 and 6 3 for a description of the principles of GazeTalk s prediction features The Eyegaze system is essentially an on screen keyboard with a flat static layout Dwell selection duration was set to 800 ms for both systems Results from a within subjects study with four locked in participants suffering from ALS and five sessions showed better immediate usability and learnability for the Eyegaze system The typing speed was significantly higher for Eyegaze and the difference even increased in time In terms of the task efficiency which takes into account error rate and task completion time Eyegaze was significantly better than GazeTalk with an efficiency value approximately three times higher in the last session Participants subjective ratings were in line with the performance measurements the Eyegaze system was judged more positive on all scales When interpreting these results one should keep in mind that GazeTalk was developed for trackers with low spatial resolution Its hierarchical layout means that the user has to make about three times more selections per character than in the explicitly flat design of the Eyegaze layout Even though GazeTalk includes word and character prediction which can increase typing speed it obviously takes mor
135. ighting the target under focus and 3 no feedback for the gaze position Seifert found no differences in performance between the gaze cursor and the highlight conditions However the condition with no visible feedback led to significantly shorter reaction times fewer false alarms and fewer misses In Seifert s study there were only three large letters displayed at a time In eye typing in use of the QWERTY keyboard layout with considerably smaller on screen targets having no feedback is not a realistic option since it requires a very accurate eye tracker There are eye typing systems that display only a few large keys and do not require such accuracy such as GazeTalk shown in Figure 8 1 They often use intelligent word prediction methods In this study the QWERTY keyboard layout and no word prediction have been used in order to keep the experimental setup as simple as possible 71 It is surprising that Seifert found no performance differences between the continuous cursor and the discrete highlight condition since previously it was assumed that the constant movement of a gaze cursor distracts the user Jacob 1995 The distraction is compounded by problems with calibration which cause the cursor to gradually drift away from the focus of attention This is especially disturbing in a situation where the user needs to place the cursor in a specific location for example to define a starting point for drawing A solution suggeste
136. ince muscle activity may be extremely faint or weak it is typically measured via electromyography EMG of any available working muscles Some systems are based solely on blinks or winks using the eyes as a kind of switch without tracking of gaze direction For more information about such systems see for example Grauman et al 2003 or Murphy and Basili 1993 Since people blink naturally several times per minute so an intentional blink needs to be longer than an automatic blink i e it must last longer than 300 400 ms according to Huckauf amp Urbina 2008b Gaze can also be combined with speech Kaur et al 2003 Miniotas et al 2006 However those who need gaze communication most are often unable to speak so obviously verbal communication is not an option for them If a user is capable of moving only the eyes or has very limited other motor control separate switches are not an option and the system must be able to separate casual viewing from intentional eye control The most common solution is to use dwell time prolonged gaze with a duration longer than that of a typical fixation typically 500 1000 ms see for example Hansen et al 1995 Hansen et al 2003a Istance et al 1996 Majaranta amp R ih 2002 Velichkovsky et al 1997 Most current eye control systems provide adjustable dwell time as one of the parameters for the selection method Requiring the user to fixate for a long time does 5 As an intere
137. ine at http www inference phy cam ac uk dasher and http www cogain org downloads accessed 1 March 2009 45 of the display space so gestures do not always need to be accurate Dasher can be used with any input device that is capable of gesturing It has been implemented on a pocket PC to be used with a stylus and can even be controlled by breathing via a special breath mouse A more detailed description and results from our experiment with Dasher can be found in Section 9 2 Stargazer Hansen et al 2008 is another system that takes advantage of zooming However in Stargazer the user zooms on the z axis and panning occurs on the x and y axis At the beginning all characters are located in the space in a circular form in a familiar in this case alphabetical order around the central area see Figure 5 10 left Special characters for backspace undo and stop actions are placed in the corners of the display in some configurations there is also an option for adjusting the speed placed in one of the corners see Hansen et al 2008 The user navigates flies in the 3D space of characters by looking at the desired character The 3D cursor a spaceship made of three concentric circles points at the direction of navigation The display will pan towards the target character and that character will be moved to the center of the screen The target character will start to grow bigger indicating that the user is app
138. ing rate which was significantly higher with Dasher than with the versions of GazeTalk 0 0028 0 0029 and 0 053 backspaces per typed character for the two versions of GazeTalk and for Dasher respectively Urbina and Huckauf 2007 compared three new dwell time free eye typing approaches Iwrite StarWrite and pEYEdit see Huckauf amp Urbina 2007 with Dasher and a traditional QWERTY on screen keyboard They only report preliminary results without statistically significant differences They did not use prediction with any of the systems Without prediction i e with a flat probability distribution where all characters had an equal share of the screen real estate Dasher lost all its speed advantage While the participants were able to type 10 to 15 words per minute with the QWERTY keyboard with 500 ms dwell time the average speed in Dasher was only 4 7 wpm and 7 4 wpm for the fastest writer The experiments described above have been conducted with able bodied participants People who have no prior experience of typing or voluntary control of a computer may require a long time for learning Gips et al 1996 and many introductory activities Donegan amp Oosthuizen 2006 before they are able to benefit from advanced gaze writing systems such as Dasher Method Participants Twelve able bodied university students volunteered for the experiment five males and seven females from 21 to 30 years of age All were native spea
139. ings pdf accessed 14 February 2009 158 Smith J D amp Graham T C 2006 Use of eye movements for video game control Proceedings of the SIGCHI International Conference on Advances in Computer Entertainment Technology ACE 06 article no 20 New York ACM Press Soukoreff R W amp MacKenzie I S 2001 Measuring errors in text entry tasks An application of the Levenshtein string distance statistic Extended Abstracts on Human Factors in Computing Systems CHI 01 319 320 New York ACM Press Soukoreff R W amp MacKenzie I S 2003 Metrics for text entry research An evaluation of MSD and KSPC and a new unified error metric Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 03 113 120 New York ACM Press Spakov O amp Majaranta P 2008 Scrollable keyboards for eye typing Proceedings of the 4th Conference on Communication by Gaze Interaction COGAIN 2008 63 66 Prague CTU Publishing House ISBN 978 80 01 04151 2 Available at http www cogain org cogain2008 COGAIN2008 Proceedings pdf accessed 14 February 2009 Spakov O amp Majaranta P 2009 in press Scrollable keyboards for casual eye typing To appear in PsychNology Journal in a special issue for Gaze Control for Work and Play Spakov O amp Miniotas D 2004 On line adjustment of dwell time for target selection by gaze Proceedings of the 3rd Nordic Conference on Human Computer Interaction Nordi
140. iss Wal to tet sorts There ae Golds apon the hib ot whe deep pate To te cane fe WO aed Change iPoe Paste Down Copy Figure 10 1 Dynamic pie menu top and static menu bottom The image on the top also illustrates the feedback given on dwell time progression for selection of Right 131 The user can fine tune the often misplaced cursor position by using the left right up and down keys The pie menu moves along such that the cursor is always in the center To select text the user needs to press dwell on the Select button and then move the cursor with the direction keys An editing command such as Copy can then be executed for the selected text Our experimental prototype included functions for basic text editing cut copy and paste and text formatting bold italic and underline The commands in the pie menu can be changed by using the Change iPie button at the left side of the application window In addition to the dynamic pie menu we implemented a static menu that remains in a fixed location on the bottom of the screen see Figure 10 1 bottom image The layout and functionality of the keys were the same for the two menus The dwell time for selecting a button was set to 1000 ms for both If the user kept on looking at the button it started to repeat the click with an interval of 450 ms Durations are based on pilot tests Method We conducted an initial feasibility study with 13 participants 10 mal
141. kers of Finnish Eleven of the participants reported normal or corrected to normal vision One person reported having poor vision but this was not however noticeable in any way in the experiments One participant had seen Dasher before but she had not used it herself All participants were novices in gaze writing Two participants reported that they had previously tried an eye controlled on screen keyboard for about five minutes 102 All participants were rewarded with four movie tickets To maintain the participants high motivation throughout the 10 day experiment we informed them after the first session that the participant learning the best to use Dasher would receive an extra prize Here best was defined as with the most improvement in his or her performance during the experiment when the initial performance measured in the first session was compared to his or her performance at the end of the experiment Apparatus Dasher version 4 4 1 was run on a personal computer with the Windows XP operating system We used the Tobii 1750 eye tracking device with its integrated 17 inch TFT color monitor at a resolution of 1280 x 1024 pixels to track the user s gaze For mouse emulation we used the eye mouse included in MyTobii version 2 3 1 0 In MyTobii s Mouse Settings dialog Speed was set to the fastest setting thus minimizing smoothing since it would slow down Dasher s reaction to gaze even if it did make the cur
142. le can also be purchased separately Available in several languages Metrovision VISIOBOARD http www metrovision fr Mouse emulation enabling full control of Windows typing e mail Web browsing games etc Clicking can be done via dwell time staring blinks or an external switch Allows moderate head movements Mounting arm for people in seated or lying position cannot be attached to a wheelchair H K EyeCan VisionKey http www eyecan ca Head mounted lightweight fully portable eye communication system Comes with a standalone separate control unit with a display attached to eyeglass frames and a voice synthesizer so no computer is needed when the user is on the move A standard USB keyboard interface is provided for computer control Compatible with Windows or Macintosh Provides scanning options for people with limited eye control Independent of non violent head body movements 11 12 3 Basics of Gaze Input 3 1 THE NATURE OF EYE MOVEMENTS It is known that we look at things by holding our gaze relatively still on an object for a short while long enough for the human brain to perceive the nature of the object Such a fixation typically lasts approximately 200 600 ms Between fixations gaze jumps rapidly from one object to another with these saccades typically lasting approximately 30 120 ms each Jacob 1995 Saccades are ballistic movements once a saccadic jump has been star
143. lution was used to run the experiment and the other Operator PC to collect the eye movement data After real time transfer of the eye coordinate data from Operator PC to Subject PC the system saved the data in three separate log files thus 1 raw data and 2 fixation data from the eye tracking device and 3 event data logged by the experimental software We did not exploit fixations in our software we calculated the gaze position directly from filtered raw data points Filtered points were 73 mapped to screen coordinates and blinks and erroneous data had been removed automatically by the software using predefined thresholds The experimental software had an on screen keyboard a Ready key a Del key and two text fields one each for the source and typed text see Figure 8 3 The Finnish speech synthesizer Mikropuhe v 4 2 by Timehouse Oy was used for spoken feedback with default parameters For all experiments the task was to type short phrases of text Participants were instructed to first read and memorize the source phrase and then to eye type it as quickly and accurately as possible The participant sat in front of the monitor with a distance of 70 80 cm between eyes and tracker The participants were instructed to sit still However their head movements were not restricted in any way The eye tracker was then calibrated and if necessary re calibrated before phrases were shown Some practice phrases
144. me a prolonged gaze that separates an intentional command from casual viewing The basic methods for producing text by gaze have been researched and in real world use since the early 1980s however the design issues have not been studied in detail Until recently assistive eye tracking systems were used mostly by a small number of people who were totally paralyzed and for whom gaze control was a necessity and the only option The technology and its usability have improved considerably and several new systems have appeared on the market making the technology available for a much wider group of users with varying need and abilities Today the eye tracker can be considered an optional assistive device worth considering since it provides easy and fast access to information technology by gaze alone This thesis provides an extensive review of the research conducted in the area of gaze based text entry It summarizes results from several experiments that study various aspects of text entry by gaze Results show that small improvements in the interface design can lead to significant improvements in user performance and satisfaction For example adding a simple click that confirms the selection by gaze can significantly improve the text entry speed over that of plain visual feedback The improvement is small but the effect accumulates in the repetitive task of text entry An overview of different design solutions and guidelines derived from t
145. me to elapse before each selection Reported typing speeds have typically been fairly slow from 5 to 10 wpm The entry speed of real experts has not been measured for any of the eye controlled text entry systems except in the longitudinal Dasher study reported upon above In a more recent study Wobbrock et al 2008 compared dwell time based gaze typing with gaze gesture based text entry in a longitudinal study 14 sessions with eight trials in each They used a short dwell time 330 ms nevertheless their result of 7 wpm is in line with previous research For experimental reasons Wobbrock et al restricted the size of the on screen keyboard to match the fairly small window of the gaze gesture based system which may explain the comparatively slow typing speed small buttons are hard to hit by gaze Spakov and Miniotas 2004 studied automatic adjustment of dwell time Even though their results were encouraging there was some delay and involuntary variation in the automatic adjustment The participants would have wanted more control over the dwell time adjustment for example to be able to change the speed more quickly Therefore they suggest a tradeoff on the extent of the automatic control to let the user decide when the dwell time is convenient We conducted a longitudinal study to find out how quickly novices learn to type by gaze when allowed to adjust the dwell time at will as they see fit The method and a summary of the results
146. med to display text entry speeds that are almost twice as high as those obtainable via other gaze based text entry methods However the controlled experiments have thus far been small in scale and the highest text entry rates have been obtained by the developers of the technique themselves We wanted to find out how long it takes to learn gaze writing at a high speed with Dasher and also what the top entry rate would be for a fairly large group of participants 12 subjects We carried out a longitudinal study that involved 10 sessions of 15 minutes of gaze writing over a period of one month The subjects did not have prior experience with gaze writing This resembles the situation of someone suddenly losing the 114 movement of the other muscles apart from the eyes and having to learn a completely new means of communication The learning curve that we observed was quite exceptional with the 10 sessions the increase in text entry rate was still almost linear After 2 5 hours of practice participants were able to enter text at an average rate of 17 26 wpm with the top performer reaching 23 11 wpm The numbers are lower than we expected but this is at least partly explained by the quality of the corpus used to build the language model that Dasher used in our experiment In real long term use the adaptation of the language model could yield further speed ups in addition to those obtained through the learning of the user In our experimen
