Ken Pfeuffer

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52ranked-venue papers
13as first author
34since 2021 · last 2026
0000-0002-5870-1120ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 49 · 11 first-author · 32 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 7 since 2021
YearPublicationVenuePosition
2026 Eyes on Many: Evaluating Gaze, Hand, and Voice for Multi-Object Selection in Extended Reality
abstract
Interacting with multiple objects simultaneously makes us fast. A pre-step to this interaction is to select the objects, i.e., multi-object selection, which is enabled through two steps: (1) toggling multi-selection mode — mode-switching — and then (2) selecting all the intended objects — subselection. In extended reality (XR), each step can be performed with the eyes, hands, and voice. To examine how design choices affect user performance, we evaluated four mode-switching (SemiPinch, FullPinch, DoublePinch, and Voice) and three subselection techniques (Gaze+Dwell, Gaze+Pinch, and Gaze+Voice) in a user study. Results revealed that while DoublePinch paired with Gaze+Pinch yielded the highest overall performance, SemiPinch achieved the lowest performance. Although Voice-based mode-switching showed benefits, Gaze+Voice subselection was less favored, as the required repetitive vocal commands were perceived as tedious. Overall, these findings provide empirical insights and inform design recommendations for multi-selection techniques in XR.
Mohammad Raihanul Bashar, Aunnoy K. Mutasim, Ken Pfeuffer, Anil Ufuk Batmaz
CHI3
2026 StylusPort: Investigating Teleportation using Stylus in VR
abstract
With a stylus, users can both sweep sketches across models and pinpoint locations with precision. Building on this dual capability, we explore how teleportation can be integrated into stylus interaction without disrupting the flow of common stylus usage. We introduce two key ideas: flipping the stylus as an intuitive mode switch between drawing and teleportation, and using gaze to set orientation while the stylus handles positioning. In a user study that features a teleport-and-orient task, we evaluate six teleportation techniques, covering two mode-switching methods (Button and Flip) and three orientation approaches (StylusRoll, StylusPoint, and GazePoint). The results offer new insights into the relative merits and limitations of each technique. Our work contributes to knowledge about teleportation in VR and fills the gap in seamlessly integrating teleportation with stylus use in 3D.
Yang Liu 0453, Qiushi Zhou, Mathias N. Lystbæk, Aidan Kehoe, Mario Gutierrez, Hans-Werner Gellersen, Ken Pfeuffer
CHI7
2026 Preshaping Hand Behaviour for Direct and Indirect Manipulation of 3D Objects
abstract
Effortless manipulation informs and relies on preshaping: the subconscious posing of the hand before grasping. Virtual environments and the design of interaction techniques alters interaction requirements like contact and reach, forcing behavioural adaptation. We present a comparative study investigating preshaping behaviour across direct versus indirect (gaze-assisted) and bare-hand versus controller techniques on a docking task. Results reveal that response patterns scale with anticipated task difficulty, and that direct techniques elicit effective posing of the hand. Indirect techniques shortcut hand transport and, in turn lacks the sensory feedback to guide planning, inducing efficient but attenuated responses that necessitate compensatory manipulation and clutching. Notably, controllers that afford in-hand rotation allow users to extend their range of motion. These findings can inform interaction design to better afford preshaping and optimise 3D manipulation tasks.
Thorbjørn Mikkelsen, Qiushi Zhou, Mar González-Franco, Hans-Werner Gellersen, Ken Pfeuffer
CHI5
2025 Online-EYE: Multimodal Implicit Eye Tracking Calibration for XR
abstract
Unlike other inputs for extended reality (XR) that work out of the box, eye tracking typically requires custom calibration per user or session. We present a multimodal inputs approach for implicit calibration of eye tracker in VR, leveraging UI interaction for continuous, background calibration. Our method analyzes gaze data alongside controller interaction with UI elements, and employing ML techniques it continuously refines the calibration matrix without interrupting users from their current tasks. Potentially eliminating the need for explicit calibration. We demonstrate the accuracy and effectiveness of this implicit approach across various tasks and real time applications achieving comparable eye tracking accuracy to native, explicit calibration. While our evaluation focuses on VR and controller-based interactions, we anticipate the broader applicability of this approach to various XR devices and input modalities.
Baosheng James Hou, Lucy Abramyan, Prasanthi Gurumurthy, Haley Adams, Ivana Tosic Rodgers, Eric J. Gonzalez, Khushman Patel, Andrea Colaco, Ken Pfeuffer, Hans-Werner Gellersen, Karan Ahuja, Mar González-Franco
CHI9
2025 PinchCatcher: Enabling Multi-selection for Gaze+Pinch
abstract
This paper investigates multi-selection in XR interfaces based on eye and hand interaction. We propose enabling multi-selection using different variations of techniques that combine gaze with a semi-pinch gesture, allowing users to select multiple objects, while on the way to a full-pinch. While our exploration is based on the semi-pinch mode for activating a quasi-mode, we explore four methods for confirming subselections in multi-selection mode, varying in effort and complexity: dwell-time (SemiDwell), swipe (SemiSwipe), tilt (SemiTilt), and non-dominant hand input (SemiNDH), and compare them to a baseline technique. In the user study, we evaluate their effectiveness in reducing task completion time, errors, and effort. The results indicate the strengths and weaknesses of each technique, with SemiSwipe and SemiDwell as the most preferred methods by participants. We also demonstrate their utility in file managing and RTS gaming application scenarios. This study provides valuable insights to advance 3D input systems in XR.
Qiushi Zhou, Mar González-Franco, Jeongmi Lee, Ken Pfeuffer
CHI6
2025 DOF-Separation for 3D Manipulation in XR: Understanding Finger-Wrist Separation to Simultaneously Translate and Rotate Objects
abstract
Hand-tracking based 3D object manipulation in Extended Reality (XR) typically employs a pinch gesture for acquisition and manipulation through a direct mapping from 6-degrees-of-freedom (DOF) hand movement to that of the object. In this work, we investigate the effect of separating this mapping to concurrent 3DOF controls (DOF-Separation) of translation and rotation of the virtual object using the position and orientation of the hand independently. We aim to understand how DOF-Separation could ease manipulation for different techniques with varying requirements for hand position and orientation during acquisition, including Virtual Hand, Hand Ray, and Gaze&Pinch. Through a user study that features a docking task in VR, we found that DOF-Separation significantly improves the manipulation performance of Hand Ray, while improving that of Virtual Hand only in difficult tasks of combined translation and rotation. We suggest future XR systems to adopt DOF-Separation for input in manipulation-heavy applications, such as 3D design.
