Gaze Augmentation in Egocentric Video Improves Awareness of Intention
VR for Collaboration
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Akkil, Deepak
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Isokoski, Poika
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1573-1584
© Copyright 2016 ACM
Summary: Video communication using head-mounted cameras could be useful to mediate
shared activities and support collaboration. Growing popularity of wearable
gaze trackers presents an opportunity to add gaze information on the egocentric
video. We hypothesized three potential benefits of gaze-augmented egocentric
video to support collaborative scenarios: support deictic referencing, enable
grounding in communication, and enable better awareness of the collaborator's
intentions. Previous research on using egocentric videos for real-world
collaborative tasks has failed to show clear benefits of gaze point
visualization. We designed a study, deconstructing a collaborative car
navigation scenario, to specifically target the value of gaze-augmented video
for intention prediction. Our results show that viewers of gaze-augmented video
could predict the direction taken by a driver at a four-way intersection more
accurately and more confidently than a viewer of the same video without the
superimposed gaze point. Our study demonstrates that gaze augmentation can be
useful and encourages further study in real-world collaborative scenarios.
GazeTorch: Enabling Gaze Awareness in Collaborative Physical Tasks
Late-Breaking Works: Collaborative Technologies
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Akkil, Deepak
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James, Jobin Mathew
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Isokoski, Poika
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Kangas, Jari
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1151-1158
© Copyright 2016 ACM
Summary: We present GazeTorch, a novel interface that provides gaze awareness during
remote collaboration on physical tasks. GazeTorch uses a spotlight to display
gaze information of the remote helper on the physical task space of the worker.
We conducted a preliminary user study to evaluate user's subjective opinion on
the quality of collaboration, using GazeTorch and a camera-only setup. Our
preliminary results suggest that the participants felt GazeTorch made
collaboration easier, made referencing and identifying of objects effortless,
and improved the worker's confidence that the task was completed accurately. We
conclude by presenting some novel application scenarios for the concept of
augmenting real-time gaze information in the physical world.
PursuitAdjuster: an exploration into the design space of smooth
pursuit-based widgets
Video & demo abstracts
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Špakov, Oleg
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Isokoski, Poika
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Kangas, Jari
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Akkil, Deepak
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Majaranta, Päivi
Proceedings of the 2016 Symposium on Eye Tracking Research &
Applications
2016-03-14
p.287-290
© Copyright 2016 ACM
Summary: In a study with 12 participants we compared two smooth pursuit based widgets
and one dwell time based widget in adjusting a continuous value. The circular
smooth pursuit widget was found to be about equally efficient as the dwell
based widget in our color matching task. The scroll bar shaped smooth pursuit
widget exhibited lower performance and lower user ratings.
Feedback for Smooth Pursuit Gaze Tracking Based Control
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Kangas, Jari
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Špakov, Oleg
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Isokoski, Poika
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Akkil, Deepak
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Rantala, Jussi
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Raisamo, Roope
Proceedings of the 2016 Augmented Human International Conference
2016-02-25
p.6
© Copyright 2016 Authors
Summary: Smart glasses, like Google Glass or Microsoft HoloLens, can be used as
interfaces that expand human perceptual, cognitive, and actuation capabilities
in many everyday situations. Conventional manual interaction techniques,
however, are not convenient with smart glasses whereas eye trackers can be
built into the frames. This makes gaze tracking a natural input technology for
smart glasses. Not much is known about interaction techniques for gaze-aware
smart glasses. This paper adds to this knowledge, by comparing feedback
modalities (visual, auditory, haptic, none) in a continuous adjustment
technique for smooth pursuit gaze tracking. Smooth pursuit based gaze tracking
has been shown to enable flexible and calibration free method for spontaneous
interaction situations. Continuous adjustment, on the other hand, is a
technique that is needed in many everyday situations such as adjusting the
volume of a sound system or the intensity of a light source. We measured user
performance and preference in a task where participants matched the shades of
two gray rectangles. The results showed no statistically significant
differences in performance, but clear user preference and acceptability for
haptic and audio feedback.
Glance Awareness and Gaze Interaction in Smartwatches
WIP Theme: Gesture and Multimodal
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Akkil, Deepak
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Kangas, Jari
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Rantala, Jussi
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Isokoski, Poika
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Spakov, Oleg
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Raisamo, Roope
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1271-1276
© Copyright 2015 ACM
Summary: Smartwatches are widely available and increasingly adopted by consumers. The
most common way of interacting with smartwatches is either touching a screen or
pressing buttons on the sides. However, such techniques require using both
hands. We propose glance awareness and active gaze interaction as alternative
techniques to interact with smartwatches. We will describe an experiment
conducted to understand the user preferences for visual and haptic feedback on
a "glance" at the wristwatch. Following the glance, the users interacted with
the watch using gaze gestures. Our results showed that user preferences
differed depending on the complexity of the interaction. No clear preference
emerged for complex interaction. For simple interaction, haptics was the
preferred glance feedback modality.
Gaze gestures and haptic feedback in mobile devices
Force input and haptic feedback
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Kangas, Jari
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Akkil, Deepak
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Rantala, Jussi
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Isokoski, Poika
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Majaranta, Päivi
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Raisamo, Roope
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.435-438
© Copyright 2014 ACM
Summary: Anticipating the emergence of gaze tracking capable mobile devices, we are
investigating the use of gaze as an input modality in handheld mobile devices.
We conducted a study of combining gaze gestures with vibrotactile feedback.
Gaze gestures were used as an input method in a mobile device and vibrotactile
feedback as a new alternative way to give confirmation of interaction events.
Our results show that vibrotactile feedback significantly improved the use of
gaze gestures. The tasks were completed faster and rated easier and more
comfortable when vibrotactile feedback was provided.
Glasses with haptic feedback of gaze gestures
Works-in-progress
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Rantala, Jussi
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Kangas, Jari
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Akkil, Deepak
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Isokoski, Poika
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Raisamo, Roope
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1597-1602
© Copyright 2014 ACM
Summary: We introduce eyeglasses that present haptic feedback when using gaze
gestures for input. The glasses utilize vibrotactile actuators to provide
gentle stimulation to three locations on the user's head. We describe two
initial user studies that were conducted to evaluate the easiness of
recognizing feedback locations and participants' preferences for combining the
feedback with gaze gestures. The results showed that feedback from a single
actuator was the easiest to recognize and also preferred when used with gaze
gestures. We conclude by presenting future use scenarios that could benefit
from gaze gestures and haptic feedback.
TraQuMe: a tool for measuring the gaze tracking quality
Poster abstracts
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Akkil, Deepak
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Isokoski, Poika
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Kangas, Jari
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Rantala, Jussi
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Raisamo, Roope
Proceedings of the 2014 Symposium on Eye Tracking Research &
Applications
2014-03-26
p.327-330
© Copyright 2014 ACM
Summary: Consistent measuring and reporting of gaze data quality is important in
research that involves eye trackers. We have developed TraQuMe: a generic
system to evaluate the gaze data quality. The quality measurement is fast and
the interpretation of the results is aided by graphical output. Numeric data is
saved for reporting of aggregate metrics for the whole experiment. We tested
TraQuMe in the context of a novel hidden calibration procedure that we
developed to aid in experiments where participants should not know that their
gaze is being tracked. The quality of tracking data after the hidden
calibration procedure was very close to that obtained with the Tobii's T60
trackers built-in 2 point, 5 point and 9 point calibrations.