147. ment of Severe Communication Disorders in Children and Adults Paul H Brookes Publishing Co Baltimore Brewster S A amp Crease M G 1999 Correcting menu usability problems with sound Behaviour and Information Technology 18 3 165 177 Brewster S A Raty V P amp Kortekangas A 1996 Enhancing scanning input with non speech sounds Proceedings of the Second Annual ACM Conference on Assistive Technologies ASSETS 96 10 14 New York ACM Press Bonino D Castellina E Corno F Gale A Garbo A Purdy K amp Shi F 2009 A blueprint for integrated eye controlled environments Universal Access in the Information Society 8 4 Springer Online First 144 version published by the time of writing this thesis DOI http dx doi org 10 1007 s10209 009 0145 4 Bulling A Roggen D amp Troster G 2008a It s in your eyes Towards context awareness and mobile HCI using wearable EOG goggles Proceedings of the 10 International Conference on Ubiquitous Computing UbiComp 08 84 93 New York ACM Press Bulling A Roggen D amp Tr ster G 2008b EyeMote Towards context aware gaming using eye movements recorded from wearable electrooculography Proceedings of the Second International Conference on Fun and Games LNCS 5294 33 45 Springer Berlin Heidelberg Calvo A Chio A Castellina E Corno F Farinetti L Ghiglione P Pasian V amp Vignola A 2008 Eye tracking i
148. mmarized below Porta and Turina 2008 developed Eye S to take advantage of gaze gestures for both text entry and control of computer applications Instead of off screen targets they preferred nine on screen areas that act as hot spots for the start and end points of the eye strokes The user enters a character or command by glancing at the hot spots in the order specified for the desired gesture Casual viewing the natural gaze path on the screen does not launch a gestural command Usually the hot spots are invisible However in the learning mode they were shown as transparent squares see Figure 5 5 The advantage of using on screen targets is that the system can give active feedback during the process The hot spot is highlighted after a brief dwell time 400 ms and the number 1 is shown to indicate that the gesture recognition process has started If the user looks at another hot spot within a set time 1000 ms it is highlighted and 2 is shown When the third or fourth stroke has landed the target is again highlighted and if the gesture s end point has been reached the recognized character or command is shown The gesture alphabet of Eye S is similar to the glyphs or graffiti used in personal organizers and the eye graffiti suggested also by Milekic 2003 In both the gestures resemble stokes for drawing a letter by hand Experiments with two 38 experienced users show that Eye S could be used success
149. mpact on quality of life of ALS patients Computers Helping People with Special Needs ICCHP 08 LNCS 5105 2008 pp 70 77 Berlin Springer Castellina E amp Corno F 2007 Accessible web surfing through gaze interaction Proceedings of the 3rd Conference on Communication by Gaze Interaction COGAIN 2007 74 77 Available at http www cogain org cogain2007 COGAIN2007Proceedings pdf accessed 14 February 2009 Chapman J E 1991 The use of eye operated computer system in locked in syndrome Proceedings of the Sixth Annual International Conference on Technology and Persons with Disabilities CSUN 91 Los Angeles CA Charlier J Buquet C Dubus F Hugeux J P amp Degroc B 1997 VISIOBOARD A new gaze command system for handicapped subjects Medical and Biological Engineering and Computing 35 416 supplement D90 0S1 03 Cleveland N 1994 Eyegaze human computer interface for people with disabilities Proceedings of 1st Automation Technology and Human Performance Conference Washington DC Corno F Gale A Majaranta P amp R ih K J 2009 in press Eye based Direct Interaction for Environmental Control in Heterogeneous Smart Environments To Appear in Handbook of Ambient Intelligence and Smart Environments Springer Dasher Homepage 2008 http www dasher org uk accessed 4 February 2009 Demasco P W amp McCoy K F 1992 Generating text from compressed input An intelligent inte
150. mple one participant felt tired because of not having had enough sleep the night before the test Another participant commented that gaze typing requires high concentration and that a break in concentration causes errors Hence we recommend that adjustment of dwell time be made easily available for the user This may seem an obvious feature to include However according to our experience with currently available gaze communication systems the dwell time adjustment is typically hidden in the setup or options dialog In some systems the options dialog has not been made available for gaze control but can only be operated with a hand mouse or via mouse emulation In the final analysis how quickly can the real experts actual users of eye control enter text by gaze alone The MDA ALS Newsmagazine Quintero 2009 ran a story about Jack Orchard who has written a whole book his autobiography with the Eyegaze system from LC Technologies According to the magazine he is able to enter text at a rate of about 30 to 35 wpm using a dwell time set to 180 ms He uses a speed on screen keyboard in which letters are arranged around the space bar according to their frequency in the English language This layout enables fast text entry with minimal eye movements Quintero 2009 126 Conclusion We conducted a longitudinal study to find out how rapidly novices learn to type by gaze when an adjustable dwell time is used Our results show that t
151. mputing The VisionKey experience Proceedings of the Fourteenth International Conference on Technology and Persons with Disabilities CSUN 99 Los Angeles CA Kammerer Y Scheiter K and Beinhauer W 2008 Looking my way through the menu The impact of menu design and multimodal input on gaze based menu selection Proceedings of the Eye Tracking Research amp Applications Symposium ETRA 08 213 220 New York ACM Press Kaur M Tremaine M Huang N Wilder J Gacovski Z Flippo F amp Mantravadi C S 2003 Where is it Event synchronization in gaze speech input systems Proceedings of the 5th international conference on Multimodal interfaces ICMI 03 151 158 New York ACM Press Koester H H amp Levine S P 1994a Learning and performance of able bodied individuals using scanning systems with and without word prediction Assistive Technology 6 1 42 53 Koester H H amp Levine S P 1994b Modeling the speed of text entry with a word prediction interface IEEE Transactions on Rehabilitation Engineering 2 3 177 187 Kristensson P amp Zhai S 2004 SHARK2 a large vocabulary shorthand writing system for pen based computers Proceedings of the 17th Annual ACM Symposium on User interface Software and Technology UIST 04 43 52 New York ACM Press Kumar M Paepcke A amp Winograd T 2007 EyePoint Practical pointing and selection using gaze and keyboard Proceedings of SIGCH
152. mulation As introduced earlier one common way of implementing eye control is to use eye movements to control the mouse cursor Binding eye movements Downloadable gaze communication frame templates along with instructions for making and using them are available at http www cogain org faq eye gaze communication board accessed 1 March 2009 22 directly to mouse movements to create an eye mouse may seem an easy solution however there are several issues that have to be taken into account Eyes move constantly and they make small corrective movements even when fixating If the cursor of an eye mouse were to follow eye movements faithfully without any smoothing the cursor movement would appear very jerky and it would be difficult to concentrate on pointing since the cursor itself would attract attention Jacob 1993 Applying proper smoothing by averaging data from several gaze points dampens the jitter making visual feedback more comfortable and less disturbing Lankford 2000 Smoothing the cursor may also assist in keeping the pointer on the target long enough for it to be selected On the other hand smoothing slows down the cursor movement Some applications such as action games or the Dasher text entry system Ward amp MacKay 2002 benefit from faster response Thus it should be possible to adjust the amount of smoothing Donegan et al 2006a If calibration is poor the cursor may not be located e
153. n eye The remaining peripheral vision provides cues about where to look next and also gives information on movement or changes in the scene in front of the viewer for more information about eye movements and visual perception see for example Haber amp Hershenson 1973 Since the foveal area of visual acuity is fairly small and since people actually need to direct their gaze almost directly towards the object of interest to get an accurate view of it within one degree or so tracking of gaze direction becomes possible the user is probably looking at and perceiving the object being pointed at by the eyes 3 2 CALIBRATION Before a video oculography eye tracking system can calculate the direction of gaze it must be calibrated for the specific user This is usually done by showing a few for example nine equally spaced points on the screen and asking the user to gaze at the points one at a time see Figure 3 1 The images of the eye are analyzed by the computer and each image is associated with corresponding screen coordinates These main points are used to calculate any other point on screen via interpolation of the data The accuracy of such systems is very much dependent on successful calibration J C ce e E lt o e Figure 3 1 An illustration of pupil movements black circles and nearly stationary corneal reflections smaller white circles as seen by an eye tracker s camera at each of the nine calibration points
154. n gaze based text entry systems Below we offer a few starting pointers to related research that may be useful for a reader who wishes to know more about the underlying algorithms language models and related issues MacKenzie and Tanaka Ishii s 2007 book Text Entry Systems Mobility Accessibility Universality provides a good overview of text entry in general including chapters specifically on language models and text entry using a small number of buttons as well as text entry by gaze and text entry by people with disabilities The KSPC metric can be used to calculate potential benefits and savings of strokes for word lists For example for the list of predicted words there may be an optimal number of items for the list e g five after which there is little improvement in KSPC for larger lists For more information see MacKenzie 2002 and MacKenzie et al 2006 One of the first papers to discuss character prediction in the context of gaze based text entry is by Frey et al 1990 They calculated the most probable letter pairs in order to better organize the hierarchical menu of a gaze controlled text entry interface where eye tracking accuracy limitations required that only a few buttons be visible at a time Hansen et al 2003b discuss natural language processing algorithms word and letter level language models corpus collection and adaptive vocabulary as used in GazeTalk More information about the language models and
155. nce with eye typing 79 The following feedback modes were tested Table 8 2 Shrinking This is the same as Click Visual in experiment 1 Here it is called Shrinking because the experiment is constrained to study only the effect of the shrinking letter No Shrink The same as Shrinking but the symbol does not shrink Table 8 2 Feedback modes in the second experiment Feedback mode While in focus When selected Shrinking highlight shrinking red letter key down click ama No Shrink highlight red letter key down click h h h The experiment was a repeated measures design with two feedback modes The order of the feedback modes was counterbalanced The results are based on a total of 200 phrases 20 participants x 2 feedback modes x 5 phrases Results Typing Speed The grand mean typing speed was 6 83 wpm The feedback mode had a significant effect on text entry speed f 2 94 df 19 p lt 01 a significantly higher text entry rate was observed in the Shrinking mode with a mean of 7 02 wpm as compared to the No Shrink mode with a 6 65 wpm mean An explanation for the lower speed in No Shrink mode was found in the course of studying gaze behavior discussed below Accuracy In this experiment the feedback mode did not have a significant effect on error rates or KSPC The character level error rates were quite low 0 43 and the grand mean KSPC value was 1 09 Gaze Behavior The
156. ne of the studies reported upon above show the eye cursor Therefore one should be aware that showing a cursor may considerably affect the results and guidelines presented here For example a cursor that moves along the gaze path always gives immediate feedback on the focus and may make the extra feedback on focus unnecessary This is a topic worth exploring in further studies 8 8 CONCLUSION The results of the experiments indicate that the type of feedback has a significantly impact on typing speed accuracy gaze behavior and users subjective experience Furthermore dwell time duration affects the suitability of certain types of feedback Even though the differences were not especially large in some cases a slight increase in accuracy or a few extra characters written as a result of increased speed they are important in a repetitive task where the effect accumulates Users may adapt to the shortcomings of the feedback up to a point However as seen in the first experiment the effects on performance and accuracy were still significant after four sessions Nevertheless since the participants in the experiments were either first time users experiments 1 and 2 or had only a little experience experiment 3 the results apply best to novices Naturally participants preferences varied in all experiments but some consistent opinions were found For example the use of an audible click was generally liked Participants also app
157. nt would look up to see the given phrase in the experimental software described below Dasher would pause Finally Dasher was set to a direct entry mode so that everything the participant wrote could be directed to the software we used to present the stimulus phrases see Figure 9 3 We used Dasher s log file to analyze the results 104 Procedure and Design Each participant was first briefed about the motivation for the study and eye control in general After the briefing Dasher was briefly introduced to the participant by the experimenter using a mouse The eye tracker was then calibrated and the participant was allowed to practice eye control freely with an on screen keyboard the one included in MyTobii to get an idea of how typing by gaze is normally done and how slow it can be For the experiment the participant sat in front of the monitor at a distance of 50 60 cm from the monitor Participants were instructed to sit still However their movements were not restricted in any way The eye tracker was calibrated at the beginning of every session and sometimes also during the session if the participant expressed the need for re calibration when the cursor had drifted too far from the actual point of gaze making it hard to control Dasher If re calibration occurred during a session we tried to do it between phrases and the experimental software was set to pause during calibration If re calibration had to be done in
158. nted the experimental software Niina Majaranta conducted the user trials and performed initial analysis of the results as part of her bachelor s thesis work I analyzed the results further and wrote the first version of the paper Contents 1 INTRODUCTION sicisttncdcntnnyatnsnaneghe she wasnddadedeceenedaeusesseccenonsanundaasaeedans 1 11 Objective i ra a E N A 1 1 2 Methodsand MSGS vs cxsln swivel sncljenin aandanadiieardnlsnian EaR dineelewaneiins 2 1 3 Results a ct neers cee e eai caer vena dene enemas vera scene eta 3 Z EYE TRACKING ciuivisscenicancuwidasnsendandder ai nS Enn aa 5 21 The History of Eye Tracking tasicsintedsmaiccnasiad injec uangivenita wanda A ESTE 5 2 2 Contemporary Technologies s esss ssssesesseresisressstesesrssssresesesssstnresrsrssesrereses 7 3 BASICS OF GAZE INPUT sicvnnuasdsoncaecevncareineccwennssnesnenaesrewbterondarecawbecdice 13 3 1 The Nature of Eye Movements gestsinepiacmisdiusdioientruansina taper antartrwetmaiata 13 3 2 EAI UU HO sete ciate wastatvc beens des notes eae todo nas once ebot rnc easosanetesaty 14 3 9 Accuracy Limit tloNS sssrinin ie iiien i erisia ir ie ESE 16 34 RAGE POINUNE saressiovin se erei iieri EE R RE 16 39 Selection TechmigieS oiiire EnA i E E EEE 17 4 THE EYE TRACKER AS AN ASSISTIVE DEVICE cscesesssedceusnsacteccsnsaasssacsnsoasie 21 4 1 Communication and Control scusisccstnrastcsimnsenasievevtesdmnecictianpservbonnsutenunsereadenates 21 4 2 Assistive Applications of Eye Tra
159. ntly forgetting that the next character should always be selected inside the current character s box which prevented the language prediction from working correctly This may explain why he was the only one who wished Dasher would not use prediction and that the boxes around the letters would remain equally sized Furthermore he only rarely exercised the ability to easily cancel by looking left his backspace rating is low when compared to those of other participants see Figure 9 9 with the outlier s figures marked with a dashed red line His text entry speed was much higher with the mouse than with eye tracking the mouse does not have calibration accuracy problems but the error rate increased with the writing speed he still did not use the cancellation option to correct the errors It is important to acknowledge that there indeed can be such outliers people who will need a long time to learn or who may never benefit from Dasher as much as others do It is interesting that even within the relatively small group of 12 participants there was such an outlier with an average speed of 3 24 wpm in the tenth session In addition there was a participant whose average speed was 9 82 wpm all other participants topped out at or above 15 wpm With a larger more heterogeneous group with varying abilities and disabilities such outliers might be more common Conclusion Dasher is a revolutionary concept for text entry It has been clai