Thorbjørn Mikkelsen, Qiushi Zhou, Mathias N. Lystbæk, Yang Liu 0453, Hans-Werner Gellersen, Ken Pfeuffer
ISMAR6
2025 A Study of Multimodal Pen + Gaze Interaction Techniques for Shape Point Translation in Extended Reality
abstract
Eye-tracking offers new ways to augment our interaction possibilities in extended reality. This paper investigates how gaze can assist pen users in translating shape points within graphical models. By leveraging gaze, we can support the usual design activities with an option where objects can be selected and repositioned through eye movements, with the pen serving as a confirmation tool. This can reduce manual effort and enhance efficiency and ergonomics. To evaluate its effectiveness, we compare four interaction techniques: two pen-based baselines (direct and ray-based) and two gaze-supported methods (gaze for selection and/or object dragging), using a probability based selection scheme. In a user study, 16 participants carried out a shape point translation task and their performance, effort, and user experience were measured. The results highlight the performance trade-offs of each technique—while the gaze-based dragging method introduced marginally more errors, it significantly reduced task time. Our findings offer comparative insights into the strength and limitations of gaze-and pen-based interaction methods, supporting the design of future multimodal 3D design tools.
Uta Wagner, Zhikun Wu, Qiushi Zhou, Mario Romero, Alessandro Iop, Tiare M. Feuchtner, Ken Pfeuffer
ISMAR8
2025 HeadDepth: Gaze Raycasting with Head Pitch for Depth Control
abstract
Gaze is fast and intuitive for raycasting, but lacks a way to control depth for input in 3D. We propose HeadDepth to augment gaze with vertical head rotation (pitch) to control depth along the line of sight, and investigate three pitch-to-depth mappings: Relative maps pitch velocity to changes in depth; EdgeGain adds dynamic gain dependent at eccentric gaze angles; and PingPong provides an absolute back-and-forth mapping that repeats at different pitch angles. HeadDepth is not as fast as controller-based RayCursor but has the advantage of being hands-free. In a user study, all three variants proved effective for 3D positioning; PingPong required least effort and EdgeGain was least affected by differences in tasks. Eye-head coordination and task had a significant effect, as head movements in support of gaze can affect depth control synergistically or antagonistically. Our results have significance beyond HeadDepth as they generalize to any interaction where head rotational input concurs with gaze fixation on visual feedback. Interaction designs may benefit from dynamic adjustment to eye-in-head angle to prevent discomfort and maintain objects within the user's field of view.
Florian Weidner, Yasmeen Abdrabou, Ken Pfeuffer, Hans-Werner Gellersen
ISMAR4
2025 At a Glance to Your Fingertips: Enabling Direct Manipulation of Distant Objects Through SightWarp
abstract
In 3D user interfaces, reaching out to grab and manipulate something works great until it is out of reach. Indirect techniques like gaze and pinch offer an alternative for distant interaction, but do not provide the same immediacy or proprioceptive feedback as direct gestures. To support direct gestures for faraway objects, we introduce SightWarp, an interaction technique that exploits eye-hand coordination to seamlessly summon object proxies to the user's fingertips. The idea is that after looking at a distant object, users either shift their gaze to the hand or move their hand into view-triggering the creation of a scaled near-space proxy of the object and its surrounding context. The proxy remains active until the eye-hand pattern is released. The key benefit is that users always have an option to immediately operate on the distant object through a natural, direct hand gesture. Through a user study of a 3D object docking task, we show that users can easily employ SightWarp, and that subsequent direct manipulation improves performance over gaze and pinch. Application examples illustrate its utility for 6DOF manipulation, overview-and-detail navigation, and world-in-miniature interaction. Our work contributes to expressive and flexible object interactions across near and far spaces.
Yang Liu 0453, Thorbjørn Mikkelsen, Zehai Liu, Gengchen Tian, Diako Mardanbegi, Qiushi Zhou, Hans-Werner Gellersen, Ken Pfeuffer
UIST8
2024 Blended Whiteboard: Physicality and Reconfigurability in Remote Mixed Reality Collaboration
abstract
The whiteboard is essential for collaborative work. To preserve its physicality in remote collaboration, Mixed Reality (MR) can blend real whiteboards across distributed spaces. Going beyond reality, MR can further enable interactions like panning and zooming in a virtually reconfigurable infinite whiteboard. However, this reconfigurability conflicts with the sense of physicality. To address this tension, we introduce Blended Whiteboard, a remote collaborative MR system enabling reconfigurable surface blending across distributed physical whiteboards. Blended Whiteboard supports a unique collaboration style, where users can sketch on their local whiteboards but also reconfigure the blended space to facilitate transitions between loosely and tightly coupled work. We describe design principles inspired by proxemics; supporting users in changing between facing each other and being side-by-side, and switching between navigating the whiteboard synchronously and independently. Our work shows exciting benefits and challenges of combining physicality and reconfigurability in the design of distributed MR whiteboards.
Jens Emil Grønbæk, Juan Sánchez Esquivel, Germán Leiva, Eduardo Velloso, Hans-Werner Gellersen, Ken Pfeuffer
CHI6
2024 Spatial Gaze Markers: Supporting Effective Task Switching in Augmented Reality
abstract
Task switching can occur frequently in daily routines with physical activity. In this paper, we introduce Spatial Gaze Markers, an augmented reality tool to support users in immediately returning to the last point of interest after an attention shift. The tool is task-agnostic, using only eye-tracking information to infer distinct points of visual attention and to mark the corresponding area in the physical environment. We present a user study that evaluates the effectiveness of Spatial Gaze Markers in simulated physical repair and inspection tasks against a no-marker baseline. The results give insights into how Spatial Gaze Markers affect user performance, task load, and experience of users with varying levels of task type and distractions. Our work is relevant to assist physical workers with simple AR techniques and render task switching faster with less effort.
