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Design of Gaze–Based Interaction as Part of Multimodal Human–Computer Interaction

Katharina Seifert, Dr.-Ing. Dipl.-Psych.
Email: seifert@zmms.tu-berlin.de
WWW: www.mms.tu-berlin.de/seiten/PERSONEN/seifert/kseifert.html
 

Overview

 
 

What does multimodal human–computer interaction mean?

Multimodal human–computer interaction
 

mUltimo 3D: an experimental multimodal system developed at the Heinrich–Hertz–Institute Berlin

mUltimo 3D overview
 

Goals of the design of multimodal systems

Goals of the design of multimodal systems
 

Design of multimodal human-computer interaction

Design of multimodal human-computer interaction
 

Requirements for gaze-based interaction

  • Ease of use should be reflected in:
    • high acceptance
    • low levels of strain
    • high performance level
  • Consideration of the context/situation of use in the interpretation of user’s gazes:
    • as the area of visual attention
    • as the location of currently executed actions
  • Physiological parameters of the modality:
    • Gaze is controlled bottom up or top down
    • Automatic programming of saccades
    • Saccades start several times a second
 

A short view on the Baltic Sea...

The Baltic Sea

Do you remember how you explored the picture? In this way?
The Baltic Sea with fixations

Or in that way?
The Baltic Sea with fixations

Or absolutely different?

 

Different concepts for the design of gaze-based interaction

  • Transparency of the system status
    • Feedback is an important feature to keep users in the loop
      (Wandmacher 93, Shneiderman 92, Norman 88, Nielsen 93, Mayhew 92, Oppermann et al. 92, Preece et al. 94, Smith & Mosier 86)
  • Natural Interaction
    • Consider the specific features of the modality as an information channel
      (Oviatt 99)
 

Transparency of the system status

  • Well-known style guide hints:
    1. Feedback of continuous input of changing positions by a movable cursor
    2. Feedback of the discrete selection of an interface object by highlighting the selected object
 

Natural interaction

  • Natural design of gaze-based interaction:
    1. No specific graphical or acoustic feedback of the recognized gaze position (like our experience in the natural environment)
 

What is the right way to design gaze-based interaction?

  1. The interpreted gaze position is continuously feed back by a “gaze cursor” on the display
    Gaze cursor
  2. A gaze sensitive interface object is highlighted when the recognized gaze position matches the object
    Highlight
  3. The interpreted gaze position is not feed back
    Without feedback
 

Empirical investigation of the design alternatives

Description of the experimental task
  • Dual task paradigm
  • Main task:
    • Changing letters
      [T,A,C,U,F,E,H,P,S,L]
      every 1.7 seconds

      Main task

    • Acoustic presentation of a target letter
      “A like Apple”
    • Users were asked to stop the target letter on all three positions
    • Letters were stopped by looking at them and concurrently pressing a button
  • Secondary task:
    • A yellow dot was displayed irregularly

      Secondary task

    • The dot appeared in the peripheral visual field
    • Stayed on the display for 2 seconds
    • Users were asked to acknowledge it by pressing a button
 

Experimental setting

  • Users were seated approx. 80 cm in front of an 18” display
  • Display resolution 1024 x 1280 pixel
  • Head tracker and gaze tracker were calibrated and worked contact free

    Eye tracker integrated with head-mounted display

  • Sequence of the experimental conditions was systematically varied
  • 18 paid users participated
 

Dependent variables

  • Performance in the main task
    • Reaction times
    • False alarms
    • Misses
  • Performance in the secondary task
    • Reaction times
    • False alarms
    • Misses
  • Duration of each trial
  • Perceived mental workload
    • NASA-TLX
    • SEA-scale
  • Subjective preference for one of the feedback alternatives
 

Hypotheses part 1

If the transparency of the system status is most important for the users:
  • Highlight condition
    • highest performance
    • lowest workload
    • highest ranked preference
  • Cursor condition
    • average performance
    • moderate workload
    • average ranked preference
  • Condition without feedback
    • lowest performance
    • highest workload
    • lowest ranked preference
 

Hypotheses part 2

If the non-feedback experience of gaze in the physical world is most important:
  • Condition without feedback
    • highest performance
    • lowest workload
    • highest ranked preference
  • Highlight condition
    • average performance
    • moderate workload
    • average ranked preference
  • Cursor condition
    • lowest performance
    • highest workload
    • lowest ranked preference
 

Results

  • Performance in the main task
    • Reaction times in the gaze-based interaction
      Highlight = Cursor > Without feedback
    • Misses in the gaze-based interaction
      Highlight = Cursor > Without feedback
    • False alarms in the gaze-based interaction
      Highlight = Cursor = Without feedback
  • Performance in the secondary task
    • Reaction times in the gaze-based interaction
      Highlight = Cursor > Without feedback
    • Misses in the gaze-based interaction
      Highlight = Cursor > Without feedback
    • False alarms in the gaze-based interaction
      Highlight = Cursor > Without feedback
  • Duration of each trial
    Highlight = Cursor > Without feedback
  • Perceived workload
    • NASA-TLX
      Highlight = Cursor > Without feedback
    • SEA
      Highlight = Cursor > Without feedback
  • Acceptance measured as preference
    Highlight < Cursor < Without feedback
 

Discussion

  • Gaze-based interaction should be designed like the conditions experienced in the physical world
  • Integration of the gaze-based interaction into the mUltimo3D system without added visual or acoustic feedback
  • Natural interaction style is different for every modality
  • Approved style guides need to be verified for the new interaction modalities and the combination of different modalities in advanced computer interfaces
 
 
     
     

 

© 2002-2003 • contact Matthias Roetting • last revision November 21st, 2002