160. o based VOG with corneal reflection therefore this chapter concentrates mostly on these video based systems For a detailed survey of techniques for eye detection eye tracking and gaze estimation see Hansen and Ji 2009 Only a minority of the tens of currently available eye tracking systems are targeted at people with disabilities Most of the systems use the same basic technical principles of operation but what makes certain systems suitable for people with disabilities are the applications software that are supported or come with the system and the technical support and accessories provided by the manufacturers and retailers For a disabled person an eye control system is a way of communicating and interacting with the world and may be used extensively daily and in varying conditions Thus reliability robustness safety and mounting issues must be carefully taken into account in addition to ease of use and general usability Table 2 1 lists commercially available gaze communication systems targeted at people with various dis abilities and needs These systems are used as assistive devices Eye tracking systems used for general research and analysis are not listed here For a list of systems for research and analysis see http www cogain org eyetrackers eyetrackers for eye movement research accessed 1 March 2009 Table 2 1 Commercially available video based eye control systems Alea Technologies Intelliga
161. objects and home 1 EyeDraw is available for download at http www cs uoregon edu research cm hci EyeDraw accessed 1 March 2009 30 appliances Shell et al 2003 One example of such gaze interaction with physical objects is the gaze controlled toy car developed at Czech Technical University Fejtova et al 2006 illustrated in Figure 4 6 Figure 4 6 The woman in the picture is remotely controlling a toy car with her eyes The 4Control eye tracker acts as a gaze controlled joystick By looking up she sends a forward command to the toy car and by looking left she can make the car turn left photo Niina Majaranta An extensive study of user requirements by Donegan et al 2005 shows that thus far eye control can effectively meet only a limited range of user requirements and that it can be used effectively by only a limited number of people with disabilities Furthermore the range of applications that are suitable for easy and effortless control with the eye is limited In lists of potential user groups of eye control technology people with ALS are usually among those with the highest priority as people who most need and benefit from eye control Calvo et al 2008 In the late 12 For more information about I4Control see http www i4control ew accessed 1 March 2009 31 stages of ALS control over all other body movements may be lost but the person can still move the eyes For these p
162. odel In our study we noted that Dasher s current Finnish language model based on the modern language novel Pereat mundus by Leena Krohn 1998 was not the best possible because it had some words that are not really Finnish but are still accorded rather high probability For example when the participant tried to write something that begins with H such as Han She or He in English Dasher always offered the word Hakan which is a Swedish boy s name Because of that the participants had to correct many phrases that began with H Also the word Jumala God in English was one that Dasher offered when the participant began to write a word that began with j or J even though Jumala certainly is not the most common Finnish word to start with J If the training text had better matched the test text the results could have been slightly better Furthermore had the experiment continued the language model would also have improved automatically since the option that enables the model to adapt learn as the user writes was on Even though the participants wrote for only 15 minutes with the mouse they were much faster with it than with the eye tracker Of course by that time they were already familiar with Dasher and obviously there was a strong transfer of the learning effect from the eye controlled Dasher to the mouse controlled Dasher There are several reasons for the mouse
163. on For example A customized interface and layout can improve user performance and support the varying needs of the user in general or in certain situations For example a full on screen keyboard enables fast text entry by direct gaze pointing but it takes a lot of space A solution is to use a scrollable keyboard which can save screen space but is still immediately usable since it preserves the familiar layout of the keys Proper feedback significantly improves user performance and satisfaction during gaze typing For example adding a simple click to confirm selection can improve the text entry speed over that seen with plain visual feedback The improvement is small but the effect accumulates in the repetitive task of text entry The possibility of adjusting the dwell time duration supports learning and enables fast text entry with an on screen keyboard Preliminary results indicate that special gaze operated widgets may enhance text editing in certain situations and could provide a useful alternative to menu based commands 2 Eye Tracking 2 1 THE HISTORY OF EYE TRACKING Early in the development of the field of eye gaze tracking eye movements were studied mainly to observe the nature of human eye movements rather than to use these movements for communication The first eye tracking devices that produced objective and accurate data were highly invasive and uncomfortable For example the system developed by Delabarr
164. operation of a normal desktop mouse However it should be noted that for a profoundly disabled person who does not have prior experience of any method of computer control it may take time to master a gaze pointing eye control system Donegan et al 2006b Gips et al 1996 3 5 SELECTION TECHNIQUES Because the same modality gaze is used for both perception viewing the information and objects on a computer screen and control manipulating those objects by gaze a gaze based communication system should be able to distinguish casual viewing from the desire to produce intentional commands This way the system can avoid the Midas touch problem Jacob 1991 wherein all objects viewed are unintentionally selected The obvious solution is to combine gaze pointing with some other modality for selection If the person is able to produce a separate click then this click can be used to select the item in focus This can be a separate switch a blink a wink a sip a puff a wrinkling of the forehead or even smiling or any other muscle activity available to the user Barreto et al 2000 Fono amp Vertegaal 2005 Huckauf amp Urbina 2008b Junker amp Hansen 2006 Kumar et al 2007 Monden et al 2005 Surakka et al 2003 Surakka et al 2004 Ware amp Mikaelian 1987 In addition blinks and winks can be detected from the same video signal used to analyze eye movements removing the need for additional switch equipment S
165. oth corrected errors and errors left in the final text were taken into account The metrics used were error rate and keystrokes per character Error rate was calculated by comparing the transcribed text text written by the participant with the presented text using the minimum string distance MSD method described by Soukoreff and MacKenzie 2001 2003 This method does not take into account corrected errors Keystrokes per character KSPC MacKenzie 2002 Soukoreff amp MacKenzie 2003 is a measure of the average number of keystrokes used to enter each character of text Ideally KSPC 1 00 indicating that each key press produces a character If participants correct mistakes during entry the KSPC value is greater than 1 For example if hello is entered as helx del lo the final result is correct 0 error rate but the KSPC value is 7 5 1 4 seven keystrokes for entering five characters KSPC is an accuracy measurement reflecting the overhead incurred in correcting mistakes In addition to typing speed and accuracy various aspects of gaze behavior were studied Read text events RTE refers to a participant switching the point of gaze from the virtual keyboard to the typed text field to review the text written so far Instead of reporting raw counts RTE is normalized and reported on a per character basis The ideal value is 0 implying that participants were confident enough to proceed expeditiously without verifying
166. p lt 01 The Speech Only mode was significantly slower than either of the two visual feedback modes see Figure 8 9 12 10 Typing speed wpm O O Speech gt Visual m2 Visual Figure 8 9 Typing speed in wpm and SEM Pairwise t tests showed that the difference in text entry speed between Speech and One Level Visual was significant f 2 72 df 14 p lt 05 Similarly the difference between Speech and Two Level Visual was significant t 2 87 df 14 p lt 05 The difference between One Level Visual and Two Level Visual was not significant The Speech mode was significantly slower than either of the two visual feedback modes with a mean of 9 22 wpm The means for the visual feedback modes were 10 17 wpm One Level Visual and 10 27 wpm Two Level Visual One possible reason for the slower typing speed with Speech mode is revealed by inspecting the gaze paths The participants spent time 83 listening to the speech synthesizer speaking the letter and thus did not leave the key as soon as they could have the key was selected as soon as the dwell time had elapsed and the dwell time for the next key started running instantly after the previous selection By studying the audio wav file recorded from the speech synthesis we found that it took typically at least 200 ms for the speech synthesizer to speak the letter e g 200 ms for a and 350 ms for m with soft fading at the end Compared to the short
167. part of the keyboard The familiarity of the keyboard layout significantly affects learning time when a new input method is used because of skill transfer MacKenzie et al 1999 It should be noted that QWERTY may not be the best choice for people with disabilities who have no previous experience with the QWERTY layout and might thus find another kind of layout for example an alphabetically ordered layout more familiar 60 For the full keyboard we used the QWERTY layout a common keyboard layout shown in Figure 7 4 on top For the experiment we decided to omit special characters and punctuation other than the comma and period keys Two space keys were used at the end of the second and the third row Figure 7 4 Full three row keyboard two row keyboard and one row scrollable keyboard The two row keyboard Figure 7 4 in the middle has only two rows of keys visible at any given time To reach the third row the user needs to select one of the special scroll keys on the left The one row keyboard Figure 7 4 on the bottom shows only one row The scroll keys for up and down are located on the sides of the keyboard In both the scrolling is cyclic an invisible row can be reached by using either of the scroll buttons The scrolling produces animated feedback which takes 150 ms Obviously the KSPC figure is more than 1 for the scrollable keyboard since at least one extra keystroke use of the scroll key is required
168. pected number of steps for text entry was minimized Frey et al 1990 A similar hierarchical method is used by the EagleEyes system Gips amp Olivieri 1996 It has only two levels see Figure 7 1 and few special keys The upper row consists of groups of letters The letters of the selected group appear in the boxes below the text field The bottom row of boxes 57 includes a space key a key for speaking the text written and a delete or return key depending on the state of the program 000g Seo OOOO MAMBAA Fae OLE Figure 7 1 Two screens from the EagleEyes two level speller Gips amp Olivieri 1996 reprinted with kind permission from Dr James Gips A new version of the program is available online at http www staggeredspeech org Layouts with large keys are still needed and used in today s systems Some medical conditions cause involuntary head movements or eye tremor preventing a good calibration Donegan et al 2005 or may even restrict eye movements to one direction only For example Figure 7 2 illustrates a grid constructed for a person who is able to move his eyes only vertically Figure 7 2 Text entry interface for a person who is only able to move the eyes vertically 8 This grid and a video demonstration of its use are freely available on the COGAIN Web site at http www cogain org user_involvement exemplars writing and computer control accessed 1 March 2009 58 Furthermore
169. permission The contributions for all three of these papers are basically of the same nature I designed the experiments in consultation with the co authors I implemented the experimental software including logging features and ran the tests For analysis I received a great deal of help from the co authors especially with the statistical tests I wrote the first version of the papers and all co authors contributed with comments by writing some new text and by editing the text Chapter 9 introduces research related to studying how people learn to write by gaze and it reports results from two experiments The first experiment reported in Section 9 2 is based on this paper Tuisku O Majaranta P Isokoski P amp R ih K J 2008 Now Dasher Dash away Longitudinal study of fast text entry by eye gaze Proceedings of Eye Tracking Research amp Applications ETRA 08 19 26 New York ACM Press DOI 10 1145 1344471 1344476 2008 ACM Inc Reprinted with permission I acted as an adviser for Outi Tuisku who did her master s thesis work on this topic She ran the experiments and analyzed the results with my help and supervision and that of other co authors Tuisku and I wrote the paper together each contributing about half of the text She wrote the sections on method and results while I wrote the introduction material on previous research discussion and conclusions The second experiment reported upon in S
170. ple communication power of eye gaze tracking For more examples of low tech means of gaze communication see the work of Goossens and Crain 1987 or Scott 1998 Manual gaze based communication aids such as the E Tran Frame are not always convenient private or practical and they may not possess all communication functions a user may wish to use Hence computer based gaze communication systems have been developed wherein an eye tracking device and a computer replace the manual communication board An eye tracking device records the eye movements and a computer 21 program analyzes and interprets them in place of the human operator This forms a basic computer aided gaze communication system Figure 4 1 A gaze communication board E Tran frame The person on the other side of the board acts as a human eye tracker and interprets the direction of gaze through the transparent board A letter is chosen by first looking at it and then looking at the color button that corresponds to the color of the letter When an eye tracker is used as an assistive device it provides a way of communicating for a person who cannot talk and a way of interacting with the world for a person whose mobility is restricted This section discusses ways of implementing the most common functions of eye control and provides a few examples of gaze controlled applications discussing special design issues that arise from using gaze input Mouse E
171. r as an indicator of the typing or selection speed instead of a numeric dwell time adjustment because the former was considered more natural and easier to understand for the users The gaze operated minus key decreased the speed by increasing the dwell time max 2000 ms and the plus key increased the speed by decreasing the dwell time min 150 ms When the speed indicator s pointer was in the middle the dwell time was 600 ms Thus the steps to adjust the speed became smaller as the indicator moved to the right This enabled a rapid increase of speed with long dwell times and fine adjustment of speed with very short dwell times The formula for the dwell time adjustment was based on pilot tests DT adjusted 300 X 12 150 where X 0 1 24 X is the step controlled by the user using the minus and plus keys which change the X value by 1 At the lower end when the dwell time duration is long the step is 160 ms and at the higher end with very short dwell time the step is only 25 ms An animated closing circle was shown on the key to indicate the progression of dwell time see i in Figure9 11 The color of the animation was chosen such that it offered as little disturbance as possible but was still easy to see When the dwell time ran out the circle closed the key was visually depressed and a click sound was heard The participants were told that they could ask the experimenter to remove the animated feedb
172. r et al stated that the major drawback of the full circle menu was its confusing arrangement widespread and ungrouped menu items and the long distances between menu items Dynamic Pie Menu for Text Editing by Gaze We implemented a prototype of a gaze operated dynamic pie menu for text editing illustrated in Figure 10 1 on the top The pie menu is shown at the point of the user s focus when the user fixates on the text for longer than the predefined dwell time 1500 ms The cursor caret is located in the center of the pie The user can see the text through the central hole and also the menu items are partially transparent cad te meadow a rhews anc beposcthe shee there are treer the trees nte corte Bge shaper and odd shapes and maal on Ia pettcdy good mea doolaal moir of Oe lagers Up om the other ends of the wall Nor bane they sred e for grcenag a bee ferasende posted gards ce cack mde of the opexag on tre wall nd dose teats Been o gt pa Sled on caer sede oC the opemag eghe xvi day uiing eg bow 2 Right g oada cyan eie Ttar mom Sacto ir to peeves the teurie opery a beyond Orcarceully bey me caled epon to drecurage a mitay ers lo the byas gh the gucwug The hk bey Gcouage mept wth diapla of Change e anes EREET only Gang phyncal force at a last rator E niat of maaie i d inet Verp rarely roceaces corsar to Wal inowng wtat Sey xe Down Copy There iz a lock ithe cyea asd aace seeni tamt be miriaken Tweet Censay that De rent k
