throbber
CHI 90 f’mceednrxs
`
`Apill
`
`WHAT YOU LOOK AT IS WHAT YOU GET:
`EYE MOVEMENT-BASED
`INTERACTION
`TECHNIQUES
`
`Robert J.K. Jacob
`
`Interaction
`Human-Computer
`Naval Research Laboratory
`Washington, D.C.
`
`Lab
`
`ABSTRACT
`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.
`eye
`Eye movements,
`KEYWORDS:
`interaction
`techniques,
`human-computer
`tion,
`input.
`
`tracking,
`interac-
`
`INTRODUCTION
`to be one-
`tend
`Current user-computer dialogues
`the computer
`to
`sided, with
`the bandwidth
`from
`the user far greater
`than
`that
`from user to com-
`puter. A fast and effortless mode of communica-
`tion from a user to a computer would help redress
`this imbalance. We therefore
`investigate
`the possi-
`bility of
`introducing
`the movements of a user’s
`eyes as an additional
`input medium. While
`the
`technology
`for measuring eye movements
`in real
`time has been
`improving,
`what
`is needed
`is
`interaction techniques that incorporate
`appropriate
`eye movements
`into
`the user-computer dialogue
`in
`a convenient
`and natural way.
`This
`paper
`
`Permission to copy without fee all or part of this material is granted
`provided
`that the copies are not made or distributed
`for direct
`commercial advantage,
`the ACM copyright notice and the title of
`the publication and its date appear, and notice is given that copying
`is by permission of the Association
`for Computing Machinery. To
`copy otherwise, or to republish
`requires a fee and/or specific
`permission.
`
`0 1990 ACM O-89791 -345O/90/0004-0011
`
`1 SO
`
`discusses some of the human factors and technical
`considerations
`that arise in trying to use eye move-
`ments as an input medium, describes our approach
`and the first eye movement-based
`interaction
`tech-
`niques
`that we have devised and implemented
`in
`our
`laboratory,
`and reports our experiences and
`observations on them.
`
`BACKGROUND
`
`for Measuring Eye Movements
`Methods
`techniques
`for measuring eye movements
`Available
`range
`from
`the not-quite-sublime
`to
`the almost-
`ridiculous.
`First, note that our goal is to measure
`visual line of gaze, that is, the absolute position
`in
`space at which
`the user’s eyes are pointed,
`rather
`than,
`for example,
`the position of the eyeball
`in
`space or the relative motion of the eye within
`the
`head [14].
`is electronic
`technique
`The simplest eye tracking
`recording,
`using electrodes placed on
`the skin
`around
`the eye to measure changes in the orienta-
`tion of the potential difference
`that exists between
`the cornea and the retina. However,
`this method
`is more useful
`for measuring
`relative eye move-
`ments
`than absolute position.
`Perhaps
`the least
`user-friendly approach uses a contact
`lens that fits
`precisely over the bulge at the front of the eyeball
`and is held
`in place with a slight suction. This
`method is extremely accurate, but suitable only for
`laboratory
`studies. More practical methods use
`remote
`imaging of a visible
`feature
`located on the
`eyeball, such as the boundary between
`the sclera
`and iris,
`the outline of the pupil, or the cornea1
`reflection of a light shone at the eye. All
`these
`require
`the head to be held absolutely stationary (a
`bite board is customarily used), to be sure that any
`measured movement
`represents movement of the
`eye, not
`the head. However,
`by
`tracking
`two
`features of the eye simultaneously,
`it is possible to
`distinguish
`head movements
`(the
`two
`features
`move
`together)
`from eye movements
`(the
`two
`move with respect to one another), and the head
`
`11
`
`Supercell
`Exhibit 1010
`Page 1
`
`