Mathias N. Lystbæk, Ken Pfeuffer, Tobias Langlotz, Jens Emil Grønbæk, Hans-Werner Gellersen
CHI2
2024 Gaze on the Go: Effect of Spatial Reference Frame on Visual Target Acquisition During Physical Locomotion in Extended Reality
abstract
Spatial interaction relies on fast and accurate visual acquisition. In this work, we analyse how visual acquisition and tracking of targets presented in a head-mounted display is affected by the user moving linearly at walking and jogging paces. We study four reference frames in which targets can be presented: Head and World where targets are affixed relative to the head and environment, respectively; HeadDelay where targets are presented in the head coordinate system but follow head movement with a delay, and novel Path where targets remain at fixed distance in front of the user, in the direction of their movement. Results of our study in virtual reality demonstrate that the more stable the target is relative to the environment, the faster and more precise it can be fixated. The results have practical significance as head-mounted displays enable interaction during mobility, and in particular when eye tracking is considered as input.
Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, Hans-Werner Gellersen
CHI3
2024 EyeGuide & EyeConGuide: Gaze-based Visual Guides to Improve 3D Sketching Systems
abstract
Visual guides help to align strokes and raise accuracy in Virtual Reality (VR) sketching tools. Automatic guides that appear at relevant sketching areas are convenient to have for a seamless sketching with a guide. We explore guides that exploit eye-tracking to render them adaptive to the user’s visual attention. EyeGuide and EyeConGuide cause visual grid fragments to appear spatially close to the user’s intended sketches, based on the information of the user’s eye-gaze direction and the 3D position of the hand. Here we evaluated the techniques in two user studies across simple and complex sketching objectives in VR. The results show that gaze-based guides have a positive effect on sketching accuracy, perceived usability and preference over manual activation in the tested tasks. Our research contributes to integrating gaze-contingent techniques for assistive guides and presents important insights into multimodal design applications in VR.
Rumeysa Türkmen, Zeynep Ecem Gelmez, Anil Ufuk Batmaz, Wolfgang Stuerzlinger, Paul Asente, Mine Sarac, Ken Pfeuffer, Mayra Donaji Barrera Machuca
CHI7
2024 Hands-on, Hands-off: Gaze-Assisted Bimanual 3D Interaction
abstract
Extended Reality (XR) systems with hand-tracking support direct manipulation of objects with both hands. A common interaction in this context is for the non-dominant hand (NDH) to orient an object for input by the dominant hand (DH). We explore bimanual interaction with gaze through three new modes of interaction where the input of the NDH, DH, or both hands is indirect based on Gaze+Pinch. These modes enable a new dynamic interplay between our hands, allowing flexible alternation between and pairing of complementary operations. Through applications, we demonstrate several use cases in the context of 3D modelling, where users exploit occlusion-free, low-effort, and fluid two-handed manipulation. To gain a deeper understanding of each mode, we present a user study on an asymmetric rotate-translate task. Most participants preferred indirect input with both hands for lower physical effort, without a penalty on user performance. Otherwise, they preferred modes where the NDH oriented the object directly, supporting preshaping of the hand, which is more challenging with indirect gestures. The insights gained are of relevance for the design of XR interfaces that aim to leverage eye and hand input in tandem.
Mathias N. Lystbæk, Thorbjørn Mikkelsen, Roland Krisztandl, Eric J. Gonzalez, Mar González-Franco, Hans-Werner Gellersen, Ken Pfeuffer
UIST7
2024 Eye-Hand Movement of Objects in Near Space Extended Reality
abstract
Hand-tracking in Extended Reality (XR) enables moving objects in near space with direct hand gestures, to pick, drag and drop objects in 3D. In this work, we investigate the use of eye-tracking to reduce the effort involved in this interaction. As the eyes naturally look ahead to the target for a drag operation, the principal idea is to map the translation of the object in the image plane to gaze, such that the hand only needs to control the depth component of the operation. We have implemented four techniques that explore two factors: the use of gaze only to move objects in X-Y vs. extra refinement by hand, and the use of hand input in the Z axis to directly move objects vs. indirectly via a transfer function. We compared all four techniques in a user study (N=24) against baselines of direct and indirect hand input. We detail user performance, effort and experience trade-offs and show that all eye-hand techniques significantly reduce physical effort over direct gestures, pointing toward effortless drag-and-drop for XR environments.
Uta Wagner, Andreas Asferg Jacobsen, Tiare M. Feuchtner, Hans-Werner Gellersen, Ken Pfeuffer
UIST5
2024 Gaze, Wall, and Racket: Combining Gaze and Hand-Controlled Plane for 3D Selection in Virtual Reality
abstract
Raypointing, the status-quo pointing technique for virtual reality, is challenging with many occluded and overlapping objects. In this work, we investigate how eye-tracking input can assist the gestural ray pointing in the disambiguation of targets in densely populated scenes. We explore the concept of Gaze + Plane, where the intersection between the user's gaze and a hand-controlled plane facilitates 3D position specification. In particular, two techniques are investigated: Gaze&Wall, which employs an indirect plane positioned in depth using a hand ray, and Gaze&Racket, featuring a hand-held and rotatable plane. In a first experiment, we reveal the speed-error trade-offs between Gaze + Plane techniques. In a second study, we compared the best techniques to newly designed gesture-only techniques, finding that Gaze&Wall is less error-prone and significantly faster. Our research has relevance for spatial interaction, specifically on advanced techniques for complex 3D tasks.
Uta Wagner, Matthias Albrecht, Andreas Asferg Jacobsen, Hans-Werner Gellersen, Ken Pfeuffer
Proc. ACM Hum. Comput. Interact.6
2024 Filtering on the Go: Effect of Filters on Gaze Pointing Accuracy During Physical Locomotion in Extended Reality
abstract
Eye tracking filters have been shown to improve accuracy of gaze estimation and input for stationary settings. However, their effectiveness during physical movement remains underexplored. In this work, we compare common online filters in the context of physical locomotion in extended reality and propose alterations to improve them for on-the-go settings. We conducted a computational experiment where we simulate performance of the online filters using data on participants attending visual targets located in world-, path-, and two head-based reference frames while standing, walking, and jogging. Our results provide insights into the filters' effectiveness and factors that affect it, such as the amount of noise caused by locomotion and differences in compensatory eye movements, and demonstrate that filters with saccade detection prove most useful for on-the-go settings. We discuss the implications of our findings and conclude with guidance on gaze data filtering for interaction in extended reality.