173. raction Applications and case studies Proceedings of HCI International 93 630 635 Amsterdam Elsevier Glenstrup A J amp Engell Nielsen T 1995 Eye controlled media Present and future of state Technical report University of Copenhagen Available at http www diku dk panic eyegaze accessed 14 February 2009 Goldberg J H amp Wichansky A M 2003 Eye tracking in usability evaluation A practitioner s guide In J Hy n R Radach and H Deubel Eds The mind s eye Cognitive and applied aspects of eye movement research 493 516 Amsterdam The Netherlands North Holland Goossens C A amp Crain S S 1987 Overview of nonelectronic eye gaze communication techniques Augmentative and Alternative Communication 3 77 89 Grauman K Betke M Lombardi J Gips J amp Bradski G R 2003 Communication via eye blinks and eyebrow raises Video based human computer interfaces Universal Access in the Information Society 2 4 359 373 Haber R N amp Hershenson M 1973 The Psychology of Visual Perception London Holt Rinehart and Winston 148 Hansen D W amp Hansen J P 2006 Eye typing with common cameras Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 06 55 New York ACM Press Hansen D W Hansen J P Nielsen M Johansen A S amp Stegmann M B 2002 Eye typing using Markov and active appearance models Proceedings of the Sixth IEEE
174. raction COGAIN 2006 96 103 Available at http www cogain org cogain2006 COGAIN2006_Proceedings pdf accessed 14 February 2009 Aoki H Hansen J P amp Itoh K 2008 Learning to interact with a computer by gaze Behaviour and Information Technology 27 4 339 344 Ashmore M Duchowski A T amp Shoemaker G 2005 Efficient eye pointing with a fisheye lens Proceedings of Graphics Interface 2005 GI 05 203 210 Ontario Canada Canadian Human Computer Communications Society CHCCS Baecker R Small I amp Mander R 1991 Bringing icons to life Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 91 1 6 New York ACM Press Barea R Boquete L Mazo M amp Lopez E 2002 System for assisted mobility using eye movements based on electro oculography EEE Transactions on Neural Systems and Rehabilitation Engineering 10 4 209 218 Barreto A B Scargle S D amp Adjouadi M 2000 A practical EMG based human computer interface for users with motor disabilities Journal of Rehabilitation Research and Development 37 1 53 64 Bates R 2002 Have Patience with your eye mouse Eye gaze interaction with computers can work Proceedings of the 1st Cambridge Workshop on 143 Universal Access and Assistive Technology CWUAAT 02 33 38 Available at http www cse dmu ac uk rbates Bates7 pdf accessed 14 February 2009 Bates R Donegan M Istance H O Han
175. rch time needed by a novice who has no previous experience of on screen keyboards It would be interesting to repeat Salvucci s experiment to find out how rapidly true experts can glance from character to character and what their pointing accuracy is This might give an indication of the fastest text entry speed obtainable by direct pointing ShapeWriter previously known as SHARK for shorthand aided rapid keyboarding developed by Zhai and Kristensson 2003 uses a method similar to Salvucci s approach with pen stylus pointing the user writes by moving the pointer from one character to another without lifting it This is comparable to dwell free gaze pointing where the eye is always on and continuously pointing it may thus yield an approximation to the potential top speed In an informal study Kristensson amp Zhai 2004 two expert users the authors were able to write with a record speed of about 50 70 wpm Evidently ShapeWriter has not yet been tested with gaze pointing Doing so would be most interesting since one can assume that gaze pointing would be as fast as or faster than hand pointing provided that the targets are big enough and the eye tracker is accurate enough For gaze the highest entry rates over 20 wpm were achieved with Dasher Ward amp MacKay 2002 which has character prediction built into it Obviously if one can write several characters or a word instead of a single character with one stroke
176. re does not require dwell time though dwell can be used to start a gesture or separate several gestures from each other Making a gaze gesture still requires a brief stop fixation between the strokes saccades each of which costs some time each fixation costs from 150 to 600 ms according to Duchowski 2003 Therefore it has been estimated that a gesture may consist of a maximum of four strokes if it is to be able to compete with relatively long dwell time Huckauf amp Urbina 2008b Wobbrock et al 2008 The number of strokes needed for a gesture depends on the size of the alphabet how many distinguishable gestures are needed The implementation also has an effect if the starting point and hot spots for the gesture are known then in principle even one stroke is enough for a well defined gesture However if the recognition of a gesture is made independently from the location it needs to be complex enough to be clearly distinguishable from natural viewing patterns Figure 3 2 An example of a gaze gesture starting from the top left corner with a gazing order of SE N SW N A gaze gesture can be independent of the screen location and only rely on relative changes in the direction of gaze or it may rely on certain locations hot spots or target areas on or off the screen For example Isokoski 2000 used off screen targets at which the user had to gaze in a certain order to enter a command By using off screen targets
177. re the user is most probably looking thus correcting the drift Such automatic drift correction is done dynamically while the user is using the software Obviously the automatic drift correction does not work if the calibration is too far off It is therefore important to provide the possibility for easy recalibration at any time Some eye tracking systems have additional techniques for preventing drifting Using data from both eyes may help as the system may continue with data from one eye if the other is lost For example Tobii trackers use averaging of data from both eyes to minimize the drifting effects Tobii 2006 This binocular averaging enables long lasting calibration with very little drifting and saves the user from continuous recalibration A VOG eye tracker must have an unobstructed view of the eye and pupil if it is to be able to track the eye Eyelids or lashes may partially cover the pupil and ambient light or reflections from the environment may cause problems Eyeglass lenses or frames may cause extra reflections and when contact lenses are used the reflection is obtained from the surface of the contact lens instead of the cornea This can cause problems if the lenses are displaced over time causing degradation in tracking accuracy Problems may be prevented or minimized through careful setup for example by minimizing changes in the lighting conditions and positioning the camera such that it has a clear view of t
178. re were no significant effects of feedback mode on read text events which measures a participant s gaze behavior within the typed text field However there were significant effects on the gaze behavior within a key on the virtual keyboard 80 Re focus events is a measure of the average number of times a participant re focuses on a key to select it The RFE values were studied in only the second experiment in order to understand the effects of the shrinking letter on participants gaze behavior within a key Indeed as shown in Figure 8 8 RFE was about 59 higher for the No Shrink condition 0 297 than for the Shrinking condition 0 187 f 4 56 df 19 p lt 001 The higher RFE for No Shrink indicates that participants gazed away from a key too early before it was selected necessitating re focus Therefore the shrinking evidently helped participants maintain their focus on the key The higher RFE probably also explains the decrease in typing speed reported above since re focusing on a key takes time 0 35 0 3 0 25 0 2 0 15 RFE per character 0 1 0 05 m No shrink w Shrinking Figure 8 8 Mean RFE per character and the standard error of the mean SEM Subjective Satisfaction 50 of the participants preferred the Shrinking mode with 65 finding shrinking to be an aid in concentrating on the key Participants agreed that shrinking helped them understand the progression of dwell time Some
179. reciated feedback that clearly indicates selection as well as feedback in support of their typing rhythm Typing rhythm is considered important because dwell time as an activation command imparts a sense of rhythm to the task When typing as fast as possible the participant no longer waits for the feedback but learns to take advantage of the rhythm inherent in the dwell time duration In other words the interaction type a letter proceed to the next letter is no longer based on reaction time but follows from the rhythm imparted by the dwell and search time Rhythm based eye typing may also exacerbate the problem with erroneous double entries since the typing rhythm is interrupted on account of the reduced search time 93 94 9 Learning to Write by Gaze 9 1 LEARNING VOLUNTARY GAZE CONTROL The eye is a perceptual organ not evolved for control Even though it is fairly easy and natural to point at items by gaze it takes some time to learn to use gaze as a means for controlling a computer Bates 2002 compared novices with less than two hours of practice with gaze control and slightly more experienced users with more than six hours of practice and observed noticeable differences in their gaze behavior Inexperienced users reviewed the text they had written so far more often they had more problems with pointing accuracy and they also made more errors caused by inadvertent dwell clicks when compared to slightly exp
180. referred the dynamic pie 134 menu and several more would like to have both options available It is worth noting that there were more bugs in the dynamic pie menu condition than in the static menu condition which may have affected the participants subjective experience even though we asked them to ignore the bugs in their ratings The experiment was very short and participants were novices in gaze interaction therefore we believe difficulties related to gaze interaction in general may have affected the results also More practice would be needed to see the full potential of both solutions Thus we plan to organize a longitudinal experiment after improving the design and correcting the bugs obviously We agree with the participants that the text in the menu button areas should be replaced with icons Icons would be fast to recognize and would not detract from the visibility of the text as much as the current design which has partially transparent text buttons over the body text In the current implementation the buttons in the dynamic pie were basically normal dwell time activated buttons With the future design we want to test a menu that looks like and operates more in the manner of a pie menu it would be circular with sectors near each other The sectors could also be selected by simply looking beyond the outer edge of the sector similarly to the pie menu design by Huckauf amp Urbina 2007 as long as the user is viewing
181. results described by Ward and MacKay We Tuisku et al 2008 conducted a longitudinal study wherein 12 participants transcribed Finnish text with Dasher in ten 15 minute sessions using a Tobii 1750 eye tracker as a pointing device In addition to the aforementioned motivation we were interested in how easy Dasher is to learn when one is using only an eye tracker and exactly how proficient new users can become after a few hours of practice We also hoped to gain insight into the pros and cons of eye controlled Dasher for example to find out how straining it is for the eyes from the participants point of view and what the typical problems in learning and using it are We will start by explaining how Dasher works and why it is so well suited to gaze pointing with an eye tracking device We will then briefly review related work before going into details of our study Gaze Writing with Dasher Dasher Ward amp MacKay 2002 is a text entry interface that is operated via continuous pointing gestures Writing happens by zooming into a world of characters In the initial state all characters are in alphabetical order on the right side of the screen see Figure 9 1 The user writes by moving the pointer towards the desired character s The Dasher interface zooms in and the area around the character pointed to starts to grow and move towards the center of the screen As soon as the character crosses the central vertical line it is selecte
182. rface for people with severe motor impairments Communications of the ACM 35 5 68 78 145 DiMattia P Curran F X amp Gips J 2001 An Eye Control Teaching Device for Students without Language Expressive Capacity EagleEyes Lampeter U K Edwin Mellen Donegan M Morris D J Corno F Signorile I Chi A Pasian V Vignola A Buchholz M amp Holmqvist E 2009 Understanding users and their needs Universal Access in the Information Society 8 4 Springer Online First version published by the time of writing this thesis DOI http dx doi org 10 1007 s10209 009 0148 1 Donegan M amp Oosthuizen L 2006 The KEE concept for eye control and complex disabilities Knowledge based End user focused and Evolutionary Proceedings of the 2nd Conference on Communication by Gaze Interaction COGAIN 2006 83 87 Available at http www cogain org cogain2006 COGAIN2006_Proceedings pdf accessed 14 February 2009 Donegan M Oosthuizen L Bates R Daunys G Hansen J P Joos M et al 2005 D3 1 User requirements report with observations of difficulties users are experiencing Communication by Gaze Interaction COGAIN IST 2003 511598 Deliverable 3 1 Available at http www cogain org results reports COGAIN D3 1 pdf accessed 14 February 2009 Donegan M Oosthuizen L Daunys G Istance H Bates R Signorile I et al 2006a D3 2 Report on features of the different systems and
183. rn to it to select Obviously not all brief gazes indicate that the user left the key too early in the beginning the user may need to fixate on several keys while searching for the correct key This is reflected in the AKNS metric of Aoki et al 2008 described above Learning the interface and layout of the keyboard takes some time depending on the level of familiarity with the layout For example an alphabetical layout may be faster to learn if one has no previous experience with QWERTY The learning time is even longer for interfaces where the layout changes such as in GazeTalk which shows only a few of the most probable letters at a time with the layout changing after every selection Hansen et al 2003b This is reflected in longer search times and 1 Characters per minute cpm was used instead of words per minute wpm because Aoki et al 2008 experimented with a Japanese version of the GazeTalk application and wpm is not suitable for the Japanese typing system 96 in the AKNS measure since the user needs to first locate the item the letter on the keyboard before it can be selected Obviously if one wishes to learn a totally new writing technique such as a gesture based alphabet it takes time to master it see e g Wobbrock et al 2008 Joos et al 2007 compared two different gaze typing systems GazeTalk Hansen et al 2001 and the Eyegaze system by LC Technologies Cleveland 1994 GazeTalk provides a 4 x 3 gr
184. roaching it Panning and zooming occur simultaneously in part depending on the thresholds set for the central zoom area Selection is performed by flying through the target letter The user is always returned to the initial view after a selection is made Ser 555 525 FPS 60 ZoomSpeed 3000 EER ff scr 555 525 FPS 60 ZoomSpeed 3000 Figure 5 10 Writing with Stargazer Hansen et al 2008 always starts from the initial point in the center illustrated on the left from which the user navigates towards the desired character The view pans and zooms toward the target on the right Zooming reduces the effects of noise This enables use of low resolution low accuracy trackers and small display sizes Another important advantage of a zooming interface is that a lot of information can be placed in a small screen space In Figure 5 10 all characters fit in one circle In some other configurations presented by Hansen et al 2008 the characters are located in two concentric circles Furthermore as the 46 display zooms nearer to the target character more information related to it can be shown For example in Figure 5 10 the most probable word has been predicted and shown above the focused character In an experiment with 48 participants Hansen et al 2008 found that novice users learned to write with Stargazer by gaze almost immediately In the first try they were able to write their name without losing the orien
185. rogress for the letter e Showing the feedback on the center of the focused item rather than the actual potentially slightly inaccurate position of the gaze seems to be especially useful for some users Donegan at al 2006b When the feedback is shown at the center of a gaze responsive button the calibration appears perfect to the user encouraging the user to feel confident when using gaze 72 8 2 METHODS AND PROCEDURES Three experiments were conducted to study the effects of feedback on eye typing speed accuracy gaze behavior and user experience The feedback was varied in each of the experiments This section starts with a brief description of the setup and procedure since they were basically the same for all experiments followed by an introduction to the metrics used in the experiments The experiments and the results are then presented in more detail Two computers were used along with an iView X RED III eye tracking device from SensoMotoric Instruments Berlin Germany The eye tracker and the user s screen are illustrated in Figure 8 2 The eye tracker samples at 50 Hz with one degree gaze position accuracy The eye tracking device automatically compensates for slow head movements The eye tracker device was placed in front of the corner of the monitor Figure 8 2 Experimental setup on screen keyboard and eye tracking device One of the computers Subject PC with 17 flat LCD monitor 1280 x 1024 reso
