Interactions par franchissement grâce a un système de suivi du regard
Sébastien Riou, Didier Schwab, François Bérard
TL;DR
This paper investigates dwell-free gaze-based selection to mitigate the Midas Touch problem and slow interaction inherent to dwell-time interfaces. It proposes a circular crossing pie-menu adapted for eye-tracking and derives a geometry-based bound on the maximum number of slices under tracker accuracy and viewing distance, enabling fair comparisons with grid-based dwell menus. A user study with 19 novices using the Tobii 4C compares crossing against dwell-time across search/selection tasks and a reciprocal activation task, finding that crossing performs comparably to dwell-time and offers learning benefits for users with prior gaze experience. The work highlights practical viability for rapid gaze-based selection and discusses limitations and future directions, including blink-proofing, shape optimization, and potential application to augmentative and alternative communication (AAC) systems for children with multiple disabilities.
Abstract
Human-computer interactions based on gaze-tracking have spread during the last few years. Video games, applications in health, trading, market research, and many other fields have started to use this new technology that seems invisible to the user. However, the dominant form of interaction using gaze tracking uses dwell-time for command activation, which introduces strong constraints in the interaction: dwell-time activation requires users to look steadily at an element for a predefined amount of time in to select it. While dwell-time alleviates a part of the Midas touch problem (referring to the fact that an element fixed by the user will be activated even if it was not intended to do so), it doesn't completely remove it: users should not gaze too long on an item, or they may trigger an unintended activation. In addition, dwell-time slows down users' interaction by requiring a pause each time an activation is needed. In this project, we study an alternative selection method based on crossing interactions, a well-studied method used in conventional HCI. This interaction allows users' gaze to rest in areas that don't have crossing triggers, and it removes the need to pause in the interaction. We found that crossing interaction had similar performances than dwell-time interaction with novice users. The performance was even better for users having previous experience with gaze interaction.