`

`CHI 90 Prtxeaings
`
`the
`is currently
`fixed. This
`need not be rigidly
`most practical method
`for use in a conventional
`computer-and-user
`setting, since
`the eye tracker
`sits several
`feet from
`the user, nothing contacts
`him or her, and the head need not be clamped.
`In
`our laboratory, we use an Applied Science Labora-
`tories (Waltham, Mass.) Model 325OR eye tracker
`[9,14]. Figure 1 shows the components of this type
`It simultaneously
`tracks
`the cor-
`of eye tracker.
`neal reflection
`(from an infrared
`light shining on
`eye) and the outline of the pupil
`(illuminated
`by
`same light). Visual
`line of gaze is computed
`from
`the relationship between the two tracked points.
`
`qL3&&q
`
`I Mirror
`I
`
`------
`
`%%;5
`mirror
`
`\
`
`;
`I
`
`A
`
`u
`
`Pupil camera
`
`of components of a car- ]
`Illustration
`f.
`[ Figure
`eye tracker. The pupil
`neal reflection-plus-pupil
`operate along the same
`camera and illuminator
`The
`optical axis, via a half-silvered mirror.
`servo-controlled mirror
`is used to compensate
`for the user’s head motions.
`
`Previous Work
`for measuring visual line of gaze
`While
`technology
`is adequate, there has been little research on using
`this information
`in real time. There
`is a consider-
`able body of research using eye tracking, but it has
`concentrated on eye movement data as a tool for
`studying motor and cognitive processes by record-
`ing the eye movements and subsequently analyzing
`them
`[7,10]. Real-time eye input has been used
`most frequently
`for disabled
`(quadriplegic)
`users,
`who can use only
`their eyes for input
`[4,8]. Our
`interest
`is,
`instead, on dialogues
`that combine
`real-time eye movement data with other, more con-
`ventional modes of user-computer communication.
`Richard Bolt did some of the earliest work
`in this
`particular
`area and demonstrated
`several
`innova-
`tive uses of eye movements
`[1,2]. Floyd Glenn
`[5]
`used eye movements
`for several
`tracking
`tasks
`involving moving
`targets. Ware and Mikaelian
`[13]
`reported an experiment
`in which
`simple
`target
`selection and cursor positioning
`operations were
`performed substantially
`faster with an eye tracker
`than with any of
`the more conventional
`cursor
`
`12
`
`positioning devices.
`
`of Eye Movements
`Characteristics
`To see an object clearly,
`it is necessary to move
`the eyeball so that the object appears on the fovea,
`a small area at the center of the retina. Because
`of this, a person’s eye position provides a rather
`good indication
`(to within
`the one-degree width of
`the
`fovea) of what specific portion of the scene
`before him he is examining.
`The most common
`way of moving
`the eyes is a sudden, ballistic, and
`nearly
`instantaneous
`saccade.
`It
`is typically
`fol-
`lowed by a fixation, a 200-600 ms. period of rela-
`tive stability during which an object can be viewed.
`however,
`the eye still makes
`During a fixation,
`small, jittery motions, generally covering
`less than
`one degree. Smooth eye motions,
`less sudden
`than saccades, occur only in response to a moving
`object
`in the visual
`field. Other eye movements,
`such as nystagmus, vergence, and torsional
`rota-
`tion are relatively
`insignificant
`in a user-computer
`dialogue.
`for a user
`:picture of eye movements
`The overall
`sitting
`in
`front of a computer
`is a collection of
`steady (but slightly
`jittery)
`fixations connected by
`saccades. The eyes are
`rarely
`rapid
`sudden,
`entirely still. They move during a fixation, and
`they seldom remain
`in one fixation
`for long. Fig-
`ure 2 shows a trace of eye movements
`(with
`jitter
`removed)
`for a user using a computer
`for 30
`seconds. Compared
`to
`the slow and deliberate
`way people operate a mouse or other manual input
`device, eye movements careen madly about
`the
`screen. During a fixation, a user generally
`thinks
`he is looking steadily at a single object-he
`is not
`consciously aware of
`the small,
`jittery motions.
`This suggest:s that
`the human-computer
`dialogue
`should be constructed so that it, too, ignores those
`motions, since, ultimately,
`it should correspond
`to
`what the user rhinks he is doing,
`rather
`than what
`his eye muscles are actually doing.
`
`“Midas Touch” Problem
`to using eye position as
`The most naive approach
`an
`input might be as a direct substitute
`for a
`mouse: changes
`in the user’s
`line of gaze would
`to move. This
`is an
`cause
`the mouse cursor
`unworkable
`(and annoying)
`approach,
`because
`people are not accustomed
`to operating devices
`just by moving
`their eyes. They expect to be able
`to look at an item without having the look “mean”
`something. Normal visual perception
`requires
`that
`the eyes move about, scanning
`the scene before
`them.
`It
`is not desirable
`for each such move to
`initiate a computer command.
`to look at what
`At
`first,
`it is empowering simply
`Before
`long,
`you want and have
`it happen.
`though,
`it becomes like
`the Midas Touch. Every-
`where you
`look, another command
`is activated;
`you cannot
`look anywhere without
`issuing a com-
`mand.
`The challenge
`in building
`a useful eye
`
`Supercell
`Exhibit 1010
`Page 2
`
`

