• 沒有找到結果。

Chapter 3 Design Space 10

4.2 Evaluation

In order to determine whether the dynamic feedforward and feedback guiding system indeed help the users to perform better gaze gestures, we conducted a within-subjects study to compare GazeBeacon with Crib-Sheet guide on completion time, recognition rate, and selection accuracy.

4.2.1 Task and Procedure

Figure 4.6: The interface of GazeBeacon and the gesture-command pairs used in the evaluation study.

We created a simple five-item gesture-command shortcut menu, the interface, and the gesture set is shown in Figure 4.6. Each of the gesture was mapped to a common command of word processing applications including ’Copy’, ’Paste’, ’Undo’, ’Save’ and

’Select All’. The gestures to execute them also covered up possible combinations of straight lines and curved lines.

we instructed the participants to perform gaze gesture selections on the shortcut menu with the guidance of GazeBeacon or with the traditional Crib-Sheet. When the study began, a task command would pop up at the center, the participants should follow the

CHAPTER 4. GAZEBEACON 32

assignment and the results were recorded.

The order of the guiding techniques was counterbalanced, ensuring the training effect for subsequent conditions were avoided. Each gesture was repeated for ten times and ran-domly ordered, overall, each participant received 5 (gestures) × 10 (repeats) × 2 (guidance techniques) = 100 trials in the study.

4.2.2 Participants

Eight participants (all females) with novice-level eye tracking experience were re-cruited, ranging from 22 to 24 (mean age = 22.875, s = 0.83). All of them have normal or correct-to-normal vision.

CHAPTER 4. GAZEBEACON 33

4.2.3 Result and Discussion

Figure 4.7: The mean completion time and mean recognition rate of Crib-Sheet and GazeBeacon.

The result of the experiment is shown in Figure 4.7. The completion time of Gaze-Beacon is significantly longer than Crib-Sheet (p<0.001), while the recognition rate of the former is significantly higher the latter (p<0.001). It might due to the trade-off be-tween the correct rate and performance of menu execution. With the dynamic visual guide opening, the users tended to be more cautious on the gesture path, resulted in the lower performance but the higher recognition rate.

CHAPTER 4. GAZEBEACON 34

Figure 4.8: The mean completion time and error rate of Crib-Sheet and GazeBeacon in block 1 and block 2.

Figure 4.9: The error rate of Crib-Sheet and GazeBeacon.

Table 4.1: Confusion matrix by gesture for different guiding techniques. (a) Crib-Sheet.

(b) GazeBeacon.

CHAPTER 4. GAZEBEACON 35

We used chi-square tests to analyze the result of the error rates of the two techniques.

The error rate of GazeBeacon is significantly lower than the Crib-Sheet guide (Figure 4.9) (p<0.001), inferring that GazeBeacon improves the correct rate of gaze gestures.

Enhancing the Features of Gestures

For deeper understanding, Table 4.1 shows the confusion matrix by gesture. The error rate of ’Select All’ and ’Copy’ has no difference between the two techniques, this might because the two were both single-element gestures, they were more likely to be interpreted.

However, ’Undo’ tended to be misinterpreted as ’Copy’ if the first corner element was not performed well. ’Save’ tended to be misinterpreted as ’Select All’ if the second arc element was not performed well. The error rate of the complex gestures were significantly different between the two techniques (p<0.001), especially the one of ’Paste’, combining corner and arc make it much harder to perform and be correctly recognized.

Figure 4.10: GazeBeacon enhanced and emphasized the essential features of the gestures.

GazeBeacon enhanced and emphasized the essential features of the gestures, decreas-ing the error rate of the recognition. We believe that the results suggest that GazeBeacon takes more advantage on improving the selection accuracy of complex graffiti gesture input.