186. rs even though it has been publicly available for a while with free download via the Web GazeTalk fills the cells with new most probable next letters every time the user types a letter Another approach is to show all letters at once by placing several of them in each cell The user can then type by simply selecting the cell containing the desired letter and on the basis of the underlying language model the program decides which of the possible letter combinations is most likely the word the user wants to write This approach is similar to the predictive text entry used in cell phones such as T9 This way the number of keystrokes required per character can be reduced significantly 52 Dasher takes the character prediction feature a step further Dasher s prediction includes all characters not only letters Ward et al 2000 Thus common punctuation marks are given more space than rarely used punctuation With Dasher the user can select several characters whole words or sometimes small phrases all at once They are also all shown near the current gaze point so that the user does not need to glance through a separate list 6 4 THE COST OF THE ADDITIONAL COGNITIVE AND PERCEPTIONAL LOAD Word prediction or word completion is especially useful with highly ambiguous keyboards that have only a few buttons Such keyboards can provide efficient text entry with low motor or accuracy demands Harbusch amp K hn 2003 because
187. rticipants including the outlier adjusted their dwell time such that it was below 400 ms in the last session min 180 ms max 380 ms The decrease was especially rapid during the first few sessions thus in the fourth session the average dwell time was already down to 378 ms Correspondingly the average typing speed had increased from 6 9 wpm to 16 2 wpm by the fourth session with a reasonably low error rate of 0 37 Four 15 minute sessions equal one hour of practice after which time the learning decelerated considerably Therefore one should not draw any conclusions on the typing speed or concerning the efficiency of the dwell time based gaze typing system before the user been able to practice for long enough at least one hour and as importantly has been able to adjust the dwell time accordingly This study with QWERTY followed the method used in the Dasher study described above in Section 9 2 with an equal amount of practice and similar test procedures Dasher Ward amp MacKay 2002 is considered the world s fastest method for writing by gaze Therefore it is noteworthy that the final typing speed of 19 9 wpm in this study is comparable with the results in the Dasher study with its average of 17 3 wpm in the tenth session However it should be noted that in the Dasher experiment the speed curve was still growing rapidly after the 10 sessions suggesting a potentially significant increase in speed even after the 2 5 hours o
188. ry systems typically provide a backspace or undo key for immediate corrections However since the keyboard itself takes a lot of space the editing commands are often hidden in the virtual keyboard s menu structure This was the case in our experiments also participants were able to correct mistakes only by using a backspace key but there was no way to navigate in the text to correct a mistake in the middle of the sentence Gaze based text editing offers a rich set of opportunities for future research and development As a first step we developed a dynamic pie like menu that can potentially facilitate the task of text editing by gaze We compared the dynamic pie menu with a static editing menu in an initial pilot study with 13 participants Preliminary results indicate that the dynamic pie menu may be useful particularly in simple editing tasks However further development of the pie menu on the basis of preliminary results and more research is needed before any definitive conclusions are drawn In addition to research on editing of text by gaze other directions for future research include better involvement of users with disabilities including ways to remotely evaluate usability of the systems and to organize longitudinal studies with the target users 142 12 References Aoki H Hansen J P amp Itoh K 2006 Towards remote evaluation of gaze typing systems Proceedings of the 2nd Conference on Communication by Gaze Inte
189. s in their opinion fast also because of Dasher s embedded prediction They gave comments such as these This is really fast At the end writing was faster than I could have imagined in the beginning and Because of the prediction writing is really fast However they did sometimes wonder why a word that they thought was not such a common word in Finnish was offered by Dasher more easily than the word they wanted to write Dasher s biggest problems from the participants point of view were the location of punctuation 11 out of 12 participants indicated this to be a problem and the center circle noted by four participants They found it hard to remember where the punctuation characters are situated there is no obvious order such as abc that would aid in remembering the location or order Participants had problems both in finding the punctuation marks at all and especially in finding the more uncommon marks They also reported that one can learn quite quickly where the period or the comma is situated but trying to find a more uncommon punctuation mark was quite difficult The prediction system gave the uncommon marks very low probabilities which also meant they got very little space when compared to the more common characters with big rectangles Participants reported that the center circle was hard to use because it had a relatively long dwell time One participant suggested that the center circle should
190. s are well aware of this so eye typing is typically the first application implemented and tried out by users with an eye control system Eye typing systems have been available since the late 1970s Majaranta amp R ih 2002 Since text entry by eye gaze is the topic of this thesis only a brief general introduction is given here In a typical eye typing system there is an on screen keyboard there is no need to adhere to a QWERTY layout The user types by looking at the characters on the keyboard and selects them via dwell time or by using any of the selection methods discussed earlier Typed text appears in the input field often located above the keyboard Figure 4 3 Different eye typing methods are further discussed in Chapter 5 26 ay Documenti Microsoft Word Of x PSB S s7 e gio WORF The quick Figure 4 3 EC Key Istance et al 1996 a typical gaze driven keyboard image courtesy of Richard Bates Communication is more than just production of text and eye typing feels especially slow in face to face communication situations since its entry rate only a few words per minute is far below that of human speech 150 250 wpm The goal of the user is not just to type letters but to produce phrases and sentences Writing a message letter by letter with the eye is relatively slow Phrases for everyday usage could and should be included in the program The system should support editable phrases because the n
191. s to the Internet and e mail One can play eye controlled games included run computer software and operate a computer mouse Includes also support for book reading and control of lights and appliances environmental control See also Oleg Spakov 2008 iComponent Device Independent Platform for Analyzing Eye Movement Data and Developing Eye Based Applications Dissertations in Interactive Technology Number 9 University of Tampere Available online at http acta uta fi teos php id 11064 accessed 1 March 2009 For an up to date list of eye tracking systems used as assistive devices see http www cogain org eyetrackers accessed 1 March 2009 Tobii Technology MyTobii http www tobii com Dedicated eye typing e mail and gaze controlled games included Includes mouse emulation that can be used to control Windows Dwell time a switch or a blink can be used to click Tracks both eyes Good tolerance for head movements Long lasting calibration with minor drifting Accessories include a mounting arm Available in several languages EyeTech Digital Systems EyeTech TM3 http www eyetechds com Mouse emulation allowing full control of Windows typing e mail Web browsing games etc A switch or blink can be used to click in addition to dwell time selection Several models are available with varying properties Allows moderate head movements Portable and comes with a tablet PC The tracking modu
192. sed in this thesis are What kinds of processes are involved in gaze based text entry and how could we improve its usability through better interface design What are the effects of auditory and visual feedback on gaze typing performance and how could proper feedback facilitate the tedious task of text entry by gaze The question of visual feedback is especially interesting since the same modality vision is used for both input and output How long does it take for novices to learn gaze typing and how quickly can they enter text by gaze alone How could special interaction widgets assist in text entry and text editing by gaze 1 2 METHODS AND MEASURES To gain insight into the task of text entry by gaze a thorough literature review and survey of existing gaze typing systems was carried out Prototypes of a simple gaze typing system were constructed and used in several user trials The prototypes included log features for saving gaze and event data Controlled experiments and longitudinal user trials were conducted to study various interface design issues such as the effect of feedback and dwell time duration The analysis of user performance included typing speed accuracy gaze behavior and responses from the interviews Typing speed was measured in words per minute wpm where a word is any sequence of five characters including letters spaces punctuation etc MacKenzie 2003 In measurement of accuracy b
193. sen J P amp R ih K J 2006 Introducing COGAIN Communication by Gaze Interaction In J Clarkson P Langdon amp P Robinson Eds Designing Accessible Technology Part II Enabling Computer Access and the Development of New Technologies 77 84 London Springer Verlag Bates R amp Istance H O 2002 Zooming interfaces Enhancing the performance of eye controlled pointing devices Proceedings of the Fifth international ACM Conference on Assistive Technologies ASSETS 02 119 126 New York ACM Press Bates R amp Istance H O 2003 Why are eye mice unpopular A detailed comparison of head and eye controlled assistive technology pointing devices Universal Access in the Information Society 2 3 280 290 Bates R Istance H O amp Vickers S 2008 Gaze interaction with virtual on line communities Designing Inclusive Futures 149 162 London Springer Bee N amp Andr E 2008 Writing with your eye A dwell time free writing system adapted to the nature of human eye gaze Perception in Multimodal Dialogue Systems LNCS 5078 2008 111 122 Springer Berlin Heidelberg Betke M Gips J amp Fleming P 2002 The camera mouse visual tracking of body features to provide computer access for people with severe disabilities IEEE Transactions on Neural Systems and Rehabilitation Engineering 10 1 1 10 Beukelman D R amp Mirenda P 1992 Augmentative and Alternative Communication Manage
194. ser s helper to design special access keyboards need specifically with varying target sizes and layouts for more information on the possibilities and for example applications see Donegan et al 2005 or visit the COGAIN Web site Eye mouse versus head mouse Perhaps the closest alternative to eye pointing is using the head to point if the user retains some head control Obviously the main difference between eye pointing and head pointing is that when one is pointing with a head mouse the eyes are free for viewing If the user has good head control a head mouse can also be quite accurate Given the availability and price of head mice even a mid price range eye control system would be far more expensive than a head mouse a head mouse could be a better choice than an eye mouse for those who can use it It should be Examples of individually made adjustable keyboards are available for download at no charge via http www cogain org user_involvement exemplars accessed 1 March 2009 For more information about head pointing and examples of such head mice see for example http abilitynet wetpaint com page Head Tracking accessed 1 March 2009 25 noted though that anecdotal evidence suggests concerns over prolonged exposure of the neck to repetitive pointing tasks Bates and Istance 2002 2003 compared the eye mouse and head mouse in a real world test that consisted of various simple tasks
195. sessions show the approximate amount of text one was required to type 1 000 characters in order to learn this input technique The average selection times of the scroll buttons in the last eighth session were 1107 and 1268 ms for the one row and two row keyboard respectively These values are still higher than the letter buttons selection times 1016 and 961 ms especially in the case of the two row keyboard One row Keyboard e Scrolls 2500 a Letters T 2000 a Space 1500 T 1000 a Se a a 2 amp 500 0 T T T T 1 0 200 400 600 800 1000 1200 1400 Characters typed Two row Keyboard 2500 e Scrolls a Letters 2000 a Space 1500 T S 1000 am S ee o 500 4 N 0 T T T T T T 1 0 200 400 600 800 1000 1200 1400 Characters typed Figure 7 7 Selection time for the one row above and two row below scrollable keyboard Analysis of the scroll button usage shows that it decreased slightly with time and the average percentage of scroll button clicks among all clicks was 39 1 64 KSPC and 16 5 1 2 KSPC for the one row and two row keyboard respectively Participants used different strategies with the scrolling keyboards Half of them memorized the location of letters and rows so that they could choose the shortest route to the invisible row and thus minimize scroll button usage For example after e lo
196. sor move more jerkily and mouse click was set to be off The Dasher alphabet Suomalainen Finnish with punctuation and numerals was used Dasher was set to Eyetracker mode with the eyetracker autocalibration option on The Eyetracker mode changes the dynamics of Dasher to better suit navigation by gaze and the Eyetracker autocalibration option automatically detects and corrects vertical calibration errors in the gaze tracker We placed the Dasher window in the center of the screen so that a small margin was left above and below the Dasher canvas the canvas size was 1025 x 640 pixels excluding menu bars and other window elements as suggested in the Dasher Manual MacKay 2006 Dasher Speed was initially set to 0 21 information rate measured in bits per second Ward et al 2000 on the basis of pilot tests Dasher Speed defines the maximum writing speed of Dasher and affects the speed of the dynamic animation how rapidly the letters are moved from their initial position on the right to the center of the screen thus affecting the speed with which characters are selected We set the Adapt speed automatically option to be on so that Dasher would increase its speed automatically as the participants skills improved With this parameter set to be on the same algorithm was used to adjust the speed for each participant thus eliminating the potentially subjective element involved in manual adju
197. speed of the eye if the target objects on the screen are large enough Sibert amp Jacob 2000 Ware amp Mikaelian 1987 Increasing the size of the targets on the screen makes them easier to hit and improves the performance of eye gaze input This results in objects designed for eye gaze control often being quite large on the screen Since fewer keys are shown at a time they must be organized hierarchically in menus and sub menus This slows down the gaze interaction however it is important to acknowledge that eye control can still be an option worth considering even with very poor calibration Making on screen objects much larger can make the difference between a user being able to use an eye tracking device or not being able to use it at all Donegan et al 2005 3 4 GAZE POINTING Eye movements are so rapid that it is not always easy to realize how much and how often the eye moves Gaze is easily attracted or distracted by movement in the peripheral vision resulting in unwanted flicks away from objects of interest Eye movements are also largely unconscious and automatic people do not normally need to think about where to look When necessary however one can control gaze at will which makes eye control possible Gaze pointing or placing the computer mouse cursor where the user is looking on the computer screen is an intuitive method that requires little training Stampe amp Reingold 1995 since it mimics the
198. ss 143 xii 1 Introduction 1 1 OBJECTIVE The aim of this thesis is to present a comprehensive study of the gaze based text entry process and to find ways to make the interaction more efficient and enjoyable This thesis examines the voluntary use of human eye movements as an input method for communication and control of a computer by gaze The use of natural eye movements in gaze aware and attentive systems see e g Hyrskykari et al 2005 Vertegaal 2003 is beyond the scope of the thesis General features and methods of gaze input are introduced briefly but the bulk of the thesis concentrates on studying various aspects of text entry by gaze alone Text entry by gaze is used by people with severe disabilities for whom eye movements may be the only means of communication available The basic methods for producing text by gaze have been studied and have been in real world use since the early 1980s ten Kate et al 1979 Levine 1981 Friedman et al 1982 Hutchinson et al 1989 However the design issues have not been studied in detail until recent years Istance et al 1996 Hansen et al 2001 Majaranta amp R ih 2002 2007 Text entry by gaze involves a rich set of issues for study both from the practical standpoint for development of more usable systems and from the research point of view to better understand the properties of gaze in communication and text entry tasks The main research questions addres