Pavel Manakhov, Ludwig Sidenmark, Ken Pfeuffer, Hans-Werner Gellersen
IEEE Trans. Vis. Comput. Graph.3
2023 Partially Blended Realities: Aligning Dissimilar Spaces for Distributed Mixed Reality Meetings
abstract
Mixed Reality allows for distributed meetings where people’s local physical spaces are virtually aligned into blended interaction spaces. In many cases, people’s physical rooms are dissimilar, making it challenging to design a coherent blended space. We introduce the concept of Partially Blended Realities (PBR) — using Mixed Reality to support remote collaborators in partially aligning their physical spaces. As physical surfaces are central in collaborative work, PBR supports users in transitioning between different configurations of tables and whiteboard surfaces. In this paper, we 1) describe the design space of PBR, 2) present RealityBlender to explore interaction techniques for how users may configure and transition between blended spaces, and 3) provide insights from a study on how users experience transitions in a remote collaboration task. With this work, we demonstrate new potential for using partial solutions to tackle the alignment problem of dissimilar spaces in distributed Mixed Reality meetings.
Jens Emil Grønbæk, Ken Pfeuffer, Eduardo Velloso, Morten Astrup, Melanie Isabel Sønderkær Pedersen, Martin Kjær, Germán Leiva, Hans-Werner Gellersen
CHI2
2023 Vergence Matching: Inferring Attention to Objects in 3D Environments for Gaze-Assisted Selection
abstract
Gaze pointing is the de facto standard to infer attention and interact in 3D environments but is limited by motor and sensor limitations. To circumvent these limitations, we propose a vergence-based motion correlation method to detect visual attention toward very small targets. Smooth depth movements relative to the user are induced on 3D objects, which cause slow vergence eye movements when looked upon. Using the principle of motion correlation, the depth movements of the object and vergence eye movements are matched to determine which object the user is focussing on. In two user studies, we demonstrate how the technique can reliably infer gaze attention on very small targets, systematically explore how different stimulus motions affect attention detection, and show how the technique can be extended to multi-target selection. Finally, we provide example applications using the concept and design guidelines for small target and accuracy-independent attention detection in 3D environments.
Ludwig Sidenmark, Christopher Clarke, Joshua Newn, Mathias N. Lystbæk, Ken Pfeuffer, Hans-Werner Gellersen
CHI5
2023 A Fitts' Law Study of Gaze-Hand Alignment for Selection in 3D User Interfaces
abstract
Gaze-Hand Alignment has recently been proposed for multimodal selection in 3D. The technique takes advantage of gaze for target pre-selection, as it naturally precedes manual input. Selection is then completed when manual input aligns with gaze on the target, without need for an additional click method. In this work we evaluate two alignment techniques, Gaze&Finger and Gaze&Handray, combining gaze with image plane pointing versus raycasting, in comparison with hands-only baselines and Gaze&Pinch as established multimodal technique. We used Fitts’ Law study design with targets presented at different depths in the visual scene, to assess effect of parallax on performance. The alignment techniques outperformed their respective hands-only baselines. Gaze&Finger is efficient when targets are close to the image plane but less performant with increasing target depth due to parallax.
Uta Wagner, Mathias N. Lystbæk, Pavel Manakhov, Jens Emil Grønbæk, Ken Pfeuffer, Hans-Werner Gellersen
CHI5
2023 Gaze-based Mode-Switching to Enhance Interaction with Menus on Tablets
abstract
In design work, a common task is the interaction with menus to change the drawing mode. Done frequently, this can become a tedious and fatiguing task, especially for tablets where users physically employ a stylus or finger touch. As our eyes are naturally involved in visual search and acquisition of desired menu items, we propose gaze to shortcut the physical movement. We investigate gaze-based mode-switching for menus in tablets by a novel mode-switching methodology, assessing a gaze-only (dwell-time) and multimodal (gaze and tap) technique, compared to hand-based interaction. The results suggest that users can efficiently alternate between manual and eye input when interacting with the menu; both gaze-based techniques have lower physical demand and individual speed-error trade-offs. This led to a novel technique that substantially reduces time by unifying mode-selection and mode-application. Our work points to new roles for our eyes to efficiently short-cut menu actions during the workflow.
Yanfei Hu Fleischhauer, Hemant Bhaskar Surale, Florian Alt, Ken Pfeuffer
ETRA4
2023 Empowering Users: Leveraging Interface Cues to Enhance Password Security
Yasmeen Abdrabou, Marco Asbeck, Ken Pfeuffer, Yomna Abdelrahman, Mariam Hassib, Florian Alt
INTERACT (1)3
2023 Towards Flexible and Robust User Interface Adaptations With Multiple Objectives
abstract
This paper proposes a new approach for online UI adaptation that aims to overcome the limitations of the most commonly used UI optimization method involving multiple objectives: weighted sum optimization. Weighted sums are highly sensitive to objective formulation, limiting the effectiveness of UI adaptations. We propose ParetoAdapt, an adaptation approach that uses online multi-objective optimization with a posteriori articulated preferences—that is, articulation of preferences after the optimization has concluded—to make UI adaptation robust to incomplete and inaccurate objective formulations. It offers users a flexible way to control adaptations by selecting from a set of Pareto optimal adaptation proposals and adjusting them to fit their needs. We showcase the feasibility and flexibility of ParetoAdapt by implementing an online layout adaptation system in a state-of-the-art 3D UI adaptation framework. We further evaluate its robustness and run-time in simulation-based experiments that allow us to systematically change the accuracy of the estimated user preferences. We conclude by discussing how our approach may impact the usability and practicality of online UI adaptations.
Christoph Albert Johns, João Marcelo Evangelista Belo, Anna Maria Feit, Clemens Nylandsted Klokmose, Ken Pfeuffer
UIST5
2022 "Your Eyes Tell You Have Used This Password Before": Identifying Password Reuse from Gaze and Keystroke Dynamics
abstract
A significant drawback of text passwords for end-user authentication is password reuse. We propose a novel approach to detect password reuse by leveraging gaze as well as typing behavior and study its accuracy. We collected gaze and typing behavior from 49 users while creating accounts for 1) a webmail client and 2) a news website. While most participants came up with a new password, 32% reported having reused an old password when setting up their accounts. We then compared different ML models to detect password reuse from the collected data. Our models achieve an accuracy of up to 87.7% in detecting password reuse from gaze, 75.8% accuracy from typing, and 88.75% when considering both types of behavior. We demonstrate that using gaze, password reuse can already be detected during the registration process, before users entered their password. Our work paves the road for developing novel interventions to prevent password reuse.