Chapter 5

Conclusion and Future Work

5.1 Conclusion

In this paper, we proposed GazeBeacon, a gradual visual guiding system designed for gaze gesture interaction. It continuously provides real-time feedback and feedforward graphical cues under gaze points during the progress of the interaction by combining the concept of smooth pursuit and dynamic guide. We found two issues in our pilot study: miscalculation and misestimation. First, we mitigated the miscalculation problem by adding smoothing filters on gaze points and resampling the path before length calcu-lation. Second, we solved the misestimation problem by adding a focus point at the end of the guidance path, prompting the users to put their focus on the continuously tracking object. A user study was conducted to further verify the influence of different guidance techniques on various gesture primitives. After solving the problems, we describe the details of the design and the implementation of GazeBeacon. Then we further evaluated the completion time, the recognition rate and the selection accuracy of GazeBeacon, com-pared with the traditional crib-sheet guide. The result shows that although GazeBeacon

CHAPTER 5. CONCLUSION AND FUTURE WORK 37

makes users spent more time on execution, it significantly improves the accuracy of menu selections on gaze-gesture interfaces.

5.2 Future Work

Possible future works can be organized as follows.

5.2.1 Continuous v.s. Discrete Gaze Gestures

One of the common approaches of gaze gestures is saccadic eye movements. By Sim-plifying the gestures and mapping them onto existing encoding system such as EdgeWrite, the gestures are composed of only straight lines, and take benefits from the nature of hu-man eyes being skilled in saccadic straight direction movements.

However, the straight-line-formed gestures should be predefined by each different sys-tems and lead to inconsistent user experiences for the users switching among applications.

On the other hand, if the pattern was not defined by the system yet, the users might be confused about the actual gesture of the commands.

Although the efficiency of GazeBeacon in this study is lower, the continuous feed-forward and feedback of it can be used on every single-stroke gaze gestures, including graffiti-based ones. Since the users remember the paths not only the dots, GazeBeacon can keep inheriting the benefits of gesture-based interfaces like various semantic mean-ings.

CHAPTER 5. CONCLUSION AND FUTURE WORK 38

5.2.2 Modifications on the Recognizer

In the implementation of GazeBeacon, we used a well-known stroke recognizer called

$1. It was widely applied on many gesture-based interfaces. However, due to the nature of human eyes, the recognizer needs further modifications for gaze-controlled interactions, the shape matching method used in it might be extended based on the features of the gaze gestures.

Figure 5.1: The recognizer can pre-filtering the guidances of the gesture input by its initial movement.

For instance, the rotated angle should be limited in a specific range so that the A shape may not be confused with C shape since their direction of the initial move is totally different. By the modifications of the used recognizer, it might improve the accuracy of the response from the guidance system to the users’ input.

5.2.3 General v.s. Specific Guidance Design

In the guidance design of GazeBeacon, we proposed a method could be directly ap-plied to general usage cases. However, we noticed that the behavior of the users on various gesture elements was quite different from each other in the study. For example, the proper value of the waiting threshold of the focus point on squares and rectangles are not the same as the one on triangles, since acute angles need less emphasize. And

CHAPTER 5. CONCLUSION AND FUTURE WORK 39

for horizontal straight lines, the users tends to move a little bit higher than the intended gestures.

On the contrary, The offsets within one individual user are quite similar, they were in-clined to repeat the offset mistakes previously made by themselves. Therefore, if we want to extend the guiding ability based on the general design, we can further discuss some specifications. On gesture elements, we might adjust the trajectory of the guidance based on the mentioned findings, make it not fully matched to the gesture template. On individ-ual users, we can dynamically tune the guidance by neutralizing the offset to gradindivid-ually redirect the users back to the intended one.

Appendix A

Mean Paths of the Gesture Input

Figure A.1: The mean paths of the gestures input with different guiding techniques in line section.

APPENDIX A. MEAN PATHS OF THE GESTURE INPUT 41

Figure A.2: The mean paths of the gestures input with different guiding techniques in corner section.

APPENDIX A. MEAN PATHS OF THE GESTURE INPUT 42

Figure A.3: The mean paths of the gestures input with different guiding techniques in arc section.

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