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Aulikki Hyrskykari

dblp:00/1749 · also Aulikki I. Hyrskykari · DBLP profile ↗
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10ranked-venue papers
3as first author
0since 2021 · last 2017
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 10 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Wearable and physiological sensing · 92% Interaction techniques and input · 7% Usability and user experience research · 1%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.312017
Supporting Making Fixations and the Effect on Gaze Gesture Performance · CHI 2017
Wearable and physiological sensing › eye tracking › gaze-based interaction
gaze gestures
0.312017
Supporting Making Fixations and the Effect on Gaze Gesture Performance · CHI 2017
Interaction techniques and input › selection techniques › command selection › menu interaction
menu selection
0.011998
101 Spots, or How Do Users Read Menus? · CHI 1998
Interaction techniques and input
visual search
0.011998
101 Spots, or How Do Users Read Menus? · CHI 1998

Methods — techniques the papers use, named apart from their topics

controlled experiment · 0.3scan path analysis · 0.0eye tracking · 0.0
YearPublicationVenuePosition
2017 Supporting Making Fixations and the Effect on Gaze Gesture Performance
abstract
Gaze gestures are deliberate patterns of eye movements that can be used to invoke commands. These are less reliant on accurate measurement and calibration than other gaze-based interaction techniques. These may be used with wearable displays fitted with eye tracking capability, or as part of an assistive technology. The visual stimuli in the information on the display that can act as fixation targets may or may not be sparse and will vary over time. The paper describes an experiment to investigate how the amount of information provided on a display to assist making fixations affects gaze gesture performance. The impact of providing visualization guides and small fixation targets on the time to complete gestures and error rates is presented. The number and durations of fixations made during gesture completion is used to explain differences in performance as a result of practice and direction of eye movement.
Howell O. Istance, Aulikki Hyrskykari
CHI2
2012 Gaze gestures or dwell-based interaction?
abstract
The two cardinal problems recognized with gaze-based interaction techniques are: how to avoid unintentional commands, and how to overcome the limited accuracy of eye tracking. Gaze gestures are a relatively new technique for giving commands, which has the potential to overcome these problems. We present a study that compares gaze gestures with dwell selection as an interaction technique. The study involved 12 participants and was performed in the context of using an actual application. The participants gave commands to a 3D immersive game using gaze gestures and dwell icons. We found that gaze gestures are not only a feasible means of issuing commands in the course of game play, but they also exhibited performance that was at least as good as or better than dwell selections. The gesture condition produced less than half of the errors when compared with the dwell condition. The study shows that gestures provide a robust alternative to dwell-based interaction with the reliance on positional accuracy being substantially reduced.
Aulikki Hyrskykari, Howell O. Istance, Stephen Vickers
ETRA1
2012 The validity of using non-representative users in gaze communication research
abstract
Gaze-based interaction techniques have been investigated for the last two decades, and in many cases the evaluation of these has been based on trials with able-bodied users and conventional usability criteria, mainly speed and accuracy. The target user group of many of the gaze-based techniques investigated is, however, people with different types of physical disabilities. We present the outcomes of two studies that compare the performance of two groups of participants with a type of physical disability (one being cerebral palsy and the other muscular dystrophy) with that of a control group of able-bodied participants doing a task using a particular gaze interaction technique. One study used a task based on dwell-time selection, and the other used a task based on gaze gestures. In both studies, the groups of participants with physical disabilities performed significantly worse than the able-bodied control participants. We question the ecological validity of research into gaze interaction intended for people with physical disabilities that only uses able-bodied participants in evaluation studies without any testing using members of the target user population.
Howell O. Istance, Stephen Vickers, Aulikki Hyrskykari
ETRA3
2010 Designing gaze gestures for gaming: an investigation of performance
abstract
