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A master's thesis from Aalborg University
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Effects of Perceived Speed on Performance Between Eye-Gaze and Mouse Input in a Rhythm Game

Author

Term

4. term

Education

Publication year

2020

Submitted on

Pages

18

Abstract

I de senere år er øjensporing blevet mere udbredt som inputform og bruges både i hjælpemidler og i immersive computerspil. Tidligere arbejde peger på, at blikbevidste systemer—systemer, der reagerer på, hvor brugeren kigger—kan øge effektiviteten i nogle opgaver, men resultaterne varierer meget mellem applikationer og tekniske løsninger. Dette studie undersøger, hvor godt øjensporing klarer sig i et rytmespil sammenlignet med en traditionel pegeenhed (mus) ved forskellige niveauer af oplevet hastighed og begrænset reaktionstid. Til formålet udviklede vi Gaze Hero, et blikstyret rytmespil, hvor spilleren skal ramme noder, der dukker op i takt langs en enkelt linje—i stil med Guitar Hero. Seksten deltagere spillede ved tre niveauer af oplevet hastighed med både blik- og musinput. Fordi rytmespil kræver præcis timing og hurtige, rykvise øjenbevægelser (sakkader), er de velegnede til at teste, om blikinput kan følge med. Evalueringen fandt ingen evidens for, at blik som input giver bedre præstation i et spil, der kræver høj tidsmæssig præcision og kontinuerlige sakkadiske bevægelser. I hurtige situationer—når objekter bevæger sig hurtigt og kræver hurtige reaktioner—klarede deltagerne sig bedre med musen. Når spilleren derimod havde længere tid til at reagere og planlægge kommende øjenbevægelser, var der ingen statistisk signifikant forskel mellem blik og mus. Resultaterne tyder på, at blikinput kan være et tilstrækkeligt alternativ, når brugeren har mindst 1,14 sekunder til at reagere og planlægge blikket.

In recent years, eye tracking has gained traction as a way to control computers, used in assistive technologies and immersive games. Prior work suggests that gaze-aware systems—interfaces that respond to where a user looks—can improve efficiency in some tasks, but results vary across applications and technical implementations. This study examines how well eye tracking performs in a rhythm game compared with a traditional pointing device (a mouse) at different levels of perceived game speed and limited reaction time. To investigate this, we developed Gaze Hero, a gaze-controlled rhythm game where players hit notes that appear in time along a single line, similar to Guitar Hero. Sixteen participants played at three perceived speed levels using both gaze and mouse input. Because rhythm games demand precise timing and rapid, jump-like eye movements (saccades), they are a strong test of whether gaze input can keep up. The evaluation found no evidence that gaze input improves performance in a game that requires high timing precision and continuous saccadic movements. In fast conditions—when objects move quickly and quick reactions are required—participants performed better with the mouse. However, when players had more time to react and plan upcoming eye movements, there was no statistically significant performance difference between gaze and mouse. These results suggest that gaze input can be a sufficient alternative when users have at least 1.14 seconds to react and plan their gaze.

[This abstract was generated with the help of AI]