Yasmeen Abdrabou, Johannes Schütte, Ken Pfeuffer, Daniel Buschek, Mohamed Khamis, Florian Alt
CHI4
2022 Look & Turn: One-handed and Expressive Menu Interaction by Gaze and Arm Turns in VR
abstract
A user’s free hands provide an intuitive platform to position and design virtual menu interfaces. We explore how the hands and eyes can be integrated in the design of hand-attached menus. We synthesise past work from the literature and derive a design space that crosses properties of menu systems with an hand and eye input vocabulary. From this, we devise three menu systems that are based on the novel concept of Look & Turn: gaze indicates menu selection, and rotational turn of the wrist navigates menu and manipulates continuous parameters. Each technique allows users to interact with the hand-attached menu using the same hand, while keeping the other hand free for drawing. Based on a VR prototype that combines eye-tracking and glove-based finger tracking, we discuss first insights on technical and human factors of the promising interaction concept.
Katharina Reiter, Ken Pfeuffer, Augusto Esteves, Tim Mittermeier, Florian Alt
ETRA2
2022 A Practical Method to Eye-tracking on the Phone: Toolkit, Accuracy and Precision
abstract
While eye-tracking has become a core asset for many computing environments, mobile phones, as a prime computing device, are lacking a practical platform to conduct eye-tracking studies and develop gaze applications easily. In this work, we aim to tackle this issue by investigating a system concept that allows for the deployment of remote eye-trackers for mobile devices. We describe a toolkit that supports eye-tracking in mobile apps based on a simple phone, PC, and remote eye tracker setup. We evaluate our approach through a technical evaluation of accuracy and precision in various user contexts important for mobility (sitting, standing, walking, lying). Our results show that eye-trackers can be easily used with high accuracy, and how it is impacted through body posture and motions of the user. Our work paves the way for enabling easy-to-use eye-tracking studies on mobile devices.
Felix Dietz, Ken Pfeuffer, Florian Alt
MUM3
2022 AUIT - the Adaptive User Interfaces Toolkit for Designing XR Applications
abstract
Adaptive user interfaces can improve experiences in Extended Reality (XR) applications by adapting interface elements according to the user’s context. Although extensive work explores different adaptation policies, XR creators often struggle with their implementation, which involves laborious manual scripting. The few available tools are underdeveloped for realistic XR settings where it is often necessary to consider conflicting aspects that affect an adaptation. We fill this gap by presenting AUIT, a toolkit that facilitates the design of optimization-based adaptation policies. AUIT allows creators to flexibly combine policies that address common objectives in XR applications, such as element reachability, visibility, and consistency. Instead of using rules or scripts, specifying adaptation policies via adaptation objectives simplifies the design process and enables creative exploration of adaptations. After creators decide which adaptation objectives to use, a multi-objective solver finds appropriate adaptations in real-time. A study showed that AUIT allowed creators of XR applications to quickly and easily create high-quality adaptations.
João Marcelo Evangelista Belo, Mathias N. Lystbæk, Anna Maria Feit, Ken Pfeuffer, Peter Kán, Antti Oulasvirta, Kaj Grønbæk
UIST4
2022 Exploring Gaze for Assisting Freehand Selection-based Text Entry in AR
abstract
With eye-tracking increasingly available in Augmented Reality, we explore how gaze can be used to assist freehand gestural text entry. Here the eyes are often coordinated with manual input across the spatial positions of the keys. Inspired by this, we investigate gaze-assisted selection-based text entry through the concept of spatial alignment of both modalities. Users can enter text by aligning both gaze and manual pointer at each key, as a novel alternative to existing dwell-time or explicit manual triggers. We present a text entry user study comparing two of such alignment techniques to a gaze-only and a manual-only baseline. The results show that one alignment technique reduces physical finger movement by more than half compared to standard in-air finger typing, and is faster and exhibits less perceived eye fatigue than an eyes-only dwell-time technique. We discuss trade-offs between uni and multimodal text entry techniques, pointing to novel ways to integrate eye movements to facilitate virtual text entry.
Mathias N. Lystbæk, Ken Pfeuffer, Jens Emil Grønbæk, Hans-Werner Gellersen
Proc. ACM Hum. Comput. Interact.2
2022 Gaze-Hand Alignment: Combining Eye Gaze and Mid-Air Pointing for Interacting with Menus in Augmented Reality
abstract
Gaze and freehand gestures suit Augmented Reality as users can interact with objects at a distance without need for a separate input device. We propose Gaze-Hand Alignment as a novel multimodal selection principle, defined by concurrent use of both gaze and hand for pointing and alignment of their input on an object as selection trigger. Gaze naturally precedes manual action and is leveraged for pre-selection, and manual crossing of a pre-selected target completes the selection. We demonstrate the principle in two novel techniques, Gaze&Finger for input by direct alignment of hand and finger raised into the line of sight, and Gaze&Hand for input by indirect alignment of a cursor with relative hand movement. In a menu selection experiment, we evaluate the techniques in comparison with Gaze&Pinch and a hands-only baseline. The study showed the gaze-assisted techniques to outperform hands-only input, and gives insight into trade-offs in combining gaze with direct or indirect, and spatial or semantic freehand gestures.
Mathias N. Lystbæk, Peter Rosenberg, Ken Pfeuffer, Jens Emil Grønbæk, Hans-Werner Gellersen
Proc. ACM Hum. Comput. Interact.3
2021 SpatialProto: Exploring Real-World Motion Captures for Rapid Prototyping of Interactive Mixed Reality
abstract
Spatial computing devices that blend virtual and real worlds have the potential to soon become ubiquitous. Yet, creating experiences for spatial computing is non-trivial and needs skills in programming and 3D content creation, rendering them inaccessible to a wider group of users. We present SpatialProto, an in-situ spatial prototyping system for lowering the barrier to engage in spatial prototyping. With a depth-sensing capable mixed reality headset, SpatialProto lets users record animated objects of the real-world environment (e.g. paper, clay, people, or any other prop), extract only the relevant parts, and directly place and transform these recordings in their physical environment. We describe the design and implementation of SpatialProto, a user study evaluating the system’s prototype with non-expert users (n = 9), and demonstrate applications where multiple captures are fused for compelling augmented reality experiences.