`

`CHI 90 Proceedings
`
`April 1990
`
`to ignore the eye tracker.
`less, we find it is difficult
`room
`lighting
`is unusual;
`It
`is noisy;
`the dimmed
`the dull red light, while not annoying,
`is a constant
`and, most
`equipment ;
`reminder
`of
`the
`significantly,
`the action of the servo-controlled mir-
`ror, which
`results
`in
`the red
`light
`following
`the
`slightest motions of user’s head gives one the eerie
`feeling of being watched.
`
`Accuracy and Range
`A user generally need not position his eye more
`accurately
`than the width of the fovea (about one
`degree) to see an object sharply. Finer accuracy
`from an eye tracker might be needed for studying
`the operation of the eye muscles but is not useful
`for our purposes.
`The eye’s normal
`jittering
`further
`limits
`the practical accuracy of eye track-
`ing.
`It is possible
`to improve accuracy by averag-
`ing over a fixation, but not in a real-time
`interface.
`Observation: Despite the mechanisms
`for following
`the user’s head, we find that the steadier the user
`holds his head, the better
`the eye tracker works.
`We find
`that we can generally get two degrees
`accuracy quite easily, and sometimes can achieve
`tracker
`should
`thus be
`one degree. The eye
`viewed as having a resolution much coarser
`than
`that of a mouse or other
`typical devices, perhaps
`more
`like a touch screen. A
`further problem
`is
`that the range over which
`the eye can be tracked
`with
`this equipment
`is
`fairly
`limited.
`In our
`configuration,
`it can barely cover the surface of a
`19” monitor at a 24” viewing distance.
`
`Using the Eye Tracker Data
`Our approach
`to processing eye movement data is
`to partition
`the problem
`into
`two stages. First we
`process the raw eye tracker data in order
`to filter
`noise,
`recognize
`fixations,
`compensate
`for
`local
`calibration errors, and generally
`try to reconstruct
`the user’s more conscious
`intentions
`from
`the
`available
`information.
`This processing stage con-
`verts
`the continuous,
`somewhat noisy stream of
`raw eye position
`reports
`into
`tokens
`that are
`claimed
`to approximate more closely
`the user’s
`intentions
`in a higher-level user-computer dialogue.
`Then, we design generic
`interaction
`techniques
`based on these tokens as inputs.
`Observation: Because eye movements
`are so
`different
`from conventional
`computer
`in$uts, we
`achieve success with a philosophy
`that
`tries, as
`much as possible,
`to use natural eye movements as
`an implicit
`input,
`rather
`than
`to train a user to
`move the eyes in a particular way to operate the
`system. We try to think of eye position more as a
`piece of information available
`to the user-computer
`dialogue
`involving a variety of input devices than
`as the intentional actuation of an input device.
`
`13
`
`trace of a computer user’s eye
`2. A
`Figure
`movements over approximately 30 seconds, while
`performing normal work (i.e., no eye-operate in-
`terfaces) using a windowed display. Jitter within
`each fixation has been removed from this plot.
`
`this Midas Touch
`is to avoid
`interface
`tracker
`the interface should act on the
`Ideally,
`problem.
`user’s eye input when he wants it to and let him
`just look around when
`that’s what he wants, but
`the two cases are impossible
`to distinguish
`in gen-
`eral.
`Instead, we investigate
`interaction
`techniques
`that address this problem
`in specific cases.
`
`EXPERIENCE WITH EYE MOVEMENTS
`
`Configuration
`cornea1
`We use an Applied Science Laboratories
`reflection eye tracker. The user sits at a conven-
`tional
`(government-issue)
`desk, with a Sun com-
`puter display, mouse, and keyboard,
`in a standard
`chair
`and
`office.
`The
`tracker
`eye
`camera/illuminator
`sits on
`the desk next
`to the
`monitor. Other
`than
`the illuminator
`box with
`its
`dim red glow,
`the overall setting
`is thus far just
`like that for an ordinary office computer user.
`In
`addition,
`the room
`lights are dimmed
`to keep the
`user’s pupil
`from becoming
`too small. The eye
`tracker
`transmits
`the x and y coordinates
`for the
`user’s visual
`line of gaze every l/60 second, on a
`serial port,
`to a Sun 4/260 computer.
`The Sun
`performs all further processing,
`filtering,
`fixation
`recognition,
`and some additional
`calibration
`and
`also implements
`the user interfaces under study.
`Observarion: The eye tracker
`is, strictly speaking,
`non-intrusive
`and does not touch
`the user in any
`way. Our setting
`is almost
`identical
`to that for a
`user of a conventional office computer. Neverthe-
`
`Supercell
`Exhibit 1010
`Page 3
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`

