GazeAR: Mobile Gaze-Based Interaction in the Context of Augmented Reality Games

Gaze-based interaction in the gaming context offers various research opportunities. However, when looking at available games supported by eye tracking technology it becomes apparent that the potential has not been fully exploited: a majority of gaze-based

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Department of Digital Media, University of Applied Sciences Upper Austria, Softwarepark 11, Hagenberg, Austria [email protected] Department of Education and Psychology, Johannes Kepler University Linz, Altenbergerstr. 69, Linz, Austria [email protected] http://www.fh-ooe.at/campus-hagenberg/ http://aom.jku.at/

Abstract. Gaze-based interaction in the gaming context offers various research opportunities. However, when looking at available games supported by eye tracking technology it becomes apparent that the potential has not been fully exploited: a majority of gaze-based games are tailored for static settings (desktop PC). We propose an experimental setting that transfers approaches of mobile gaze-based interactions to the augmented reality (AR) games domain. It is our main aim to find out if the inclusion of gaze input in an AR game has a positive impact on the User Experience (UX) in comparison to a solely touch-based approach. By doing so designers and researchers should receive insights in the design of gaze-based mobile AR games. To find answers we carried out a comparative study consisting of two mobile game prototypes. Results show that the inclusions of gaze in AR games is very well received by players and this novel approach was preferred in comparison to a design without gaze interaction.

Keywords: Gaze-based interaction

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· Augmented reality games

Introduction

During the last years the diversity of game input devices has increased dramatically. Nowadays game controllers are able to capture nonverbal communication channels (finger gestures, body postures, etc.) and promise players to interact with games “in simpler, more natural ways” [12]. Just recently also eye tracking systems have found their way into the games domain as the technology can now be efficiently integrated into games at an affordable price [13]. Companies, such as Tobii1 or the Eye Tribe2 encourage developers to identify and create 1 2

www.tobii.com/en/eye-experience/. theeyetribe.com.

c Springer International Publishing Switzerland 2016  L.T. De Paolis and A. Mongelli (Eds.): AVR 2016, Part I, LNCS 9768, pp. 397–406, 2016. DOI: 10.1007/978-3-319-40621-3 28

398

M. Lankes and B. Stiglbauer

concepts for future gaze-based games. However, when looking at the available games and research projects supported by eye tracking technology it becomes apparent that the potential has not yet been fully exploited: a majority of gazebased games and prototypes are tailored for static settings (interaction via a desktop PC). The design possibilities in regard to mobile games remain to a large extent untouched. Most research in the context of gaze-based interaction and mobile devices can only be found outside of games (for instance: [4,9]) ranging from gaze-based interaction with wearable (such as Head Mounted Displays) to handheld devices (smartphones or tablets). We are of the opinion that gaze-based mobile games prove to be an interesting field of games research – especially in the context of augmented reality (AR) games – as