Sophie Stellmach - Academia.edu (original) (raw)
Papers by Sophie Stellmach
Proceedings of the ACM …, 2009
In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we... more In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we developed a set of navigation techniques using a handheld magic lens. These techniques allow for an intuitive interaction with twodimensional and 3D information spaces, for which we contribute a classification into volumetric, layered, zoomable, and temporal spaces. The proposed PaperLens system uses a tracked sheet of paper to navigate these spaces with regard to the Z-dimension (height above the tabletop). A formative user study provided valuable feedback for the improvement of the PaperLens system with respect to layer interaction and navigation. In particular, the problem of keeping the focus on selected layers was addressed. We also propose additional vertical displays in order to provide further contextual clues.
... These may include topics on interaction, design, addiction or as of special interest for this... more ... These may include topics on interaction, design, addiction or as of special interest for this study:game experience. ... By researching about emotions it is desired to enable a better understanding on how specific game elements will arouse distinct emotions and to use this ...
Die Interaktion mit digitalen Stiften und Papier stellt ein vertrautes und preisgünstiges Medium ... more Die Interaktion mit digitalen Stiften und Papier stellt ein vertrautes und preisgünstiges Medium für den Umgang mit Computersystemen dar. Die gewohnte Handhabung mit Stift und Papier unterstützt eine natürliche Interaktion auch in virtuellen Welten. So kann die Navigation und Systemkontrolle in virtuellen dreidimensionalen Umgebungen über papierbasierte Paletten erfolgen. Für diesen Zweck stellen wir in diesem Artikel verschiedene Prototypen für diese Aufgaben vor, die auf der Anoto Technologie basieren. Dabei wurden einfache haptische Hilfselemente wie Führungshilfen und Aussparungen verwendet, um eine Benutzung zu unterstützen, für die Benutzer nicht notwendigerweise auf die Palette schauen müssen, um damit zu interagieren. Eine qualitative Benutzerstudie bestätigte den Nutzen solcher Hilfselemente, zeigte aber auch Verbesserungspotential für die Navigation in virtuellen Umgebungen mittels papierbasierten Interfaces auf.
With continuous progression away from desktop to post-WIMP applications, including multi-touch, g... more With continuous progression away from desktop to post-WIMP applications, including multi-touch, gestural, or tangible interaction, there is high potential for eye gaze as a more natural human-computer interface in numerous contexts. Examples include attention-aware adaptations or the combination of gaze and hand gestures for interaction with distant displays. This SIG meeting provides a discussion venue for researchers and practitioners interested
Since eye gaze may serve as an efficient and natural input for steering in virtual 3D scenes, we ... more Since eye gaze may serve as an efficient and natural input for steering in virtual 3D scenes, we investigate the design of eye gaze steering user interfaces (UIs) in this paper. We discuss design considerations and propose design alternatives based on two selected steering approaches differing in input condition (discrete vs. continuous) and velocity selection (constant vs. gradient-based). The proposed UIs have been iteratively advanced based on two user studies with twelve participants each. In particular, the combination of continuous and gradient-based input shows a high potential, because it allows for gradually changing the moving speed and direction depending on a user's point-of-regard. This has the advantage of reducing overshooting problems and dwell-time activations. We also investigate discrete constant input for which virtual buttons are toggled using gaze dwelling. As an alternative, we propose the Sticky Gaze Pointer as a more flexible way of discrete input.
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a... more Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.
Computing Research Repository, 2010
While eye tracking has a high potential for fast selection tasks, it is often regarded as error-p... more While eye tracking has a high potential for fast selection tasks, it is often regarded as error-prone and unnatural, especially for gaze-only interaction. To improve on that, we propose gaze-supported interaction as a more natural and effective way combining a user's gaze with touch input from a handheld device. In particular, we contribute a set of novel and practical gaze-supported selection techniques for distant displays. Designed according to the principle gaze suggests, touch confirms they include an enhanced gaze-directed cursor, local zoom lenses and more elaborated techniques utilizing manual fine positioning of the cursor via touch. In a comprehensive user study with 24 participants, we investigated the potential of these techniques for different target sizes and distances. All novel techniques outperformed a simple gaze-directed cursor and showed individual advantages. In particular those techniques using touch for fine cursor adjustments (MAGIC touch) and for cycling through a list of possible close-to-gaze targets (MAGIC tab) resulted in a high overall performance and usability.
In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we... more In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we developed a set of navigation techniques using a handheld magic lens. These techniques allow for an intuitive interaction with twodimensional and 3D information spaces, for which we contribute a classification into volumetric, layered, zoomable, and temporal spaces. The proposed PaperLens system uses a tracked sheet of paper to navigate these spaces with regard to the Z-dimension (height above the tabletop). A formative user study provided valuable feedback for the improvement of the PaperLens system with respect to layer interaction and navigation. In particular, the problem of keeping the focus on selected layers was addressed. We also propose additional vertical displays in order to provide further contextual clues.