`

`CHI 90 l’mceedngs
`
`Aptil1990
`
`Local Calibration
`The eye tracker calibration procedure produces a
`mapping
`that
`is applied uniformly
`to
`the whole
`screen, but we
`found
`small calibration
`errors
`appear in portions of the screen, rather
`than sys-
`tematically across it. We introduced an additional
`layer of calibration
`into
`the chain, which allows
`the user to make local modifications
`to the calibra-
`tion dynamically.
`If the user feels the eye tracker
`is not responding accurately
`in some area of the
`screen, he can at any point move the mouse cursor
`to that area, look at the cursor, and click a button.
`Observarion: Surprisingly,
`this had
`the effect of
`increasing
`the apparent
`response speed for object
`selection and other
`interaction
`techniques.
`The
`reason is that, if the calibration
`is slightly wrong in
`a local region and the user stares at a target in that
`region,
`the eye tracker will report
`the eye position
`somewhere slightly outside
`the target.
`If he con-
`tinues
`to stare at it,
`though, his eyes will
`in fact
`jitter around
`to a spot
`that
`the eye tracker will
`report as being on the target. The effect feels as
`though
`the system is responding
`too slowly, but it
`is a problem of local calibration.
`
`Fixation Recognition
`After
`improving
`the calibration, we still observed
`erratic behavior
`in the user interface, even when
`the user thought he was staring perfectly still. This
`comes from both the normal
`jittery motions of the
`eye during
`fixations and from artifacts
`introduced
`when
`the eye tracker momentarily
`fails
`to obtain
`an adequate video image of the eye.
`
`of erratic nature of raw
`Illustration
`Figure 3.
`the eye tracker. The plot shows one
`data from
`coordinate of eye position vs. time, over a some-
`what worse-than-typical
`three second period.
`
`the
`from
`Figure 3 shows the type of data obtained
`eye tracker.
`It plots
`the x coordinate of the eye
`position output against time over a relatively
`jumpy
`
`14
`
`three-second period. Zero values on the ordinate
`represent periods when the eye tracker could not
`the line of gaze. This might be caused by
`locate
`eye tracker artifacts,
`such as glare
`in
`the video
`camera,
`lag in compensating
`for head motion, or
`failure of the processing algorithm,
`or by actual
`user actions, such as blinks or movements outside
`the range of the eye tracker. During
`the period
`represented by Figure 3, the subject
`thought he
`was simply looking around at a few different points
`on a CRT screen. The difference
`is attributable
`not only to the eye tracker artifacts but to the fact
`that much of the fine-grained behavior of the eye
`muscles is not intentional.
`To make a reasonable
`input
`to a user-computer
`dialogue
`from
`the eye
`tracker data,, we must filter out
`that behavior
`to
`recover
`the
`“intentional”
`component
`of
`the eye
`motions.
`to the picture of a computer user’s eye
`We return
`movements as a collection of jittery
`fixations con-
`nected by essentially
`instantaneous
`saccades. We
`start with an a priori model of such saccades and
`fixations and then attempt
`to recognize and quickly
`report
`the start, approximate position, and end of
`each recogn.ized fixation. Blinks of up to 200 ms.
`may occur during a fixation without
`terminating
`it.
`At
`first, blinks
`seemed
`to present a problem,
`since, obviously, we cannot obtain eye position
`data during a blink. However
`(equally obviously
`in
`retrospect),
`the screen need not respond to the eye
`during
`that blink period, since the user can’t see it
`anyway. After applying
`this algorithm,
`the noisy
`data shown
`in Figure 3 are
`found
`to comprise
`about 6 fixations, which more accurately
`reflects
`what
`the user thought he was doing (rather
`than
`what his eye muscles plus the eye tracking equip-
`ment actually did). Figure 4 shows the same data,
`with a horizontal
`line marking each recognized
`fixation
`at
`the
`time and
`location
`it would be
`reported.
`recognition
`fixation
`the
`Observarion: Applying
`approach
`to
`the real-time data coming
`from
`the
`eye tracker yielded a significant
`improvement
`in
`the user-visible behavior of the interface. Filtering
`the data based on an a priori model of eye motion
`is an important
`step in transforming
`the raw eye
`tracker output
`into a user-computer dialogue.
`
`System
`User Interface Management
`algo-
`We next
`turn
`the output of the recognition
`rithm
`into a stream of tokens for use as input to an
`interactive
`user interface. We report
`tokens
`for
`eye events considered meaningful
`to the dialogue,
`much like tokens generated by mouse or keyboard
`events. We then multiplex
`the eye tokens into the
`same stream with
`those generated by the mouse
`and keyboard and present the overall
`token stream
`as input
`to our user interface management system.
`The desired user interface
`is specified to the UIMS
`as a collectibn of concurrently
`executing
`interac-
`tion objects [6]. The operation of each such object
`
`Supercell
`Exhibit 1010
`Page 4
`
`