199. state the letters are ordered alphabetically on the right side of the screen image on the left As the user looks at the desired letter its area starts to grow and simultaneously the language prediction system gives more space to the most probable next letters In the image on the right the user is in the middle of writing name with n already selected Dasher s mode free continuous operation makes it especially suitable for gaze since only one bit of information is required the direction of gaze No additional switches or dwell times are needed to make a selection or to cancel Furthermore instead of adding separate buttons or lists with the most probable next words Dasher embeds the predictions in the writing process itself Many successive characters can be selected via a single gesture and often used words are easier and faster to write than are rare words This not only speeds up the text entry process but also makes it easier In a comparative evaluation users made fewer mistakes with Dasher than with a standard QWERTY keyboard The continuous gestures used in Dasher make it a radically different technique when compared to all of the others we have discussed Some gestures can essentially select more than one character the selection point does not have to be moved since the display moves dynamically which can speed up text entry The most likely characters occupy a large portion S Dasher is freely available onl
200. ster easier to use more comfortable and easier on the eyes The dynamic and static design received an equal number of votes as faster 6 6 plus one cannot say reply The static design received more votes in all other categories number of votes for static dynamic cannot say easier 9 3 1 more comfortable 7 5 1 easier on the eyes 7 3 3 During the interview we asked what was most difficult in using each of the menus For the dynamic pie menu three participants felt that the menu disturbed visibility of the text under it or the interface in general and three felt it was difficult to move the gaze between the menu buttons and the text to see the effect of selection for example For the static menu four participants felt that switching between the menu and the text was difficult and three felt that placing the cursor in the correct place was difficult Other difficulties observed by more than one participant were related to gaze interaction in general such as the difficulty of fixating in the same location for long enough or a feeling of being rushed when the dwell time was running out or difficulties related to the implementation of the experimental software For example we had implemented a feature that automatically hid the dynamic menu if the user looked at the gray area around the text field for longer than the threshold time However there was a bug in the implementation the feature sometimes caused disappearance of the
201. sting side note it can be mentioned that in manual pointing tasks such as pointing with a hand at an object that is being referred to in speech the natural dwell time during pointing to express selection of a target seems to be approximately 350 600 ms Miiller Tomfelde 2007 17 reduce false selections but it is uncomfortable for the user since fixations longer than 800 ms are often broken by blinks or saccades Stampe amp Reingold 1995 A long dwell time may also be tiring to the eyes and hinder concentration on the task Majaranta et al 2006 Another solution to the Midas touch problem is to use a special selection area Yamada amp Fukuda 1987 or an on screen button Ware amp Mikaelian 1987 Ohno 1998 For example in the quick glance method developed by Ohno 1998 each object that could be selected was divided into two areas command name and selection area Selection was done by first fixating briefly on the command to determine the name or type of the command then confirming that a selection was required via a brief glance at the selection area Alternatively a user who is experienced and knows the locations of the commands need only glance directly at the selection area associated with that command Gaze gestures can also be used to make a selection by gaze alone The user initiates a command by making a sequence of eye strokes in a certain order Figure 3 2 shows an example gesture A gestu
202. stments After every session the participant s end speed was saved so that the participant could continue with the same speed in the next session Similarly each participant also had his or her own training text file with language model adaptation set to be on 103 Hy kk ys kesti kuusi kuukautta Hy kk ys kesti kuusi kuukau ws Oo Time remaining Oh 14min 7s 2007 10 30 20 06 14 1x Dasher B06 File Edit Options _Help 2 l Ow H amp New Open Save Cut Copy Copy All Paste l Speed fsi gt Alphabet Suomalainen Finnish with punctuation and numerals z Figure 9 3 The text written by the user was directed to the experimental software that presented the target phrase By default Dasher is started and stopped via a mouse click Since we wanted to study how people learn to use Dasher through eye movements alone we enabled an option that allows starting and stopping according to the mouse cursor position The Start with mouse position option with the Center circle attribute was turned on in order to allow the participant to stop or start Dasher with gaze simply by looking at the circle dwell time selection is applied inside the circle to prevent starting or stopping by accident The circle is transparent when Dasher is on as in Figure 9 3 and red when Dasher is stopped We also set the attribute Pause outside window to be on so that every time the participa
203. t the sentences were biased towards being varying without much repetition of words which is not likely to be the case in real life An interesting topic for future work would be to obtain a prediction of the top speed obtainable in eye controlled Dasher This would require a considerably longer experiment with expert subjects who regularly produce large amounts of text As judged from the linear growth of the entry rate curve rates of 25 wpm or higher do not seem unrealistic 9 3 LEARNING TO TYPE BY GAZE WITH AN ADJUSTABLE DWELL TIME Introduction After conducting the longitudinal study on Dasher we Majaranta et al 2009b became interested in how quickly novices can learn to type by gaze when using the most typical setup an on screen keyboard and dwell time We conducted a longitudinal study to find out how quickly novices learn to type by gaze when an adjustable dwell time is used We used the same eye tracker Tobii 1750 and followed the method and procedure used in the Dasher study Previous Research According to Majaranta and R ih 2007 and as discussed above most eye typing evaluations have been conducted with novices using a constant fairly long dwell time typically between 450 and 1000 ms A long dwell time is good for preventing false selections but a long fixation on the same target can be tiring to the eyes The dwell time also sets a limit to the maximum typing speed because the user has to wait for the dwell ti
204. t four different generic formats for presenting items that can be selected by gaze but have not yet been selected thus indicating items that can be interacted with 1 a traditional on screen button 2 a frame or a halo around the selectable object 3 changing of the detail level such that selectable items are shown in more detail and background items blurred and 4 no visible areas being shown but objects still being able to react to gaze The first option is obvious for desktop applications where it is important that the user immediately understand which objects can be commanded The second and the third option framing an object and blurring its background are used in for instance video games to indicate which items can be interacted with The 70 last option with no explicit feedback is most suitable for non command Nielsen 1993 or attentive interfaces where the user is not expected to change the gaze behavior to give explicit commands but the information of the user s natural eye movements is used subtly in the background For example Vesterby et al 2005 suggest gaze guided viewing of interactive movies where the plot of the movie changes according to the viewer s visual interest If the user is explicitly required to give commands and if gaze reactive areas are emphasized by explicit feedback it might disturb the immersion and the viewer might lose track of the story line The level of feedback required depends on the
205. t we tried to do it between phrases If the tracker had to be re calibrated in the middle of a phrase that phrase was ignored in the analysis The task was to type as many phrases as possible within the 15 minute time limit The phrases were the Finnish translation Isokoski amp Linden 2004 of the 500 phrase set originally published by MacKenzie and Soukoreff 2003 The phrases were shown one at a time After finishing the phrase the participant selected the Ready key which loaded the next phrase The software was set to stop after the 15 minutes had elapsed and the 118 participant had finished typing the last sentence The timer ran only during active typing starting from the entering of the first letter and ending with the selection of the Ready key Participants were instructed to memorize the phrase first and then to write it as quickly and accurately as possible They were told to correct errors only if they detected them soon after the error occurred that is within the last word The dwell time was initially set to 1000 ms for all participants Participants were instructed to adjust the dwell time between sentences but they were able to adjust it at any time they wanted to do so The use of special keys and the rules for correcting mistakes were explained in every session Each participant visited the laboratory 10 times The sessions were organized such that there was never more than two days between consecutive s
206. tation The grand mean of typing speeds was 3 47 wpm which is fairly slow However in another experiment with seven participants it was found that after only five minutes of practice participants achieved 8 16 wpm with a mean error rate of 1 23 which is comparable with the speed achieved via a dwell based on screen keyboard Furthermore Hansen et al 2008 also introduced additional noise and latency to study how well the system tolerates these The imposed noise slowed down typing speed because participants had to make additional corrections when the cursor was diverted from its course because of the noise However the participants were able to regain control and rarely lost the orientation Similarly adding latency slowed down typing but participants were able to cope with it up to 200 ms Even with 400 ms latency writing was possible though it was very slow obviously Both Dasher and Stargazer initiate smooth pursuit eye movements while the user s gaze follows the target Both are also mode free and thus well suited to gaze input 47 48 6 Character and Word Prediction 6 1 IN SEARCH OF BETTER TYPING SPEED As discussed above see Chapter 5 text entry by gaze is fairly slow from only a few words per minute to around 10 15 wpm Because the dwell time duration sets a maximum limit for the text entry rate several attempts have been made to develop dwell time free systems as introduced in the previous chapter
207. ted it cannot be interrupted nor can its direction be changed In addition to making saccadic movements the eyes can smoothly follow a moving target this is known as smooth pursuit Normal eye movement is thus composed of fixations on objects of interest joined by rapid saccades between those objects with occasional smooth pursuit of moving objects Examining the retina one can see that the size of the high acuity field of vision the fovea gives accurate vision that subtends an angle of about one degree from the eye To illustrate this approximately the diameter of the high acuity circular region corresponds to an area of about two degrees which is about the size of a thumbnail when viewed with the arm extended Duchowski amp Vertegaal 2000 Everything inside the foveal The eyes make very small rapid movements even during fixations to keep the nerve cells in the retina active and to correct slight drifting in focus These tremors and microsaccades are so small that they are of little importance for practical applications of eye tracking 13 area is seen in detail with everything outside this narrow field seen indistinctly Thus people see only a small portion of any full scene in front of them accurately at a time it is this narrow vision that generates the need to move the eyes rapidly around to form a full view of the world The further away from the fovea an object is the less detailed it appears to the huma
208. tems CHI 09 357 360 New York ACM Press DOI 10 1145 1518701 1518758 Majaranta P Aula A amp R ih K J 2004 Effects of feedback on eye typing with a short dwell time Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 04 139 146 New York ACM Press DOI 10 1145 968363 968390 Majaranta P Bates R amp Donegan M 2009a Eye tracking In Constantine Stephanidis Ed The Universal Access Handbook 587 606 Human Factors and Ergonomics series Lawrence Erlbaum Associates Inc Majaranta P MacKenzie I S Aula A amp R ih K J 2003a Auditory and visual feedback during eye typing Extended Abstracts of the ACM Conference on Human Factors in Computing Systems CHI 03 766 767 New York ACM Press DOI 10 1145 765891 765979 Majaranta P MacKenzie I S Aula A amp R ih K J 2006 Effects of feedback and dwell time on eye typing speed and accuracy Universal Access in the Information Society 5 2 199 208 Majaranta P MacKenzie I S amp R ih K J 2003b Using motion to guide the focus of gaze during eye typing Abstracts of the 12th European Conference on Eye Movements ECEM12 University of Dundee O42 Majaranta P Majaranta N Daunys G amp Spakov O 2009c Text editing by gaze Proceedings of the 5th Conference on Communication by Gaze Interaction COGAIN 2009 19 23 IMM Technical Report Technical University of Denmark I
209. th an average grand total of 38 seconds as compared to the static menu condition with an average grand total of 47 seconds However when completing the more complex editing tasks tasks 5 6 they performed more slowly with the dynamic pie menu with an average grand total of 77 seconds than with the static menu with an average grand total of 67 seconds Out of the 13 participants eight preferred the static menu over the dynamic pie menu which was preferred by five if required to choose only one If they had a chance to use both five would still prefer using the static design only three would prefer the dynamic and five would like to use both especially after further practice as noted by a couple of participants We were interested in assessing the usefulness of having the navigation keys in the dynamic pie menu since we assumed they would be especially useful for adjusting the location of the cursor in the text even if all other functions formatting and editing were placed in a static menu We asked the participants if they felt it was easier to use the arrows in the dynamic or the static menu Five participants felt it would be best to have the arrows in the static menu to avoid confusion as some of them commented Others felt that placing the arrows in the dynamic menu was indeed a good idea four participants or probably a good idea four participants 133 We also asked the participants which of the designs was fa
210. the transcribed text Typically however participants occasionally review their work This is known to occur more frequently for inexperienced participants Bates 2002 however the type of feedback may also have an effect as seen in the results of the experiments discussed below Re focus events RFE is a measure of the average number of times a participant re focuses on a key to select it As with read text events the RFE value is normalized and reported on a per character basis RFE is ideally 0 implying that the participant focused on each key just once If the participant s point of gaze leaves a key before it is selected and then re focuses on it without selecting anything else in between RFE is greater than 0 In addition participants were observed during the experiments and their subjective impressions and preferences were collected by means of questionnaires and interviews 1 3 RESULTS As a result of the literature review this thesis provides an extensive overview of the research conducted in the area of gaze based text entry It is hoped that the thesis will be a useful starting point and resource for researchers or assistive technology professionals wishing to learn more about gaze based text entry and will provide useful guidelines for developers of gaze typing systems Results from the experiments show that small improvements in the interface design can lead to significantly improved user performance and satisfacti
211. the speed was easier to control with the mouse One participant who chose gaze said that it felt stupid to write with Dasher by means of the mouse for this reason If one can use one s hands why not write with a keyboard Discussion None of our 12 participants learned to write by gaze with the frequently mentioned top speed of 25 wpm reported by Ward and MacKay 2002 However one of the participants came quite close with a result of 23 wpm achieved in Session 9 see Figure 9 4 One reason might be the different language In Finnish the word endings are inflected a lot more than in English In Finnish not only the tense 112 present past etc has an effect but the inflection is also used for situations handled by prepositional constructs such as to in for and from in English This affects the word prediction process in that the number of potential continuations within a word increases For example let us take the word Finland which is Suomi in its basic uninflected form The Finnish analogues for to Finland in Finland for Finland and from Finland are Suomeen Suomessa Suomelle and Suomesta respectively Practically all nouns are affected by the inflection patterns including names of persons and places Dasher s prediction capability is only as good i e only as representative or accurate as the text corpora used to build the m
