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Schemes for Engineers in Research and Development
Global Research Awards: Profiles
Howell Istance – De Montfort University
Gaze and Gaming: enabling people with motor disabilities to take part in online games and communities
Background
The project began in Autumn 2007 as collaboration
between the University of Tampere in Finland and De
Montfort University in UK. Howell Istance has spent
nearly a year working on the project in the Tampere
Unit for Computer-Human Interaction (TAUCHI) at the
University of Tampere supported by a Global Research
Award. Other sponsors of the project include the
Institute of Creative Technologies (IOCT) at De
Montfort University, the Academy of Finland, and the
European Commission’s Communication by Gaze
Interaction (COGAIN) FP6 Network of Excellence.
Introduction
The popularity of Massively
Multi-player Online Games (MMOGs) has increased
enormously in recent years. World of Warcraft,
probably the most popular fantasy role playing game,
has 11 million monthly subscribers. Second Life is a
virtual community rather than a game where people
can participate in a wide range of activities, both
social and serious. In one seven day period in March
2009, half a million ‘residents’ logged into Second
Life. People with severe motor disabilities can
derive much enjoyment from playing these games and
taking part in virtual communities. Participation
can be challenging and fun, it gives opportunities
for social interaction, and the extent of the
player’s disability need not be apparent to other
players. For some groups of people, eye gaze offers
the only input modality with the potential for
sufficiently high bandwidth to support the range of
time-critical interaction tasks required to play.
There has been some work on how eye gaze can be
integrated with other input modalities, such as
keyboard and mouse, for games playing by able-bodied
users, but there has been no work to our knowledge
on how far gaze can be used as the only input
modality to play MMOGs.
This project is studying the
best ways to use eye gaze for the variety of tasks
encountered during game play, and how these
techniques can be integrated into a single user
interface that can be adapted to the needs of
individual users playing different games.
Project Activities
There are two main strands of
work, the development and testing of specific
gaze-based interaction techniques for game playing,
and the development of a theory to choose the most
appropriate sets of interaction techniques based on
an analysis of the tasks involved in playing a
particular game.
The overall approach is to use
patterns of gaze behaviour to generate keyboard and
mouse events, so that the underlying game or program
treats them as if they had come from the actual
keyboard and mouse devices. As the program that
generates these events is independent from the game
itself, we can, with certain limitations, drive any
game that responds to keyboard and mouse events by
gaze input. World of Warcraft and Second Life have
been used so far as the main test applications.
We have developed different
groups of gaze interaction techniques suitable for
different aspects of game playing.
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Visual keyboard: we
use a system of predictive text, similar to the
T9 system found on mobile phones to support
generating the types of short messages with
abbreviations common in game play. The keypad
has large keys to make gaze selection easier, a
small total area to lessen obscuring the game in
progress, and is semi-transparent to allow the
player to observe the situation in the game
while they create the message. This is shown in
Figure 2.
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Locomotion modes:
part of MMORPG and other game play is being able
to move quickly around in the world while being
free to look around while moving. We have
developed several different approaches to this.
The most promising of these causes keystrokes
events to be continually sent to the game when
the play looks in different regions of the
screen. These regions are not visible to the
players during use. We have also overlaid a heat
map showing the most common places people looked
at during navigation through the world in the
game. The sizes of the regions have been
adjusted accordingly to avoid accidental
operation. These are shown in Figure 3.
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Toolglasses and
magnifiers: These techniques involve
dropping a transparent panel or ‘glass’ over an
object in the world or game. Different commands
can be given by ‘clicking through’ the glass at
the object beneath. A general problem with gaze
control is inaccuracy when the pointer is being
controlled by gaze. One version of this
technique is a simple ‘magnifying glass’ which
enlarges the area covered, making it easier to
hit small targets with a gaze-controlled pointer
(Figure 4).
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Fast mode-switching:
it is important to be able to use gaze behaviour
to mean different things and to generate
different mouse and keyboard events, for
example: a left mouse click, a right mouse
click, start a left mouse drag, make no events.
We have developed a means of defining different
modes of gaze behaviour interpretation and
switching between these using glances
off-screen.
The mapping theory part of the
project involves studying periods of game play using
our own event logging software and eye analysis
software to identify significant patterns of tasks
and of events. Work is in progress to define
mappings between this task data and candidate
interaction techniques. This should enable a theory
to be built which describes or predicts the
suitability of different gaze interaction techniques
for different tasks. The ultimate purpose of this is
to allow automatic user interface building when a
motor-impaired player buys a new game. This will
take into account the particular game, the nature of
the players motor impairment, their preferences, and
the type of eye tracking equipment they have.
Software Release
The first version of software
will be released at the end of May 2009 and will be
free to download. It is intended that this will run
with a variety of commercial eye trackers. We will
engage communities of gamers with motor impairments
to test the software, which will be actively
promoted by the COGAIN Association.
Project Contacts
Howell Istance
Dept. Informatics
De Montfort University, UK
hoi@dmu.ac.uk
(after May 2009)
howell.istance@cs.uta.fi (until May 2009)
Steve Vickers
Dept. Informatics
De Montfort University, UK
svickers@dmu.ac.uk
Aulikki Hyrskykari
Dept. Computer Sciences
University of Tampere, FI
ah@cs.uta.fi
Project Publications
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Bates, R., Istance, H., &
Vickers, S. (2008). Gaze Interaction with
Virtual On-Line Communities: Levelling the
Playing Field for Disabled Users. Proceedings of
the 4th Cambridge Workshop on Universal Access
and Assistive Technology; CWUAAT 2008.
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Istance, H., Bates, R.,
Hyrskykari, A., and Vickers, S. Snap clutch, a
moded approach to solving the Midas touch
problem. Proc. ETRA '08, ACM, New York, NY,
221-228.
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Vickers, S., Istance, H.,
Hyrskykari, A., Ali, N., & Bates, R. (2008).
Keeping an eye on the game: eye-gaze interaction
with Massively Multiplayer Online Games and
virtual communities for motor impaired users.
Proceedings of the 7th International conference
on disability, virtual reality and associated
technologies; ICDVRAT 2008
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Vickers, S., Bates, R., &
Istance, H. (2008). Gazing into a Second Life:
Gaze-Driven Adventures, Control Barriers, and
the Need for Disability Privacy in an Online
Virtual World. Proceedings of the 7th
International conference on disability, virtual
reality and associated technologies; ICDVRAT
2008.
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Istance, H., Hyrskykari,
A., Vickers, S., and Ali, N. User Performance of
Gaze-based Interaction with On-line Virtual
Communities. Proc. COGAIN Conference 2008,
28-32.
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Istance H., Vickers S.,
Hyrskykari A. (2009) Gaze-Based Interaction with
Massively Multiplayer On-line Games, Human
Factors in Computing Systems, Proceedings of
CHI'09 Conference, Boston, MA, 4-9th April 2009
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Istance H., Hyrskykari
A.,Vickers S., Chaves, T. (2009) For Your Eyes
Only: Controlling 3D Online Games by EyeGaze,
Proceedings of 12th IFIP conference on
Human-Computer Interaction: INTERACT 2009,
Uppsala, Sweden, 24-28th August 2009.
Howell Istance
Visiting Professor at TAUCHI
Department of Computer Sciences
University of Tampere, FINLAND
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