`

`CHI 90 Pmceedrqs
`
`A$Nil1990
`
`the fixation recogni-
`Figure 4. Result of applying
`tion algorithm
`to the data of Figure 3. A hor-
`izontal
`line beginning
`and ending with an o
`marks each fixation at the time and coordinate
`position
`it would be reported.
`
`that
`diagram
`transition
`is described by a state
`accepts
`the
`tokens as input.
`Each object can
`accept any combination
`of eye, mouse, and key-
`board
`tokens,
`as specified
`in
`its own syntax
`diagram.
`
`INTERACTION TECHNIQUES
`An interaction
`technique
`is a way of using a physi-
`cal input device
`to perform a generic
`task in a
`human-computer
`dialogue
`[ll].
`It
`represents an
`abstraction of some common class of interactive
`task, for example, choosing one of several objects
`shown on a display screen. This section describes
`the first few eye movement-based
`interaction
`tech-
`niques
`that we have implemented and our
`initial
`observations
`from using them.
`
`Object Selection
`The task here is to select one object from among
`several displayed on the screen, for example, one
`of several file icons on a desktop or, as shown in
`Figure 5, one of several ships on a map
`in a
`hypothetical
`“command and control” system. With
`a mouse,
`this
`is usually done by pointing at the
`object and then pressing a button. With
`the eye
`tracker,
`there is no natural counterpart of the but-
`ton press. We reject using a blink
`for a signal
`because it detracts
`from
`the naturalness possible
`with an eye movement-based dialogue by requiring
`the user to think about when he or she blinks. We
`tested two alternatives.
`In one, the user looks at
`the desired object
`then presses a button on a
`keypad to indicate
`that the looked-at object is his
`choice.
`In Figure 5, the user has looked at ship
`“EF151” and caused it to be selected (for attribute
`
`testbed, illus-
`from eye tracker
`Figure 5. Display
`trating object selection technique. Whenever the
`user looks at a ship in the right window,
`the ship
`is selected and information
`about it is displayed
`in left window. The square eye icon at the right
`is used to show where the user’s eye was pointing
`in these illustrations;
`it does not normally appear
`on
`the screen. The actual screen
`image uses
`light
`figures on a dark background
`to keep the
`pupil large.
`
`display, described below). The second uses dwell
`time-if
`the user continues
`to look at the object for
`a sufficiently
`long
`time,
`it
`is selected without
`The
`two
`techniques can be
`further operations.
`implemented
`simultaneously,
`where
`the button
`press is optional and can be used to avoid waiting
`for the dwell time to expire, much as an optional
`menu accelerator key is used to avoid traversing a
`menu.
`Observation: At first this seemed like a good com-
`bination.
`In practice, however,
`the dwell
`time
`approach
`is much more convenient. While a long
`time might be used to ensure that an inadver-
`dweil
`tent selection will not be made by simply “looking
`around” on the display,
`this mitigates
`the speed
`advantage of using eye movements
`for
`input and
`also reduces
`the responsiveness of the interface.
`To reduce dwell
`time, we make a further distinc-
`tion.
`If
`the result of selecting
`the wrong object
`can be undone trivially
`(selection of a wrong object
`followed by a selection of the right object causes
`no adverse effect-the second selection
`instantane-
`ously overrides
`the first),
`then a very short dwell
`time can be used. For example,
`if selecting an
`object causes a display of information
`about
`that
`object
`to appear and the information
`display can
`be changed
`instantaneously,
`then
`the effect of
`selecting wrong objects
`is immediately undone as
`long as the user eventually
`reaches the right one.
`This approach, using a 150-250 ms. dwell
`time
`gives excellent results. The lag between eye move-
`ment and system response (required
`to reach the
`dwell
`time)
`is hardly detectable
`to the user, yet
`long enough
`to accumulate sufficient data for our
`fixation
`recognition
`and processing.
`The subjec-
`
`15
`
`Supercell
`Exhibit 1010
`Page 5
`
`

