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Gaze vs. Mouse in Games: The Effects on User Experience Tersia //Gowases, Roman Bednarik, Markku Tukiainen Department of Computer Science and Statistics.

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Presentation on theme: "Gaze vs. Mouse in Games: The Effects on User Experience Tersia //Gowases, Roman Bednarik, Markku Tukiainen Department of Computer Science and Statistics."— Presentation transcript:

1 Gaze vs. Mouse in Games: The Effects on User Experience Tersia //Gowases, Roman Bednarik, Markku Tukiainen Department of Computer Science and Statistics University of Joensuu Finland

2 Eye-movement tracking technique Rests on eye-mind hypothesis Visual attention is linked to the location of the attended region Eye-tracker reports a stream of saccades and fixations Fixation duration is thought to be related to the depth of required processing. Fixation count or sum of fixation durations on a certain element can be related to the importance of the element. Numerous other ET measures exist Eye-tracking

3 Eye tracking in games Eye-tracking as an input First person shooters Noncommand input Educational games Quake 2: (Left) When the player looks at the robot standing on the left-hand side of the screen (Right) the virtual world rotates so that the robot is positioned at the centre of the screen [Smith and Graham, 2006]. The Little Prince Storyteller: The “Little Prince” gives a narration about the objects the user is looking at using synthesized speech [Starker and Bolt, 1990]. EyeChess: Gaze-based chess game that was developed to teach beginners how to play chess. Players play against the computer and try and checkmate the Black King in three moves. [Spakov, 2005].

4 Immersion, fun, and user experience are recognized to be important factors in any game genre, including educational gaming.

5 Study – 8 puzzle Shuffled at the start Target solution

6 Gaze input in 8-puzzle -auto Interaction methods Mouse Gaze-augmented Dwell-time

7 Gaze input in 8-puzzle -click Interaction methods Mouse

8 Gaze input in 8-puzzle -click Interaction methods Mouse Gaze-augmented

9 Gaze input in 8-puzzle -click Interaction methods Mouse Gaze-augmented Dwell-time

10 Study 36 participants Between subject design 3 starting configurations Usability lab Tobii ET1750 eye tracker

11 Results Question Dwell Time Gaze Aug. MouseX 2 (2)p 1 Did you like this interaction? 1.831.671.83.33.846 2 How easy was it to control the game using this interaction? 3.171.921.4213.5.001* 3 How natural was it to use this interaction? 2.582.171.674.81.090 4 How immersive did you find the game using this interaction? 1.831.752.507.44.024* Average rating 2.351.881.868.11.017*

12 Results – participants’ quotes Mouse - It feels quite natural since I’m used to using the mouse Gaze-augmented - I wasn’t even aware that I was thinking Dwell-time - difficult to think and use the eyes at the same time, too much cognitive overload... I’m not used to the input method and had to concentrate too much

13 Conclusions Gaze-input methods received worse feedback on easiness and naturalness than the computer mouse Same feedback when considering user’s likes/dislikes More immersed when using the gaze-based input methods than when using a conventional mouse.

14 Tersia //Gowases,Roman Bednarik, Markku Tukiainen tersia.gowases@cs.joensuu.fi


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