While eye tracking is becoming more and more relevant as a promising input channel, diverse appli... more While eye tracking is becoming more and more relevant as a promising input channel, diverse applications using gaze control in a more natural way are still rather limited. Though several researchers have indicated the particular high potential of gaze-based interaction for pointing tasks, often gazeonly approaches are investigated. However, time-consuming dwell-time activations limit this potential. To overcome this, we present a gaze-supported fisheye lens in combination with (1) a keyboard and and a tilt-sensitive mobile multitouch device. In a user-centered design approach, we elicited how users would use the aforementioned input combinations. Based on the received feedback we designed a prototype system for the interaction with a remote display using gaze and a touch-and-tilt device. This eliminates gaze dwell-time activations and the well-known Midas Touch problem (unintentionally issuing an action via gaze). A formative user study testing our prototype provided further insights into how well the elaborated gaze-supported interaction techniques were experienced by users.
Remote pan-and-zoom control for the exploration of large information spaces is of interest for va... more Remote pan-and-zoom control for the exploration of large information spaces is of interest for various application areas, such as browsing through medical data in sterile environments or investigating geographic information systems on a distant display. In this context, considering a user's visual attention for pan-and-zoom operations could be of interest. In this paper, we investigate the potential of gaze-supported panning in combination with different zooming modalities: (1) a mouse scroll wheel, (2) tilting a handheld device, and (3) touch gestures on a smartphone. Thereby, it is possible to zoom in at a location a user currently looks at (i.e., gaze-directed pivot zoom). These techniques have been tested with Google Earth by ten participants in a user study. While participants were fastest with the already familiar mouse-only base condition, the user feedback indicates a particularly high potential of the gaze-supported pivot zooming in combination with a scroll wheel or touch gesture.
Modern psychophysiological game research faces the problem that for understanding the computer ga... more Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.
Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. T... more Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. This paper presents a study investigation benefits and limitations of visual gaze analysis among eye tracking professionals and researchers. The results were used to create a tool for visual gaze analysis within a Master's project.
Entertainment Computing, 2010
Eye tracking is starting to be used for evaluation and interaction in virtual environments. Espec... more Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework's capacity to create games and evaluate novel entertainment interfaces.
Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. ... more Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for twodimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models of interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts.
Computing Research Repository, 2010
Proceedings of the ACM …, 2009
In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we... more In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we developed a set of navigation techniques using a handheld magic lens. These techniques allow for an intuitive interaction with twodimensional and 3D information spaces, for which we contribute a classification into volumetric, layered, zoomable, and temporal spaces. The proposed PaperLens system uses a tracked sheet of paper to navigate these spaces with regard to the Z-dimension (height above the tabletop). A formative user study provided valuable feedback for the improvement of the PaperLens system with respect to layer interaction and navigation. In particular, the problem of keeping the focus on selected layers was addressed. We also propose additional vertical displays in order to provide further contextual clues.
... These may include topics on interaction, design, addiction or as of special interest for this... more ... These may include topics on interaction, design, addiction or as of special interest for this study:game experience. ... By researching about emotions it is desired to enable a better understanding on how specific game elements will arouse distinct emotions and to use this ...
Die Interaktion mit digitalen Stiften und Papier stellt ein vertrautes und preisgünstiges Medium ... more Die Interaktion mit digitalen Stiften und Papier stellt ein vertrautes und preisgünstiges Medium für den Umgang mit Computersystemen dar. Die gewohnte Handhabung mit Stift und Papier unterstützt eine natürliche Interaktion auch in virtuellen Welten. So kann die Navigation und Systemkontrolle in virtuellen dreidimensionalen Umgebungen über papierbasierte Paletten erfolgen. Für diesen Zweck stellen wir in diesem Artikel verschiedene Prototypen für diese Aufgaben vor, die auf der Anoto Technologie basieren. Dabei wurden einfache haptische Hilfselemente wie Führungshilfen und Aussparungen verwendet, um eine Benutzung zu unterstützen, für die Benutzer nicht notwendigerweise auf die Palette schauen müssen, um damit zu interagieren. Eine qualitative Benutzerstudie bestätigte den Nutzen solcher Hilfselemente, zeigte aber auch Verbesserungspotential für die Navigation in virtuellen Umgebungen mittels papierbasierten Interfaces auf.