`

`CHI 90 Prwechqs
`
`ADfil1990
`
`tive feeling is of a highly responsive system, almost
`as though
`the system is executing
`the user’s inten-
`tions before h.e expresses
`them. For situations
`where selecting an object is more difficult
`to undo,
`button confirmation
`is used. We found no case
`where a long dwell
`time (over 3/4 second) alone
`was useful, probably because
`it does not exploit
`natural eye movements
`(people do not normally
`fixate one spot for that long) and also creates the
`suspicion
`that the system has crashed.
`
`Attribute Display
`Continuous
`interaction
`A good use of
`this object selection
`technique
`is for retrieving attributes of one of the
`objects on a display. Our approach
`is to provide a
`separate area of the display where such attributes
`are always shown.
`In Figure 5, the window on the
`right is a geographic display of ships, while the text
`window on the left shows some attributes of one of
`the ships, the one selected by the user’s eye move-
`ment. The
`idea behind
`this
`is that
`the user can
`look around
`the ship window as desired. When-
`ever he looks over
`to
`the
`text window, he will
`always find there
`the attribute display
`for the last
`ship looked at-presumably
`the one he is interested
`in.
`(The ship
`remains selected when he
`looks
`away from
`the ship window
`to the text window.)
`However,
`if he simply
`looks at the ship window
`and never
`looks at the text area, he need not be
`concerned
`that his eye movements are causing
`commands
`in the text window. The text window
`is
`double-buffered,
`so that changes
`in
`its contents
`could hardly be seen unless the user were looking
`directly at it at the
`time
`it changed
`(which, of
`course, he is not-he must be looking at the ship
`window
`to effect a change).
`
`Moving an Object
`for moving an
`We experimented with two methods
`object on the display. Our initial notion was that,
`in a direct manipulation
`system, a mouse is typi-
`cally used for two distinct operations-selecting
`an
`object to be manipulated and performing
`the mani-
`pulation.
`The
`two
`functions
`could be separated
`and each assigned to an appropriate
`input device.
`In particular,
`the selection could be performed by
`eye position, while
`the hand
`input device
`is
`devoted exclusively
`to
`the manipulations.
`We
`therefore
`implemented
`a technique whereby
`the
`eye selects an object
`(ship)
`to be manipulated
`(moved on the map,
`in
`this case) and then
`the
`mouse
`is used to move
`it. The eye selection
`is
`made as described above. Then,
`the user grabs
`the mouse, presses a button, drags the mouse in
`the direction
`the object
`is
`to be moved, and
`releases the button. There is no visible mouse cur-
`sor, and the mouse is used as a relative position
`device-it
`starts moving
`from wherever
`the eye-
`selected ship was. Our second approach used the
`eye to select and drag the ship, and a pushbutton
`to pick
`it up and put it down. The user selects a
`ship,
`then presses a button; while
`the button