212. ther kind of challenge for the interface design Since the gaze is needed for selecting the button the user cannot see the effect of editing on the text simultaneously but needs to leave the keyboard area to review the result of the action on the text 129 We Majaranta et al 2009c developed a dynamic pie like menu that can potentially facilitate the task of text editing by gaze A pie menu is a pop up menu that appears at the place of focus The menu items are placed in a circular pattern around the center of the pie Pie menus have been proven useful in mouse based interaction Kurtenbach amp Buxton 1994 Our assumption is that having the editing commands near the focus of interest can facilitate the process of editing by gaze In this section we first briefly review related research We then introduce our prototype of a dynamic pie menu for text editing by gaze and report preliminary results from our first pilot study in which we compared the dynamic pie menu with a static editing menu Finally we discuss ideas for further improvements and future work Related Research Pie menus have proven to be faster than ordinary linear menus in normal mouse based interaction Kurtenbach amp Buxton 1994 and they have also been successfully utilized for gaze based text entry Huckauf amp Urbina 2007 introduced in Section 5 3 Other related research includes the work by Tien and Atkins 2008 who tested different menu layouts for
213. time of writing this thesis DOI http dx doi org 10 1007 s10209 009 0146 3 Istance H O Bates R Hyrskykari A amp Vickers S 2008 Snap clutch a moded approach to solving the Midas touch problem Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 08 221 228 New York ACM Press Istance H O Spinner C amp Howarth P A 1996 Providing motor impaired users with access to standard Graphical User Interface GUI software via eye based interaction Proceedings of the 1st European Conference on Disability Virtual Reality and Associated Technologies ECDVRAT 96 109 116 Available at http www icdvrat reading ac uk 1996 papers 1996_13 pdf accessed 14 February 2009 Itoh K Aoki H amp Hansen J P 2006 A comparative usability study of two Japanese gaze typing systems Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 06 59 66 New York ACM Jacob RJ K 1991 The use of eye movements in human computer interaction techniques what you look at is what you get ACM Transactions on Information Systems 9 3 152 169 Jacob R J K 1993 Eye movement based human computer interaction techniques Toward non command interfaces In H R Hartson and D Hix Eds Advances in Human Computer Interaction Vol 4 151 190 Ablex Publishing Co Jacob R J K 1995 Eye tracking in advanced interface design In W Barfield and T A Furness Eds Virtu
214. to reach a hidden row The visible distance between rows was extended because the drifting of the measured gaze position is higher vertically than in the horizontal 61 direction with the tracker we used see the section on methods below Even though the visible buttons are circles the gaze reactive area for each button is a rectangle approximately 1 5 by 3 0 degrees if the distance between the user and the monitor is 45 cm that covers the whole area between the visible buttons The buttons were selected with a dwell time of 500 ms which remained constant throughout the experiment Animated feedback indicated the progression of the dwell time and the key became pressed shown as pressed down for 150 ms when selected Method We conducted an experiment to study the efficiency and usability of the scrollable keyboard In the experiment we compared the full three row keyboard to the two layouts of the scrollable keyboards two and one row illustrated in Figure 7 4 Eight volunteers aged 23 47 years five male and three female took part in the test They were students or staff at the University of Tampere and all had participated in other eye typing experiments Experienced participants were used in order to minimize the learning period All were fluent in English and familiar with the QWERTY layout The experiment was conducted in the usability laboratory of the University of Tampere A head mounted EyeLink eye trackin
215. ts especially with Speech Only mode One way to avoid this problem altogether is to require the user to glance away from the currently selected 85 key before the dwell time counter for that key starts to run This would enable the user to stay rest on the key for as long as he or she desires without fear of a double entry error or any other unwanted action Gaze Behavior The feedback mode had a significant effect F228 4 50 p lt 05 on read text events with means of 0 139 Speech Only 0 087 One Level Visual and 0 140 Two Level Visual The One Level Visual mode had significantly fewer read text events than Two Level Visual did t 2 92 df 14 p lt 05 Because of the greater variation in the Speech mode the difference between Speech and One Level Visual was not significant after Bonferroni correction t 2 70 df 14 p lt 1 However there was a trend towards Speech having more read text events see Figure 8 12 0 18 0 16 0 14 0 12 0 1 0 08 0 06 RTE per character 0 04 0 02 0 GSpeech 1 Visual O2 Visual Figure 8 12 Number of read text events per character and SEM The increased need to review the typed text that is seen in Speech mode is explained by the need to correct more errors When correcting errors the user deleted the last character pressed Del briefly glanced at the typed text field to see whether the deletion was successful typed the right letter and then reviewed
216. ts and experiences from the previous experiments The following feedback modes were tested Table 8 3 Speech Only The symbol on the key is spoken on selection One Level Visual The key background turns red on selection Two Level Visual The key is highlighted on focus On selection the key background turns red Table 8 3 Feedback modes in the third experiment Feedback mode While in focus When selected One Level Visual az red background red background The dwell time for selection was 450 ms i e half of that used for experiments 1 and 2 900 ms For the Two Level Visual mode the delay before highlight was 150 ms Thus the highlighting before selection lasted 300 ms On the basis of experiences from pilot studies the dwell 82 time to reselect the current letter was increased by 120ms to avoid erroneous double entries e g aa Thus the dwell time for the second of the two consecutive letters was 450 120 570 ms The experiment was a repeated measures design using a counterbalanced order of presentation The results are based on a total of 450 phrases 15 participants x 3 feedback modes x 10 phrases Results Typing Speed The grand mean typing speed value was 9 89 wpm In comparison to the previous experiments a faster entry speed was expected since the dwell time was smaller and the participants were experienced The feedback mode had a significant effect on text entry speed F228 6 54
217. uld also be customizable That the user must look at a computer monitor in order to communicate greatly alters the communication between the user and other people The normal eye to eye contact of typical communication is broken and facial expressions cannot be so easily viewed by a user whose attention is focused on the screen Because of this loss of facial communication a see through communication board Goossens amp Crain 1987 Scott 1998 may feel more natural for everyday communication since the people involved maintain a face to face connection see Figure 4 1 The communication board can also be used everywhere and it is always reliable and does not crash Besides an experienced human interpreter 1 is a far more effective word predictor than any of the computer based systems which 10 After years of practice one may learn the locations of letters and thus not need the board anymore each letter has its position in thin air see http www cogain org media visiting kati accessed March 2009 28 do not understand conversational context and situation and are not able to understand humor etc There is still a need for more effective textual gaze communication Drawing with the Eye It is simple to bind mouse movement to eye movement and then just select the paint tool as is shown in Figure 2 2 where a thick line with varying colors follows the user s eye movements However drawing recognizable objects ho
218. update Eyegaze users share their experiences MDA ALS Newsmagazine 14 3 March 2009 MDA Publications Available online at http www als mda org publications als als14_3 html eye accessed 6 March 2009 Rasmusson D Chappell R amp Trego M 1999 Quick Glance Eye tracking access to the Windows95 operating environment Proceedings of the Fourteenth International Conference on Technology and Persons with Disabilities CSUN 99 Los Angeles CA Rayner K 1995 Eye movements and cognitive processes in reading visual search and scene perception In J M Findlay R Walker and R 157 W Kentridge Eds Eye Movement Research Mechanisms Processes and Applications 3 22 Amsterdam North Holland Robertson C G Mackinlay J D amp Card S K 1991 Cone trees Animated 3D visualizations of hierarchical information Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 91 189 194 New York ACM Press Salvucci D D 1999 Inferring intent in eye based interfaces tracing eye movements with process models Proceedings of the SIGCHI Conference on Human Factors in Computing Systems the CHI Is the Limit CHI 99 254 261 New York ACM Press Scott J 1998 Low tech methods of augmentative communication In Allan Wilson Ed Augmentative Communication in Practice An Introduction 2nd ed 13 18 Seifert K 2002 Evaluation Multimodaler Computer Systeme in Friihen Entwicklungsphas
219. ure 8 10 So despite the relatively low error rates about 1 20 quite a few errors were committed and corrected particularly with the Speech Only feedback mode with 28 keystroke overhead roughly corresponding to a 14 corrected error rate 84 1 4 1 35 1 3 1 25 KSPC iN 1 05 O Speech 1 Visual m 2 Visual Figure 8 10 KSPC and SEM As with entry speed the higher KSPC for Speech Only in the third study was likely due to participants tendency to pause and listen to the speech synthesizer If the participant spent more time on the key than the specified dwell time this caused an unintended double entry as confirmed by a closer examination of the error types see Figure 8 11 There were significantly more corrected double entry errors in Speech Only mode than in the other two modes F223 19 12 p lt 001 Other kinds of errors included for example the user leaving the key before it was selected missing character and the user typing a wrong character substitution Double entry errors Other errors 194 o ol O O Speech 1 Visual W 2 Visual O Speech 1 Visual 2 Visual Figure 8 11 Double entry errors left and other errors Even though the double entry problem had been anticipated from the pilot tests the results obtained indicate that the increase in dwell time 450 120 570 ms is insufficient to avoid this for many participan
220. urthermore the increased keystroke rate was quite reasonable from 1 KSPC to 1 64 KSPC and 1 2 KSPC with the one row and two row keyboard respectively By optimizing the keyboard layout according to letter to letter probabilities it was possible to further increase the typing speed However since the optimized layout is unfamiliar to the user it requires a longer learning time and may no longer be immediately usable We believe scrollable keyboards would be especially useful in casual typing situations where an overview of the application or a Web page is a more important consideration than a slight reduction in typing speed is Appropriate feedback is especially important when the same modality is used for input and output The user s gaze is engaged in the typing process he or she needs to look at the characters while selecting them The user cannot simultaneously see the typed text and needs to move the gaze from the keyboard to the text input field in order to review the result The need to switch between the keyboard and the text field can be reduced by enhancing the feedback so that the user feels confident in the selection without a need to check the result Chapter 8 provided a brief review of previous research and presented results from three experiments studying the effects of feedback on gaze typing The results show that the type of feedback significantly affects typing speed accuracy gaze behavior and subjective experience For
221. uses trees or people is not easy with free eye drawing Tchalenko 2001 The characteristics of eye movements prevent using the eyes as a pencil to sketch a finely defined shape For example since eye movements are ballistic it is easy to draw a fairly straight direct line from point A to B just by glancing at the starting and ending point However trying to draw slowly or trying to draw a curved line is hard since the eye does not easily fixate on empty white space and moves not smoothly but in saccadic jumps Thus an eye drawn circle would not be a smoothly curved circle it would be more like a multi angled polygon with many small jumps Heikkil 2008 The human eye needs a moving target to follow in order to initiate smooth pursuit movement The Midas touch problem is also strongly present is the user moving the eyes to draw or just looking at the drawing A method for distinguishing between drawing and looking is needed Yeo amp Chiu 2006 Hornof et al 2004 developed EyeDraw see Figure 4 5 which implements a set of eye controlled tools for drawing and painting Using the tools the user manages the drawing process with assistance rather than attempting free eye drawing For example in order to draw a line the user first looks at the draw line button in the tool menu The button is highlighted after dwelling on it to show that the draw line tool is active To draw the line the user then mo
222. using a word processor and an Internet browser Overall performance and user satisfaction were higher with the head mouse than for the eye mouse However the results suggest that an eye mouse could exceed the performance of a head mouse and approach that of a hand mouse if the target sizes were large Performance increased with practice Experienced eye mouse users reached head mouse performance levels though it seems to require more training to master an eye mouse than a head mouse Hansen et al 2004 obtained similar results when comparing eye typing with input by head or hand They tested eye performance with the on screen keyboards Dasher Ward amp MacKay 2002 and GazeTalk Hansen et al 2001 in Danish and in Japanese Gaze interaction was found to be just as fast as head interaction but more erroneous than use of a head or hand mouse Optionally the user could have a choice between an eye and head mouse depending on the task and the physical condition of the user as was suggested by a user who tried eye control and was impressed by it Donegan et al 2005 For her eye control felt more natural and required less effort than either the mouthstick her main interaction method or head mouse 4 2 ASSISTIVE APPLICATIONS OF EYE TRACKING Typing with the Eye and Communication Communication is a fundamental human need and difficulties in communication may lead to loneliness and social isolation Developers of eye control system
223. uttons switches Dasher Homepage 2008 However controlling Dasher via eye movements has created the most enthusiasm because Dasher seems especially suitable for eye control No additional switches or dwell time are needed for using Dasher with gaze The user simply looks at the characters An eye tracker follows the user s gaze and moves the cursor to whatever point the user is looking at Dasher works particularly well with gaze pointing because the desired character and the string of the following characters is at the focus of the user s attention and therefore the user s eyes are naturally pointing at it Binding the cursor to eye movements has its disadvantages which are present in Dasher too Using a mouse or any manual pointer the user is able to look around while continuing to point at one location With gaze the cursor always follows the gaze preventing the user from looking around without moving the cursor For example it is difficult to review the written text without deleting parts of it moving the gaze to the top left also moves the cursor toward the left and may initiate canceling To prevent this from happening it is recommended to pause Dasher before reviewing text and restart when ready Research has shown that the accuracy problems can be compensated for by means of fisheye lenses Ashmore et al 2005 or zooming Bates amp Istance 2002 Similarly Dasher s zooming interface is able to alleviate the
224. ves the cursor to the location where the drawing should start and dwells on it The cursor color changes to show that the starting point has been defined From now on a straight line with its other end fixed on the starting point starts to follow the user s gaze Again the user has to dwell on the selected location to define an ending point for the line By changing the color of the cursor the program provides feedback on the current state which can be either looking or drawing Defining the starting point by staring at a blank drawing surface is somewhat difficult as the eye does not easily fixate without a target object of interest Therefore EyeDraw provides a grid of dots that act as visual anchors and aid in placing the starting and ending points literally on the dot EyeDraw has been successfully used by people with disabilities to produce drawings although younger children may get frustrated since they may not have the patience to learn the tools and different states Hornof amp Cavender 2005 For them free eye drawing provides an easy start with immediate positive feedback 29 Stamps Grid Off 3K oon y SOH OOCAOE Figure 4 5 EyeDraw Hornof et al 2004 and a landscape on the right drawn by a young woman using EyeDraw image courtesy of Dr Anthony Hornof Beyond Communication and Control In addition to eye typing and eye drawing t