Leon Müller, Ken Pfeuffer, Jan Gugenheimer, Bastian Pfleging, Sarah Prange, Florian Alt
CHI2
2021 Looking for Info: Evaluation of Gaze Based Information Retrieval in Augmented Reality
Robin Piening, Ken Pfeuffer, Augusto Esteves, Tim Mittermeier, Sarah Prange, Philippe Schröder, Florian Alt
INTERACT (1)2
2021 Bi-3D: Bi-Manual Pen-and-Touch Interaction for 3D Manipulation on Tablets
abstract
Tablets are attractive for design work anywhere, but 3D manipulations are notoriously difficult. We explore how engaging the stylus and multi-touch in concert can render such tasks easier. We introduce Bi-3D, an interaction concept where touch gestures are combined with 2D pen commands for 3D manipulation. For example, for a fast and intuitive 3D drag & drop technique: the pen drags the object on-screen, and parallel pinch-to-zoom moves it in the third dimension. In this paper, we describe the Bi-3D design space, crossing two-handed input and the degrees-of-freedom (DOF) of 3D manipulation and navigation tasks. We demonstrate sketching and manipulation tools in a prototype 3D design application, where users can fluidly combine 3D operations through alternating and parallel use of the modalities. We evaluate the core technique, bi-manual 3DOF input, against widget and mid-air baselines in an object movement task. We find that Bi-3D is a fast and practical way for multi-dimensional manipulation of graphical objects, promising to facilitate 3D design on stylus and tablet devices.
Ken Pfeuffer, Abdullatif Dinc, Jan Obernolte, Radiah Rivu, Yasmeen Abdrabou, Franziska Shelter, Yomna Abdelrahman, Florian Alt
UIST1
2021 ARtention: A design space for gaze-adaptive user interfaces in augmented reality
Ken Pfeuffer, Yasmeen Abdrabou, Augusto Esteves, Radiah Rivu, Yomna Abdelrahman, Stefanie Meitner, Amr Saadi, Florian Alt
Comput. Graph.1
2021 Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs
abstract
We investigate opportunities and challenges of running virtual reality (VR) studies remotely. Today, many consumers own head-mounted displays (HMDs), allowing them to participate in scientific studies from their homes using their own equipment. Researchers can benefit from this approach by being able to recruit study populations normally out of their reach, and to conduct research at times when it is difficult to get people into the lab (cf. the COVID pandemic). In an initial online survey ( N = 227), we assessed HMD owners’ demographics, their VR setups and their attitudes toward remote participation. We then identified different approaches to running remote studies and conducted two case studies for an in-depth understanding. We synthesize our findings into a framework for remote VR studies, discuss strengths and weaknesses of the different approaches, and derive best practices. Our work is valuable for Human-Computer Interaction (HCI) researchers conducting VR studies outside labs.
Radiah Rivu, Ville Mäkelä, Sarah Prange, Sarah Delgado Rodriguez, Robin Piening, Yumeng Zhou, Kay Köhle, Ken Pfeuffer, Yomna Abdelrahman, Matthias Hoppe 0001, Albrecht Schmidt 0001, Florian Alt
ACM Trans. Comput. Hum. Interact.8
2020 PIANX - A Platform for Piano Players to Alleviate Music Performance Anxiety Using Mixed Reality
abstract
We present PIANX, a platform to assist piano players in alleviating Music Performance Anxiety (MPA). Our work is motivated by the ability of Virtual Reality (VR) to create environments closely resembling the real world. For musicians, settings such as auditions or concerts are of particular interest, since they allow practicing in situations which evoke stress as a result of stage fright. Current approaches are limited: while they provide a virtual scene, realistic haptic feedback (i.e. playing on a real piano) and an authentic representation of their hands is missing. We close this gap with the design of a Mixed Reality platform, consisting of a MIDI (Musical Instrument Digital Interface) stage piano and an HTC Vive Pro VR headset. The platform offers (a) two approaches to finger tracking and visualization – a virtual representation based on LeapMotion hand tracking (baseline) and a real representation using see-through VR; in addition, it provides (b) three different settings in which users can practice (home, audition, concert hall) and (c) a mechanism for real time feedback. We created a series of videos demonstrating the system and collected feedback from 23 participants in an online study, assessing their views towards our platform. Results reveal key insights for the design of virtual MPA training platforms from a scientific and consumer perspective.
Yara Fanger, Ken Pfeuffer, Udo Helmbrecht, Florian Alt
MUM2
2020 Empirical Evaluation of Gaze-enhanced Menus in Virtual Reality
abstract
Many user interfaces involve attention shifts between primary and secondary tasks, e.g., when changing a mode in a menu, which detracts the user from their main task. In this work, we investigate how eye gaze input affords exploiting the attention shifts to enhance the interaction with handheld menus. We assess three techniques for menu selection: dwell time, gaze button, and cursor. Each represents a different multimodal balance between gaze and manual input. We present a user study that compares the techniques against two manual baselines (dunk brush, pointer) in a compound colour selection and line drawing task. We show that user performance with the gaze techniques is comparable to pointer-based menu selection, with less physical effort. Furthermore, we provide an analysis of the trade-off as each technique strives for a unique balance between temporal, manual, and visual interaction properties. Our research points to new opportunities for integrating multimodal gaze in menus and bimanual interfaces in 3D environments.
Ken Pfeuffer, Lukas Mecke, Sarah Delgado Rodriguez, Mariam Hassib, Hannah Maier, Florian Alt
VRST1
2019 Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual Reality
abstract
Every person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality. In particular, we look into which behaviour is suitable to identify a user. This is valuable in situations where multiple people use a virtual reality environment in parallel, for example in the context of authentication or to adapt the VR environment to users' preferences. We present a user study (N=22) where people perform controlled VR tasks (pointing, grabbing, walking, typing), monitoring their head, hand, and eye motion data over two sessions. These body segments can be arbitrarily combined into body relations, and we found that these movements and their combination lead to characteristic behavioural patterns. We present an extensive analysis of which motion/relation is useful to identify users in which tasks using classification methods. Our findings are beneficial for researchers and practitioners alike who aim to build novel adaptive and secure user interfaces in virtual reality.
Ken Pfeuffer, Matthias J. Geiger, Sarah Prange, Lukas Mecke, Daniel Buschek, Florian Alt
CHI1
2019 Time- and space-efficient eye tracker calibration
abstract
One of the obstacles to bring eye tracking technology to everyday human computer interactions is the time consuming calibration procedure. In this paper we investigate a novel calibration method based on smooth pursuit eye movement. The method uses linear regression to calculate the calibration mapping. The advantage is that users can perform the calibration quickly in a few seconds and only use a small calibration area to cover a large tracking area. We first describe the theoretical background on establishing a calibration mapping and discuss differences of calibration methods used. We then present a user study comparing the new regression-based method with a classical nine-point and with other pursuit-based calibrations. The results show the proposed method is fully functional, quick, and enables accurate tracking of a large area. The method has the potential to be integrated into current eye tracking systems to make them more usable in various use cases.