`is
`
`depressed, tlhe ship drags along with the user’s eye.
`When
`it is released,
`the ship remains
`in its new
`position.
`Since
`the processing described previ-
`ously is performed on the eye movements,
`the ship
`actually
`jumps to each fixation after about 100 ms.
`and then remains steadily
`there-despite
`actual eye
`jitter-until
`the next fixation.
`Observa&~~: Our
`initial guess was that the second
`method wou.ld be difficult
`to use: eye movements
`are fine for selecting an object, but picking
`it up
`and having
`it
`jump around on
`the screen
`in
`response
`to eye movements would be annoying-a
`mouse would give more concrete control. Once
`again, our guess was not borne out. While
`the
`eye-to-select/mouse-to-drag
`method worked well,
`the user was quickly
`spoiled by
`the eye-only
`method. Once you begin to expect the system to
`know where you are looking,
`the mouse-to-drag
`operation seems awkward and slow. After
`looking
`at the desired ship and pressing the “pick up” but-
`ton, the natural
`thing to do is to look at where you
`are planning
`to move the ship. At this point, you
`feel, “I’m
`looking
`right at the destination
`I want,
`why do I now have to go get the mouse to drag the
`ship over here?’ With eye movements processed
`to suppress jitter and respond only
`to recognized
`fixations,
`the motion of the dragging ship is reason-
`ably smooth and predictable and yet appears sub-
`It works best when
`the
`jectively
`instantaneous.
`destination of the move
`is a recognizable
`feature
`on the screen (another ship, a harbor on a map);
`when the destination
`is an arbitrary blank spot, it
`is more difficult
`to make your eye look at it, as the
`eye is always drawn to features.
`
`Scrolling Text
`Eye-controlled
`A window of text
`is shown, but not all of the
`material
`to be displayed can fit. As shown at the
`bottom
`left of Figure 6, arrows appear below
`the
`last line of the text and above the first line, indicat-
`ing that there is additional material not shown.
`If
`the user looks at an arrow,
`the text itself starts to
`scroll. Note, though,
`that it never scrolls when the
`user is actually
`reading
`the text (rather
`than look-
`ing at the arrow). The assumption
`is that, as soon
`as the text starts scrolling,
`the user’s eye will be
`drawn
`to th.e moving display and away from
`the
`arrow, which will stop the scrolling. The user can
`thus read down to end of the window,
`then, after
`he finishes reading the last line,
`look slightly below
`it, at the arrow,
`in order
`to retrieve
`the next part
`of
`the
`text. The arrow
`is visible above and/or
`below
`text display only when
`there
`is additional
`scrollable material
`in that direction.
`
`Menu Commands
`assume a button,
`inherently
`Since pop-up menus
`we experimented with an eye-operated pull-down
`menu.
`In Figure 7, if the user looks at the header
`of a pull-down menu
`for a given dwell
`time (400
`ms.),
`the body of
`the menu will appear on the
`
`16
`
`Supercell
`Exhibit 1010
`Page 6
`
`