225. w J Yarrington D McCoy K F amp Pennington C 2008 Word prediction and communication rate in AAC Proceedings of the 4th TASTED International Conference on Telehealth and Assistive Technologies Telehealth AT 08 19 24 Tuisku O Majaranta P Isokoski P amp R ih K J 2008 Now Dasher Dash Away Longitudinal study of fast text entry by eye gaze Proceedings of the Symposium on Eye Tracking Research amp Applications ETRA 08 19 26 New York ACM Press DOI 10 1145 1344471 1344476 Urbina M H amp Huckauf A 2007 Dwell time free eye typing approaches Proceedings of the 3rd Conference on Communication by Gaze Interaction COGAIN 2007 65 70 Available at http www cogain org cogain2007 COGAIN2007Proceedings pdf accessed 14 February 2008 Velichkovsky B M amp Hansen J P 1996 New technological windows into mind there is more in eyes and brains for human computer interaction Proceedings of the SIGCHI Conference on Human Factors in Computing Systems Common Ground CHI 96 496 503 New York ACM Press Velichkovsky B Sprenger A amp Unema P 1997 Towards gaze mediated interaction Collecting solutions of the Midas touch problem Proceedings of the IFIP TC13 International Conference on Human Computer Interaction INTERACT 97 509 516 London Chapman and Hall Vertegaal R 2003 Attentive user interfaces Communications of the ACM 46 3 30 33 Vesterby T Voss
226. wed significant learning effects according to all three metrics The number of erroneous key activations as well as the number of keys that were attended but not selected decreased rapidly during the first three sessions Also the number of correct key activations per character typed became stable within the first two or three training sessions indicating that most learning happened during the first sessions Aoki et al 2008 also compared the three measures of dwell time based gaze activations with general measures of typing performance such as characters entered per minute cpm They found that control of eye movements dwell time based gaze activations is gained more quickly than the typing speed increases They interpret this as indicating that voluntary gaze control can be learned easily According to them the common belief that input by gaze is hard to learn stems from the analysis of typing performance typing speed tends to be poor especially in the early stages but this does not necessarily mean that gaze control is hard per se As discussed earlier in Chapter 8 proper feedback may facilitate the learning process For example novice users may benefit from animated feedback that shows how the dwell time is progressing Majaranta et al 2003b The animation can reduce the number of re focus events where the user first correctly dwells on the key but leaves it too early before it is selected and therefore is required to retu
227. well times Since animation takes time it is difficult to use with short dwell times or users may at least at first find it confusing Hansen et al 2003a However with long dwell times animation provides extra information on the dwell time progress It is not natural to fixate for a long time on a static target Stampe amp Reingold 1995 so animation helps in maintaining focus on the target letter for long dwell times In the second experiment the shrinking letter improved performance by helping users focus on the center of the key though shrinking the letter itself may introduce problems as the letter gets smaller and harder to see Animation gives continuous feedback for continuous waiting for the dwell time to end The animation should be designed carefully it should be subtle and not distract the user from the task at hand To the greatest extent possible animation should show in a direct continuous fashion the time remaining to selection 92 6 Provide the capability to adjust feedback parameters The dwell time should of course be adjustable The same 500 ms may be short for one user and long for another The needs and the preferences of users vary a great deal this is especially true for people with disabilities Hutchinson et al 1989 Donegan et al 2005 2006a 2006b Therefore the final guideline is to support user control of feedback parameters and attributes It should be noted that no
228. were then entered During the experiment each participant was presented with short simple phrases of text one at a time All phrases were in Finnish the native language of the participants in all experiments After typing the given phrase the participant looked at the Ready key to load the next phrase Eey was File fest kulta ja hopea ovat jalometalleja Typed text field On screen keyboard Ready key VALMIS kulta ja hopea ovat jaiometalleja Sou rce text field Figure 8 3 An example gaze path for a participant eye typing one phrase Participants could correct errors delete the last letter typed by looking at the Del key They were told to correct errors if noticed immediately but not to correct errors in the middle of a phrase if they noticed them after the 74 entire phrase had been typed In the analyses both corrected errors and errors left in the final text are considered Measures used in analyzing the results are described in detail in Section 1 2 In summary the typing speed was measured in wpm Accuracy was measured by MSD error rate and KSPC In addition we used read text events for measuring how often the participant reviewed the text written so far Participants subjective impressions were collected with questionnaires and interviews The statistical analyses were done using repeated measures ANOVA and Bonferroni corrected t tests
229. without any pause between characters or words since the space character is among the characters entered in a similar way Urbina and Huckauf 2007 compared their dwell time free systems with Dasher described in Section 5 4 below and the standard QWERTY with 500 ms dwell time They had disabled the language prediction features of Dasher for purposes of their experiment since the other methods did not have any prediction features The values reported are based on trials with two novices and one expert The entry speeds achieved were 10 9 wpm novices and 15 8 wpm expert for QWERTY 4 7 wpm novices and 7 4 wpm expert for Dasher 6 wpm novices and 10 9 wpm expert for pEYEdit 7 6 wpm novices and 11 4 wpm expert for Iwrite and 5 9 wpm novices and 8 4 wpm expert for StarWrite Their comparison shows that direct gaze pointing with QWERTY was the fastest method for entering text by gaze though there is some potential in the new approaches to be investigated by Urbina and Huckauf in their future research Bee and Andr 2008 adapted Quikwriting Perlin 1998 for gaze input as suggested by Isokoski in 2000 but never implemented by him In the original Quikwriting the characters are located in the active selection areas sections The characters are grouped such that the location of each indicates the gesture needed for entering it Using a hand operated input device the user can first search for the target letter
230. xactly where the user looks but a few pixels offset As the user tries to look at the cursor which is displaced from the actual point of gaze the cursor again moves away from the gaze point when the gaze is moved to look at the cursor This causes users to chase a cursor that is always is a few pixels away from the point they are looking at Jacob 1995 Experienced users may learn either to ignore the cursor or to take advantage of the visual feedback provided by the cursor in order to compensate for any slight calibration errors by adjusting their gaze point accordingly to bring the cursor onto an object Donegan et al 2006b If screen resolution is set low and large icons are used people with good stable eye control may be able to use standard graphical user interfaces such as Windows directly by eye gaze see e g Donegan et al 2006b Special techniques such as zooming or temporarily enlarging an object on the screen Bates amp Istance 2002 Skovsgaard et al 2008 or a fisheye lens Ashmore et al 2005 aid in selecting tiny objects such as menu items or shortcut buttons in a typical Windows environment Figure 4 2 shows an example screenshot of use of the Zoom tool included in Quick Glance s Rasmusson et al 1999 Eye Tools menu to magnify a portion of an image 23 SERRE Figure 4 2 Quick Glance s Eye Tools EyeTech 2005 menu provides a zoom tool for target magnification in addition to mouse actions dou
231. y 0 140 4 T e Click Visual 0 120 4 oe Speech Visual 0 100 age tess s ae Visual Only 0 080 4 0 060 a 0 040 4 0 020 0 000 Read text events 1 2 3 4 Session Figure 8 7 Mean RTE by feedback mode and session Subjective Satisfaction The Click Visual feedback mode was preferred by 62 of participants in the first experiment 15 Speech Visual 15 Speech Only 8 Visual Only Participants felt that spoken feedback or the click sound suitably supported visual feedback The synthesized voice annoyed some participants though By the end of the experiment after four sessions of eye typing all participants agreed that the dwell time 900 ms was too long even if it was appropriate at the beginning of the experiment Participants reported that the long dwell was tiring to the eyes and made it hard to concentrate 8 4 EFFECTS OF ANIMATED FEEDBACK The second experiment Majaranta et al 2003b was similar to the first except in its closer investigation of the shrinking letter condition It was felt that shrinking not only serves as a good indicator of dwell time progress but also draws the user s attention thus helping the user to concentrate on the center of the key Participants and Design Twenty university students nine females 11 males mean age of 27 volunteered for the experiment All were able bodied and had normal or corrected to normal vision None had previous experie
232. y causes an increase in the number of errors note the slight increase in KSPC We also know that the feedback may have an effect on performance for people may take more or less time before proceeding to the next key see Chapter 8 For all these reasons it would be interesting to repeat the study by Salvucci 1999 described in Section 6 1 as it is without any feedback it would be interesting to experiment with the fastest pointing speed obtainable without any potentially confounding factors 4 This extremely short search time of 50 ms is used here only for theoretical calculation purposes 125 Theoretical max with 50ms search time o QWERTY Text Entry Speed wpm Session Figure 9 18 Measured typing speed v theoretical maximum with 50 ms search time It may be interesting to experiment to determine the maximum typing speed However in practice the typing speed that is convenient and comfortable to the user varies depending on the cognitive and emotional state of the user In our study the participants tried to type as rapidly as possible following our instructions and trying to win the extra prize Nevertheless a few of them commented after some sessions that the high speed required a high concentration level and made them feel exhausted after the session A couple of participants also commented on their current condition and assumed it might affect their performance For exa
233. y problems when compared to a system where the user needs to hit a small target area Furthermore the consecutive sectors can be selected immediately with strokes that follow each other as if they were a single gesture This is especially useful in cases where the target letter is in the same direction as the original sector allowing the user to select both sectors in one large gesture towards the edge of the second menu For example in Figure 5 7 the letter E is located in the uppermost sector of each pie Therefore it can be selected with either two short glances up selecting the inner sector first then the outer sector or in one long glance up to overshoot the gaze gesture over both sectors In an experiment novice users could enter text at a speed of 7 85 wpm while an expert achieved 12 33 wpm Huckauf amp Urbina 2008a 41 Other dwell time free text entry systems developed by Urbina and Huckauf 2007 include Iwrite and StarWrite which is a modification of Iwrite In both letters are arranged around the screen in alphabetical order The user selects a letter by first looking at it and then dragging it to a special selection area on the bottom of the screen simply by looking at the selection area Again no dwell time is needed since the user makes the gesture of glancing at first the letter then the selection area The selection is confirmed as soon as the gaze enters the area enabling the user to continue typing
234. y repeat than that used in the experiment the normal 450 ms plus the added 120 ms Furthermore a short click sound would have better supported the typing rhythm than visual feedback alone did Non speech auditory feedback has been found to support temporal tasks with rhythm better than visual feedback alone Brewster et al 1996 The feedback itself can also affect the typing rhythm In Speech mode the duration of the spoken feedback varied from about 200 ms to 350 ms depending on the letter spoken e g a takes considerably less time to speak than m It might be worth trying to normalize these times by adjusting the spoken feedback such that the durations are equal As discussed above the point of selection should be clear and distinct Selection should occur immediately after the specified dwell time has elapsed allowing the user to proceed instantly In other words the user should not be forced to wait for the feedback to finish Whether the duration of the dwell time should be adaptive not constant for every character is yet another interesting question We added 120 ms for the dwell time if the user continued focusing on the selected key to prevent false double entries The space key might be another special case to consider In our experiments we have seen that novices in particular tend to either forget the space altogether or glance only briefly at the space and proceed to the next word One explanation could
235. y with the focus by glancing to the right 4Control Fejtova et al 2004 illustrated in Figure 4 6 can be considered to be a four direction eye operated joystick since looking in any of the four directions left right up down causes the cursor to move in that direction until the eye returns to the home position center The cursor can also be stopped by blinking A blink emulates a click or double click Text entry in 14Control is achieved by moving the mouse cursor over the desired key on an on screen keyboard and selecting the key with a blink The four different eye movements recognized by 1 4Control can be considered four switches each activated by a different glance or gaze gesture 5 3 TEXT ENTRY BY DISCRETE GAZE GESTURES Several discrete gaze gestures can also be combined into one operation This approach is used in VisionKey Kahn et al 1999 where an eye tracker and a keyboard display Figure 5 4 right are attached to eyeglass frames on the left in Figure 5 4 Figure 5 4 VisionKey is attached to eyeglass frames left It has a small screen integrated into it right from H K EyeCan Ltd http www eyecan ca reprinted with permission 37 Because the key chart is attached in front of the user s eye it is important to make sure that simply staring at a letter does not select it The VisionKey selection method avoids the Midas touch problem by using a two level selection method i e two consecutive ga
236. ze IG 30 http www alea technologies com Actual functionality that depends on the installed AAC applications The IG 30 system acts as a gaze input device which can then control the Windows desktop many standard applications or dedicated elements The eye tracking module can be integrated with different screen sizes or a desktop PC that can be mounted to a wheelchair DynaVox Technologies EyeMax http www dynavoxtech com System based on EyeTech s gaze tracking technology EyeMax makes the eye tracking access method available to communicators who use DynaVox Vmax It comprises two parts DynaVox Vmax and the DynaVox EyeMax Accessory The EyeMax system allows augmented communicators to access their Vmax with a simple blink via switch selection or by dwelling on the desired area of the screen Available in several languages and fully portable with its own internal batteries Eye Response Technologies ERICA http www eyeresponse com Via mouse emulation full control of Windows typing e mail Web browsing games etc Portable with flexible mounting options Environmental control and remote IR control available as accessories Touchscreen and head control also possible Comes with desktop or laptop PC available for Windows and Macintosh LC Technologies Eyegaze http www eyegaze com Dedicated eye controlled keyboard and phrases allowing quick communication and synthesized speech Acces
237. ze gestures for activating a selection To select a character the user must first gaze at the edge of the chart that corresponds to the location of the character in its block For example a user wanting to select the letter G first glances at the upper right corner of the chart and then looks at the block where G is located or simply looks at G After a predefined dwell time the selected key is highlighted to confirm a successful selection Isokoski 2000 discussed the potential of gaze based text entry with several single switch and gesture based systems such as Morse code Quikwriting Perlin 1998 Circular Cirrin Mankoff amp Abowd 1998 and Minimal Device Independent Text Input Method MDITIM Isokoski amp Raisamo 2000 All of these have potential to be adapted for gaze based text entry with off screen targets which would save the precious screen space Isokoski experimented with one of these systems MDITIM It enables text entry with four strokes or button clicks north east south and west Isokoski placed paper targets on each side of the monitor and the user could enter a character by looking at each of the targets in a specified order In addition he had one extra target a modifier in the NW corner of the monitor for uppercase and other secondary interpretations of the characters Isokoski s paper has prompted several further studies as acknowledged by the authors some of which are su

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