With continuous progression away from desktop to post-WIMP applications, including multi-touch, g... more With continuous progression away from desktop to post-WIMP applications, including multi-touch, gestural, or tangible interaction, there is high potential for eye gaze as a more natural human-computer interface in numerous contexts. Examples include attention-aware adaptations or the combination of gaze and hand gestures for interaction with distant displays. This SIG meeting provides a discussion venue for researchers and practitioners interested
Since eye gaze may serve as an efficient and natural input for steering in virtual 3D scenes, we ... more Since eye gaze may serve as an efficient and natural input for steering in virtual 3D scenes, we investigate the design of eye gaze steering user interfaces (UIs) in this paper. We discuss design considerations and propose design alternatives based on two selected steering approaches differing in input condition (discrete vs. continuous) and velocity selection (constant vs. gradient-based). The proposed UIs have been iteratively advanced based on two user studies with twelve participants each. In particular, the combination of continuous and gradient-based input shows a high potential, because it allows for gradually changing the moving speed and direction depending on a user's point-of-regard. This has the advantage of reducing overshooting problems and dwell-time activations. We also investigate discrete constant input for which virtual buttons are toggled using gaze dwelling. As an alternative, we propose the Sticky Gaze Pointer as a more flexible way of discrete input.
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a... more Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.
Computing Research Repository, 2010
While eye tracking has a high potential for fast selection tasks, it is often regarded as error-p... more While eye tracking has a high potential for fast selection tasks, it is often regarded as error-prone and unnatural, especially for gaze-only interaction. To improve on that, we propose gaze-supported interaction as a more natural and effective way combining a user's gaze with touch input from a handheld device. In particular, we contribute a set of novel and practical gaze-supported selection techniques for distant displays. Designed according to the principle gaze suggests, touch confirms they include an enhanced gaze-directed cursor, local zoom lenses and more elaborated techniques utilizing manual fine positioning of the cursor via touch. In a comprehensive user study with 24 participants, we investigated the potential of these techniques for different target sizes and distances. All novel techniques outperformed a simple gaze-directed cursor and showed individual advantages. In particular those techniques using touch for fine cursor adjustments (MAGIC touch) and for cycling through a list of possible close-to-gaze targets (MAGIC tab) resulted in a high overall performance and usability.
In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we... more In order to improve the three-dimensional (3D) exploration of virtual spaces above a tabletop, we developed a set of navigation techniques using a handheld magic lens. These techniques allow for an intuitive interaction with twodimensional and 3D information spaces, for which we contribute a classification into volumetric, layered, zoomable, and temporal spaces. The proposed PaperLens system uses a tracked sheet of paper to navigate these spaces with regard to the Z-dimension (height above the tabletop). A formative user study provided valuable feedback for the improvement of the PaperLens system with respect to layer interaction and navigation. In particular, the problem of keeping the focus on selected layers was addressed. We also propose additional vertical displays in order to provide further contextual clues.
While eye tracking is becoming more and more relevant as a promising input channel, diverse appli... more While eye tracking is becoming more and more relevant as a promising input channel, diverse applications using gaze control in a more natural way are still rather limited. Though several researchers have indicated the particular high potential of gaze-based interaction for pointing tasks, often gazeonly approaches are investigated. However, time-consuming dwell-time activations limit this potential. To overcome this, we present a gaze-supported fisheye lens in combination with (1) a keyboard and and a tilt-sensitive mobile multitouch device. In a user-centered design approach, we elicited how users would use the aforementioned input combinations. Based on the received feedback we designed a prototype system for the interaction with a remote display using gaze and a touch-and-tilt device. This eliminates gaze dwell-time activations and the well-known Midas Touch problem (unintentionally issuing an action via gaze). A formative user study testing our prototype provided further insights into how well the elaborated gaze-supported interaction techniques were experienced by users.
Remote pan-and-zoom control for the exploration of large information spaces is of interest for va... more Remote pan-and-zoom control for the exploration of large information spaces is of interest for various application areas, such as browsing through medical data in sterile environments or investigating geographic information systems on a distant display. In this context, considering a user's visual attention for pan-and-zoom operations could be of interest. In this paper, we investigate the potential of gaze-supported panning in combination with different zooming modalities: (1) a mouse scroll wheel, (2) tilting a handheld device, and (3) touch gestures on a smartphone. Thereby, it is possible to zoom in at a location a user currently looks at (i.e., gaze-directed pivot zoom). These techniques have been tested with Google Earth by ten participants in a user study. While participants were fastest with the already familiar mouse-only base condition, the user feedback indicates a particularly high potential of the gaze-supported pivot zooming in combination with a scroll wheel or touch gesture.
Modern psychophysiological game research faces the problem that for understanding the computer ga... more Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.
Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. T... more Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. This paper presents a study investigation benefits and limitations of visual gaze analysis among eye tracking professionals and researchers. The results were used to create a tool for visual gaze analysis within a Master's project.
Entertainment Computing, 2010
Eye tracking is starting to be used for evaluation and interaction in virtual environments. Espec... more Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework's capacity to create games and evaluate novel entertainment interfaces.
Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. ... more Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for twodimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models of interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts.
Computing Research Repository, 2010