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43
Extending Fitts' Law to two-dimensional tasks
, 1992
"... Fitts ’ law, a one-dimensional model of human movement, is commonly applied to two-dimensional target acquisition tasks on interactive computing systems. For rectangular targets, such as words, it is demonstrated that the model can break down and yield unrealistically low (even negative!) ratings fo ..."
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Cited by 120 (3 self)
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Fitts ’ law, a one-dimensional model of human movement, is commonly applied to two-dimensional target acquisition tasks on interactive computing systems. For rectangular targets, such as words, it is demonstrated that the model can break down and yield unrealistically low (even negative!) ratings for a task’s index of difficulty (ID). The Shannon formulation is shown to partially correct this problem, since ID is always 20 bits. As well, two alternative interpretations of “target width ” are introduced that accommodate the two-dimensional nature of tasks. Results of an experiment are presented that show a significant improvement in the model’s performance using the suggested changes.
A comparison of input devices in elemental pointing and dragging tasks
, 1991
"... An experiment is described comparing three devices (a mouse, a trackball, and a stylus with tablet) in the performance of pointing and dragging tasks. During pointing, movement times were shorter and error rates were lower than during dragging. It is shown that Fitts ’ law can model both tasks, and ..."
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Cited by 119 (20 self)
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An experiment is described comparing three devices (a mouse, a trackball, and a stylus with tablet) in the performance of pointing and dragging tasks. During pointing, movement times were shorter and error rates were lower than during dragging. It is shown that Fitts ’ law can model both tasks, and that within devices the index of performance is higher when pointing than when dragging. Device differences also appeared. The stylus displayed a higher rate of information pmeessing than the mouse during pointing but not during dragging. The trackball ranked third for both tasks,
The use of eye movements in human-computer interaction techniques: What you look at is what you get
- ACM Transactions on Information Systems
, 1991
"... In seeking hitherto-unused methods by which users and computers can comrnumcate, we investigate the usefulness of eye movements as a fast and convenient auxiliary user-to-computer communication mode. The barrier to exploiting this medium has not been eye-tracking tech-nology but the study of interac ..."
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Cited by 105 (9 self)
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In seeking hitherto-unused methods by which users and computers can comrnumcate, we investigate the usefulness of eye movements as a fast and convenient auxiliary user-to-computer communication mode. The barrier to exploiting this medium has not been eye-tracking tech-nology but the study of interaction techniques that incorporate eye movements mto the user-computer dialogue in a natural and unobtrusive way This paper discusses some of the human factors and technical considerations that arise in trying to use eye movements as an input medium, describes our approach and the first eye movement-based interaction techniques that we have devised and implemented in our laboratory, and reports our experiences and observa tions on them. Categories and Subject Descriptors: D.2.2 [Software Engineering]: Tools and Techniques — user interfaces; H. 1.2 [Models and Principles]: User/Machine Systems — human factors; H. 5,2
WHAT YOU LOOK AT IS WHAT YOU GET: Eye Movement-based Interaction Techniques
- CHI '90
, 1990
"... In seeking hitherto-unused methods by which users and computers can communicate, we investigate the usefulness of eye movements as a fast and con-venient auxiliary user-to-computer communication mode. The barrier to exploiting this medium has not been eye-tracking technology but the study of interac ..."
Abstract
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Cited by 64 (4 self)
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In seeking hitherto-unused methods by which users and computers can communicate, we investigate the usefulness of eye movements as a fast and con-venient auxiliary user-to-computer communication mode. The barrier to exploiting this medium has not been eye-tracking technology but the study of interaction techniques that incorporate eye move-ments into the user-computer dialogue in a natural and unobtrusive way. This paper discusses some of the human factors and technical considerations that arise in trying to use eye movements as an input medium, describes our approach and the first eye movement-based interaction techniques that we have devised and implemented in our laboratory, and reports our experiences and observations on them.
Evaluation of Eye Gaze Interaction
, 2000
"... Eye gaze interaction can provide a convenient and natural addition to user-computer dialogues. We have previously reported on our interaction techniques using eye gaze [10]. While our techniques seemed useful in demonstration, we now investigate their strengths and weaknesses in a controlled setting ..."
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Cited by 54 (3 self)
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Eye gaze interaction can provide a convenient and natural addition to user-computer dialogues. We have previously reported on our interaction techniques using eye gaze [10]. While our techniques seemed useful in demonstration, we now investigate their strengths and weaknesses in a controlled setting. In this paper, we present two experiments that compare an interaction technique we developed for object selection based on a where a person is looking with the most commonly used selection method using a mouse. We find that our eye gaze interaction technique is faster than selection with a mouse. The results show that our algorithm, which makes use of knowledge about how the eyes behave, preserves the natural quickness of the eye. Eye gaze interaction is a reasonable addition to computer interaction and is convenient in situations where it is important to use the hands for other tasks. It is particularly beneficial for the larger screen workspaces and virtual environments of the future, and it will become increasingly practical as eye tracker technology matures.
