Perceptual Switch for Gaze Selection

Jooyeon Lee, Jong-Seok Lee
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引用次数: 0

Abstract

One of the main drawbacks of the fixation-based gaze interfaces is that they are unable to distinguish top-down attention (or selection, a gaze with a purpose) from stimulus driven bottom-up attention (or navigation, a stare without any intentions) without time durations or unnatural eye movements. We found that using the bistable image called the Necker's cube as a button user interface (UI) helps to remedy the limitation. When users switch two rivaling percepts of the Necker's cube at will, unique eye movements are triggered and these characteristics can be used to indicate a button press or a selecting action. In this paper, we introduce (1) the cognitive phenomenon called "percept switch" for gaze interaction, and (2) propose "perceptual switch" or the Necker's cube user interface (UI) which uses "percept switch" as the indication of a selection. Our preliminary experiment confirms that perceptual switch can be used to distinguish voluntary gaze selection from random navigation, and discusses that the visual elements of the Necker's cube such as size and biased visual cues could be adjusted for the optimal use of individual users.
凝视选择的感知开关
基于注视的注视界面的主要缺点之一是,它们无法区分自上而下的注意(或选择,有目的的注视)和刺激驱动的自下而上的注意(或导航,没有任何意图的注视),没有持续时间或不自然的眼球运动。我们发现,使用称为Necker立方体的双稳图像作为按钮用户界面(UI)有助于弥补这一限制。当用户随意切换内克尔立方体的两个相互竞争的感知时,会触发独特的眼球运动,这些特征可以用来指示按下按钮或选择动作。在本文中,我们介绍了(1)凝视交互的认知现象“感知切换”,(2)提出了“感知切换”或Necker's cube用户界面(UI),它使用“感知切换”作为选择的指示。我们的初步实验证实,感知开关可以用于区分自主凝视选择和随机导航,并讨论了内克尔立方体的视觉元素,如大小和有偏差的视觉线索可以调整,以实现个人用户的最佳使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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