To enable people with motor impairments to use gaze control to play online games and take part in virtual communities, new interaction techniques are needed that overcome the limitations of dwell clicking on icons in the games interface. We have investigated gaze gestures as a means of achieving this. We report the results of an experiment with 24 participants that examined performance differences between different gestures. We were able to predict the effect on performance of the numbers of legs in the gesture and the primary direction of eye movement in a gesture. We also report the outcomes of user trials in which 12 experienced gamers used the gaze gesture interface to play World of Warcraft. All participants were able to move around and engage other characters in fighting episodes successfully. Gestures were good for issuing specific commands such as spell casting, and less good for continuous control of movement compared with other gaze interaction techniques we have developed.
Howell O. Istance, Aulikki Hyrskykari, Lauri Immonen, Santtu Mansikkamaa, Stephen Vickers
ETRA2
2009 For Your Eyes Only: Controlling 3D Online Games by Eye-Gaze
Howell O. Istance, Aulikki Hyrskykari, Stephen Vickers, Thiago Menezes Chaves
INTERACT (1)2
2008 Snap clutch, a moded approach to solving the Midas touch problem
abstract
This paper proposes a simple approach to an old problem, that of the 'Midas Touch'. This uses modes to enable different types of mouse behavior to be emulated with gaze and by using gestures to switch between these modes. A light weight gesture is also used to switch gaze control off when it is not needed, thereby removing a major cause of the problem. The ideas have been trialed in Second Life, which is characterized by a feature-rich of set of interaction techniques and a 3D graphical world. The use of gaze with this type of virtual community is of great relevance to severely disabled people as it can enable them to be in the community on a similar basis to able-bodied participants. The assumption here though is that this group will use gaze as a single modality and that dwell will be an important selection technique. The Midas Touch Problem needs to be considered in the context of fast dwell-based interaction. The solution proposed here, Snap Clutch, is incorporated into the mouse emulator software. The user trials reported here show this to be a very promising way in dealing with some of the interaction problems that users of these complex interfaces face when using gaze by dwell.
Howell O. Istance, Richard Bates, Aulikki Hyrskykari, Stephen Vickers
ETRA3
2005 Gaze-based human-computer interaction
abstract
The tutorial provides examples, experiences and design guidelines for using eye-gaze in human-computer interaction. The goal of the tutorial is to give insight into exploiting the information about gaze direction in human-computer interaction. The participants will learn the basics of eye-tracking, but the focus of the tutorial is on the interaction issues. After the tutorial, the participants understand the pros and cons of using gaze for real-time input. The tutorial consists of lectures and live demonstrations with a state-of-the-art eye-tracking device.
Kari-Jouko Räihä, Aulikki Hyrskykari, Päivi Majaranta
IUI2
2003 Proactive Response to Eye Movements
Aulikki Hyrskykari, Päivi Majaranta, Kari-Jouko Räihä
INTERACT1
2000 Design issues of iDICT: a gaze-assisted translation aid
abstract
Eye-aware applications have existed for long, but mostly for very special and restricted target populations. We have designed and are currently implementing an eye-aware application, called iDict, which is a general-purpose translation aid aimed at mass markets. iDict monitors the user's gaze path while s/he is reading text written in a foreign language. When the reader encounters difficulties, iDict steps in and provides assistance with the translation. To accomplish this, the system makes use of information obtained from reading research, a language model, and the user profile. This paper describes the idea of the iDict application, the design problems and the key solutions for resolving these problems.
Aulikki Hyrskykari, Päivi Majaranta, Antti Aaltonen, Kari-Jouko Räihä
ETRA1
1998 101 Spots, or How Do Users Read Menus?
abstract
In modern graphical user interfaces pull-down menus are one of the most frequently used components. But still after years of research there is no clear evidence on how the users carry out the visual search process in pull-down menus. Several models have been proposed for predicting selection times. However, most observations are based only on execution times and cannot therefore explain where the time is spent. The few models that are based on eye movement research are conflicting. In this study we present an experiment where eye movement data was gathered in a menu usage task. By analyzing the scan paths of the eye, we found that menus are read in sequential sweeps. This may explain why the best models produced by previous research are hybrid models that combine systematic reading behavior with random reading behavior. Keywords Menu selection, visual search process, eye movement, eye tracking INTRODUCTION Pull-down menus (also known as drop-down menus) form one of the key componen...
Antti Aaltonen, Aulikki Hyrskykari, Kari-Jouko Räihä
CHI2