`

`CHI 90 Ptocedings
`
`Apill
`
`object selection.
`
`Listener Window
`the
`In a window system, the user must designate
`active or “listener” window,
`that
`is, the one that
`receives keyboard
`inputs. Current systems use an
`explicit mouse command
`to designate
`the active
`window: simply pointing or else pointing and click-
`ing.
`Instead, we use eye position-the
`listener win-
`dow is simply
`the one the user is looking at. A
`delay is built
`into the system, so that user can look
`briefly
`at other windows without
`changing
`the
`listener window designation.
`Fine cursor motions
`within a window are still handled with
`the mouse,
`which
`gives an appropriate
`partition
`of
`tasks
`between eye tracker and mouse, analogous to that
`between speech and mouse used by Schmandt
`[12].
`A possible extension
`to this approach
`is for each
`window
`to remember
`the
`location of the mouse
`cursor within
`it when
`the user last left
`that win-
`dow. When the window
`is reactivated
`(by looking
`at it),
`the mouse cursor is restored
`to that remem-
`bered position.
`
`EXPERIMENTAL PLANS
`The next step in this study is to perform more con-
`trolled observations on the new techniques. Our
`first experiment will compare object selection by
`dwell
`time with conventional
`selection by mouse
`pick. The extraneous details of the ship display
`are
`removed
`for
`this purpose,
`and a simple
`abstract display of circular
`targets
`is used, as
`shown in Figure 8.
`In the experiment, one of the
`targets will be designated, and the subject’s task is
`to find
`it and select it, either by eye with dwell
`time or mouse. Response
`time
`for
`the
`two
`methods will be compared.
`(Initial pilot
`runs of
`this procedure suggest a 30 per cent decrease in
`time for the eye over the mouse, although
`the eye
`trials show more variability.)
`
`study of the
`for experimental
`Figure 8. Display
`interaction
`technique.
`object
`selection
`Item
`“AC”
`near
`the upper
`right has
`just become
`highlighted,
`and the user must now select it (by
`eye or mouse).
`
`17
`
`Figure 6, Another
`showing the scrolling
`
`testbed,
`the
`from
`display
`text and other windows.
`
`screen, Next, he can look at the items shown on
`the menu. After a brief look at an item (100 ms.),
`it will be highlighted, but its command will not yet
`be executed. This allows the user time to examine
`the different
`items on the menu.
`If the user looks
`at one item
`for a much
`longer
`time (1 sec.),
`its
`command will be executed and the menu erased.
`Alternatively,
`once the item
`is highlighted, press-
`ing a button will execute it immediately and erase
`the menu.
`If the user looks outside
`the menu (for
`600 ms.),
`the menu
`is erased without any com-
`mand executed.
`
`7.
`Figure
`display
`Testbed
`controlled pull-down menu.
`
`showing
`
`eye-
`
`this
`experience with
`initial
`Observation: Our
`interaction
`technique
`suggests that
`the button
`is
`more convenient
`than the long dwell time for exe-
`cuting a menu command.
`This
`is because
`the
`dwell
`time necessary before executing a command
`must be kept quite high, at least noticeably
`longer
`than the time required
`to read an unfamiliar
`item.
`This
`is fonger
`than people normally
`fixate on one
`spot, so selecting such an item requires an unna-
`tural sort of “stare.” Fulling
`the menu down and
`selecting an item
`to be highlighted are both done
`very effectively with short dwell
`times, as with
`
`Supercell
`Exhibit 1010
`Page 7
`
`

`

`CHI 90 Prmeedngs
`
`April 1!390
`
`4.
`
`5.
`
`

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