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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 University of Joensuu Finland. Eye-tracking. Eye-movement tracking technique Rests on eye-mind hypothesis
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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 University of Joensuu Finland
Eye-tracking • 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
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]. 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]. 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]. Eye tracking in games • Eye-tracking as an input • First person shooters • Noncommand input • Educational games
Immersion, fun, and user experience are recognized to be important factors in any game genre, including educational gaming.
Study – 8 puzzle Shuffled at the start Target solution
Gaze input in 8-puzzle -auto • Interaction methods • Mouse • Gaze-augmented • Dwell-time
Gaze input in 8-puzzle -click • Interaction methods • Mouse
Gaze input in 8-puzzle -click • Interaction methods • Mouse • Gaze-augmented
Gaze input in 8-puzzle -click • Interaction methods • Mouse • Gaze-augmented • Dwell-time
Study • 36 participants • Between subject design • 3 starting configurations • Usability lab • Tobii ET1750 eye tracker
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
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.
Tersia //Gowases,Roman Bednarik, Markku Tukiainen tersia.gowases@cs.joensuu.fi