Heiko Drewes, Ken Pfeuffer, Florian Alt
ETRA2
2019 GazeButton: enhancing buttons with eye gaze interactions
abstract
The button is an element of a user interface to trigger an action, traditionally using click or touch. We introduce GazeButton, a novel concept extending the default button mode with advanced gaze-based interactions. During normal interaction, users can utilise this button as a universal hub for gaze-based UI shortcuts. The advantages are: 1) easy to integrate in existing UIs, 2) complementary, as users choose either gaze or manual interaction, 3) straightforward, as all features are located in one button, and 4) one button to interact with the whole screen. We explore GazeButtons for a custom-made text reading, writing, and editing tool on a multitouch tablet device. For example, this allows the text cursor position to be set as users look at the position and tap on the GazeButton, avoiding costly physical movement. Or, users can simply gaze over a part of the text that should be selected, while holding the GazeButton. We present a design space, specific application examples, and point to future button designs that become highly expressive by unifying the user's visual and manual input.
Radiah Rivu, Yasmeen Abdrabou, Ken Pfeuffer, Florian Alt
ETRA4
2019 Exploring the domestication of thermal imaging
abstract
Recent work demonstrated the opportunities of thermal imaging in the development of novel interactive systems. However, the exploration is limited to controlled lab setups. Hence, little we know about how thermal imaging could be useful for a broader range of daily applications by novice users. To investigate the potential of domestication of thermal imaging, we conducted an exploration with a technology-cultural probe. Ten households (26 individuals) used a mobile thermal camera in their daily life. We collected thermal photos taken by the participants and conducted interviews after using the camera. We found that the users were excited about using thermal cameras in their everyday lives and found many practical uses for them. Our study provides insights into how novice users wish to use thermal imaging technology to augment their vision in daily setups, as well as identifying and classifying common thermal imaging use cases. Our work contributes implications for designing thermal imaging devices targeted towards novice users.
Yomna Abdelrahman, Pawel W. Wozniak, Pascal Knierim, Dominik Weber, Ken Pfeuffer, Niels Henze, Albrecht Schmidt 0001, Florian Alt
MUM5
2019 EyeSeeThrough: Unifying Tool Selection and Application in Virtual Environments
abstract
In 2D interfaces, actions are often represented by fixed tools arranged in menus, palettes, or dedicated parts of a screen, whereas 3D interfaces afford their arrangement at different depths relative to the user and the user can move them relative to each other. In this paper, we introduce EyeSeeThrough as a novel interaction technique that utilizes eye-tracking in VR. The user can apply an action to an intended object by visually aligning the object with the tool at the line-of-sight, and then issue a confirmation command. The underlying idea is to merge the two-step process of 1) selection of a mode in a menu and 2) applying it to a target, into one unified interaction. We present a user study where we compare the method to the baseline two-step selection. The results of our user study showed that our technique outperforms the two step selection in terms of speed and comfort. We further developed a prototype of a virtual living room to demonstrate the practicality of the proposed technique.
Diako Mardanbegi, Benedikt Mayer, Ken Pfeuffer, Shahram Jalaliniya, Hans-Werner Gellersen, Alexander Perzl
VR3
2018 Analysis and Modeling of Grid Performance on Touchscreen Mobile Devices
abstract
Touchscreen mobile devices can afford rich interaction behaviors but they are complex to model. Scrollable two-dimensional grids are a common user interface on mobile devices that allow users to access a large number of items on a small screen by direct touch. By analyzing touch input and eye gaze of users during grid interaction, we reveal how multiple performance components come into play in such a task, including navigation, visual search and pointing. These findings inspired us to design a novel predictive model that combines these components for modeling grid tasks. We realized these model components by employing both traditional analytical methods and data-driven machine learning approaches. In addition to showing high accuracy achieved by our model in predicting human performance on a test dataset, we demonstrate how such a model can lead to a significant reduction in interaction time when used in a predictive user interface.
Ken Pfeuffer, Yang Li 0058
CHI1
2018 Open Sesame!: User Perception of Physical, Biometric, and Behavioural Authentication Concepts to Open Doors
abstract
In usable security (e.g., smartphone authentication), a lot of emphasis is put on low-effort authentication and access concepts. Yet, only very few approaches exist where such concepts are applied beyond digital devices. We investigate and explore seamless authentication systems at doors, where most currently used systems for seamless access rely on the use of tokens. In a Wizard-of-Oz study, we investigate three different authentication schemes, namely (1) key, (2) palm vein scanner and (3) gait-based authentication (compare Fig. 1). Most participants in our study (N=15) preferred the palm vein scanner, while ranking unlocking with a key and gait-based recognition second and third. Our results propose that recovery costs for a failed authentication attempt have an impact on user perception. Furthermore, while the participants appreciated seamless authentication via biometrics, they also valued the control they gain from the possession of a physical token.
Lukas Mecke, Ken Pfeuffer, Sarah Prange, Florian Alt
MUM2
2017 Thumb + Pen Interaction on Tablets
abstract
Modern tablets support simultaneous pen and touch input, but it remains unclear how to best leverage this capability for bimanual input when the nonpreferred hand holds the tablet. We explore Thumb + Pen interactions that support simultaneous pen and touch interaction, with both hands, in such situations. Our approach engages the thumb of the device-holding hand, such that the thumb interacts with the touch screen in an indirect manner, thereby complementing the direct input provided by the preferred hand. For instance, the thumb can determine how pen actions (articulated with the opposite hand) are interpreted. Alternatively, the pen can point at an object, while the thumb manipulates one or more of its parameters through indirect touch. Our techniques integrate concepts in a novel way that derive from marking menus, spring-loaded modes, indirect input, and multi-touch conventions. Our overall approach takes the form of a set of probes, each representing a meaningfully distinct class of application. They serve as an initial exploration of the design space at a level which will help determine the feasibility of supporting bimanual interaction in such contexts, and the viability of the Thumb + Pen techniques in so doing.
