Skip to main content

Gaze and Voice Controlled Drawing: Case Study III

  • Chapter
Gazing at Games

Abstract

The third case study1, Gaze and Voice Controlled Drawing, was developed by Jan van der Kamp from the Interactive Entertainment Technology Programme at Trinity College Dublin, Ireland [van der Kamp, 2010, van der Kamp and Sundstedt, 2011]. This case study presents a combination of gaze and voice commands as a means of hands-free interaction in a paint style program. A drawing application is implemented which is controllable by input from gaze and voice. Voice commands are used to activate drawing which allow gaze to be used only for positioning the cursor. As discussed previously one of the main problems in gaze based interfaces is that of the Midas touch. When using gaze as input for a drawing program for example, this can lead to frustration as drawing can be activated without a user intending it to be. Previous work in gaze based drawing tools have used dwell time to activate drawing. As described earlier dwell time works by requiring the user to fixate their gaze at one point for a particular amount of time to confirm a selection. This is not a perfect solution to the problem due to both the delay involved and the possibility of drawing still being activated without intent. This case study describes an approach of using voice commands to activate drawing. The intention is that removing confirmation of drawing from gaze data will lead to an improved user experience and drawing possibilities. It could possibly also be quicker to draw since users will not have to wait for a dwell to be picked up in order for drawing to be activated. The drawing application is evaluated using subjective responses from participant user trials. The tool is evaluated with two groups of users: (1) users working with interactive entertainment technologies and (2) users who are not working with computer graphics. The main result indicates that although gaze and voice based drawing offers less control than traditional input devices it is perceived as the more enjoyable option.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 29.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 37.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer Nature Switzerland AG

About this chapter

Cite this chapter

Sundstedt, V. (2012). Gaze and Voice Controlled Drawing: Case Study III. In: Gazing at Games. Synthesis Lectures on Computer Graphics and Animation. Springer, Cham. https://doi.org/10.1007/978-3-031-79552-7_6

Download citation

Publish with us

Policies and ethics