Manual And Gaze Input Cascaded (MAGIC) Pointing
- In CHI99
, 1999
"... This work explores a new direction in utilizing eye gaze for computer input. Gaze tracking has long been considered as an alternative or potentially superior pointing method for computer input. We believe that many fundamental limitations exist with traditional gaze pointing. In particular, it is un ..."
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Cited by 50 (4 self)
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This work explores a new direction in utilizing eye gaze for computer input. Gaze tracking has long been considered as an alternative or potentially superior pointing method for computer input. We believe that many fundamental limitations exist with traditional gaze pointing. In particular, it is unnatural to overload a perceptual channel such as vision with a motor control task. We therefore propose an alternative approach, dubbed MAGIC (Manual And Gaze Input Cascaded) pointing. With such an approach, pointing appears to the user to be a manual task, used for fine manipulation and selection. However, a large portion of the cursor movement is eliminated by warping the cursor to the eye gaze area, which encompasses the target. Two specific MAGIC pointing techniques, one conservative and one liberal, were designed, analyzed, and implemented with an eye tracker we developed. They were then tested in a pilot study. This earlystage exploration showed that the MAGIC pointing techniques might offer many advantages, including reduced physical effort and fatigue as compared to traditional manual pointing, greater accuracy and naturalness than traditional gaze pointing, and possibly faster speed than manual pointing. The pros and cons of the two techniques are discussed in light of both performance data and subjective reports.
Movement time prediction in human-computer interfaces
- In Readings in Human-Computer Interaction (2nd
, 1995
"... The prediction of movement time in human-computer interfaces as undertaken using Fitts ' law is reviewed. Techniques for model building are summarized and three refinements to improve the theoretical and empirical accuracy of the law are presented. Refinements include (1) the Shannon formulation for ..."
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Cited by 48 (2 self)
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The prediction of movement time in human-computer interfaces as undertaken using Fitts ' law is reviewed. Techniques for model building are summarized and three refinements to improve the theoretical and empirical accuracy of the law are presented. Refinements include (1) the Shannon formulation for the index of task difficulty, (2) new interpretations of "target width " for two- and three-dimensional tasks, and (3) a technique for normalizing error rates across experimental factors. Finally, a detailed application example is developed showing the potential of Fitts ' law to predict and compare the performance of user interfaces before designs are finalized.
Eye Movement-Based Human-Computer Interaction Techniques: Toward Non-Command Interfaces
- IN ADVANCES IN HUMAN-COMPUTER INTERACTION
, 1993
"... User-computer dialogues are typically one-sided, with the bandwidth from computer to user far greater than that from user to computer. The movement of a user's eyes can provide a convenient, natural, and high-bandwidth source of additional user input, to help redress this imbalance. We therefore ..."
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Cited by 38 (10 self)
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User-computer dialogues are typically one-sided, with the bandwidth from computer to user far greater than that from user to computer. The movement of a user's eyes can provide a convenient, natural, and high-bandwidth source of additional user input, to help redress this imbalance. We therefore investigate the introduction of eye movements as a computer input medium. Our emphasis is on the study of interaction techniques that incorporate eye movements into the user-computer dialogue in a convenient and natural way. This chapter describes research at NRL on developing such interaction techniques and the broader issues raised by non-command-based interaction styles. It discusses some of the human factors and technical considerations that arise in trying to use eye movements as an input medium, describes our approach and the first eye movement-based interaction techniques that we have devised and implemented in our laboratory, reports our experiences and observations on them, and considers eye movement-based interaction as an exemplar of a new, more general class of non-command-based user-computer interaction.
Conversing with the user based on eye-gaze patterns
- In Proceedings of CHI’05
, 2005
"... Motivated by and grounded in observations of eye-gaze patterns in human-human dialogue, this study explores using eye-gaze patterns in managing human-computer dialogue. We developed an interactive system, iTourist, for city trip planning, which encapsulated knowledge of eye-gaze patterns gained from ..."
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Cited by 26 (0 self)
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Motivated by and grounded in observations of eye-gaze patterns in human-human dialogue, this study explores using eye-gaze patterns in managing human-computer dialogue. We developed an interactive system, iTourist, for city trip planning, which encapsulated knowledge of eye-gaze patterns gained from studies of human-human collaboration systems. User study results show that it was possible to sense users ’ interest based on eye-gaze patterns and manage computer information output accordingly. Study participants could successfully plan their trip with iTourist and positively rated their experience of using it. We demonstrate that eyegaze could play an important role in managing future multimodal human-computer dialogues.