Ken Pfeuffer, Ken Hinckley, Michel Pahud, William Buxton
CHI1
2017 Look together: using gaze for assisting co-located collaborative search
abstract
Gaze information provides indication of users focus which complements remote collaboration tasks, as distant users can see their partner’s focus. In this paper, we apply gaze for co-located collaboration, where users’ gaze locations are presented on the same display, to help collaboration between partners. We integrated various types of gaze indicators on the user interface of a collaborative search system, and we conducted two user studies to understand how gaze enhances coordination and communication between co-located users. Our results show that gaze indeed enhances co-located collaboration, but with a trade-off between visibility of gaze indicators and user distraction. Users acknowledged that seeing gaze indicators eases communication, because it let them be aware of their partner’s interests and attention. However, users can be reluctant to share their gaze information due to trust and privacy, as gaze potentially divulges their interests.
Ken Pfeuffer, Ming Ki Chong, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen
Pers. Ubiquitous Comput.2
2016 Partially-indirect Bimanual Input with Gaze, Pen, and Touch for Pan, Zoom, and Ink Interaction
abstract
Bimanual pen and touch UIs are mainly based on the direct manipulation paradigm. Alternatively we propose partially-indirect bimanual input, where direct pen input is used with the dominant hand, and indirect-touch input with the non-dominant hand. As direct and indirect inputs do not overlap, users can interact in the same space without interference. We investigate two indirect-touch techniques combined with direct pen input: the first redirects touches to the user's gaze position, and the second redirects touches to the pen position. In this paper, we present an empirical user study where we compare both partially-indirect techniques to direct pen and touch input in bimanual pan, zoom, and ink tasks. Our experimental results show that users are comparatively fast with the indirect techniques, but more accurate as users can dynamically change the zoom-target during indirect zoom gestures. Further our studies reveal that direct and indirect zoom gestures have distinct characteristics regarding spatial use, gestural use, and bimanual parallelism.
Ken Pfeuffer, Jason Alexander, Hans-Werner Gellersen
CHI1
2016 GazeArchers: playing with individual and shared attention in a two-player look&shoot tabletop game
abstract
Gaze can complement touch on surfaces for fast target selection and occlusion-free input. In this work, we look beyond single-user application of gaze and touch and explore how gaze can be leveraged for collaborative use. We present the design of a two-player shooter game in which targets are gaze-aware and able to react differently to attention by one of the players versus shared attention of both players. The game-play, evaluated in a study with 14 users, encourages users to adopt different strategies switching between individual and shared attention to achieve their collaborative goal.
Ken Pfeuffer, Jason Alexander, Hans-Werner Gellersen
MUM1
2016 Gaze and Touch Interaction on Tablets
abstract
We explore how gaze can support touch interaction on tablets. When holding the device, the free thumb is normally limited in reach, but can provide an opportunity for indirect touch input. Here we propose gaze and touch input, where touches redirect to the gaze target. This provides whole-screen reachability while only using a single hand for both holding and input. We present a user study comparing this technique to direct-touch, showing that users are slightly slower but can utilise one-handed use with less physical effort. To enable interaction with small targets, we introduce CursorShift, a method that uses gaze to provide users temporal control over cursors during direct-touch interactions. Taken together, users can employ three techniques on tablets: direct-touch, gaze and touch, and cursor input. In three applications, we explore how these techniques can coexist in the same UI and demonstrate how tablet tasks can be performed with thumb-only input of the holding hand, and with it describe novel interaction techniques for gaze based tablet interaction.
Ken Pfeuffer, Hans-Werner Gellersen
UIST1
2015 Gaze+touch vs. Touch: What's the Trade-off When Using Gaze to Extend Touch to Remote Displays?
Ken Pfeuffer, Jason Alexander, Hans-Werner Gellersen
INTERACT (2)1
2015 Gaze-Shifting: Direct-Indirect Input with Pen and Touch Modulated by Gaze
abstract
Modalities such as pen and touch are associated with direct input but can also be used for indirect input. We propose to combine the two modes for direct-indirect input modulated by gaze. We introduce gaze-shifting as a novel mechanism for switching the input mode based on the alignment of manual input and the user's visual attention. Input in the user's area of attention results in direct manipulation whereas input offset from the user's gaze is redirected to the visual target. The technique is generic and can be used in the same manner with different input modalities. We show how gaze-shifting enables novel direct-indirect techniques with pen, touch, and combinations of pen and touch input.
Ken Pfeuffer, Jason Alexander, Ming Ki Chong, Hans-Werner Gellersen
UIST1
2014 Gaze-touch: combining gaze with multi-touch for interaction on the same surface
abstract
Gaze has the potential to complement multi-touch for interaction on the same surface. We present gaze-touch, a technique that combines the two modalities based on the principle of 'gaze selects, touch manipulates'. Gaze is used to select a target, and coupled with multi-touch gestures that the user can perform anywhere on the surface. Gaze-touch enables users to manipulate any target from the same touch position, for whole-surface reachability and rapid context switching. Conversely, gaze-touch enables manipulation of the same target from any touch position on the surface, for example to avoid occlusion. Gaze-touch is designed to complement direct-touch as the default interaction on multi-touch surfaces. We provide a design space analysis of the properties of gaze-touch versus direct-touch, and present four applications that explore how gaze-touch can be used alongside direct-touch. The applications demonstrate use cases for interchangeable, complementary and alternative use of the two modes of interaction, and introduce novel techniques arising from the combination of gaze-touch and conventional multi-touch.
Ken Pfeuffer, Jason Alexander, Ming Ki Chong, Hans-Werner Gellersen
UIST1
2013 Pursuit calibration: making gaze calibration less tedious and more flexible
abstract
Eye gaze is a compelling interaction modality but requires user calibration before interaction can commence. State of the art procedures require the user to fixate on a succession of calibration markers, a task that is often experienced as difficult and tedious. We present pursuit calibration, a novel approach that, unlike existing methods, is able to detect the user's attention to a calibration target. This is achieved by using moving targets, and correlation of eye movement and target trajectory, implicitly exploiting smooth pursuit eye movement. Data for calibration is then only sampled when the user is attending to the target. Because of its ability to detect user attention, pursuit calibration can be performed implicitly, which enables more flexible designs of the calibration task. We demonstrate this in application examples and user studies, and show that pursuit calibration is tolerant to interruption, can blend naturally with applications and is able to calibrate users without their awareness.
Ken Pfeuffer, Mélodie Vidal, Jayson Turner, Andreas Bulling, Hans-Werner Gellersen
UIST1