2022 Fiscal Year Final Research Report
Solving the Midas Touch problem in object selection with eye tracking
Project/Area Number |
20K20866
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Research Category |
Grant-in-Aid for Challenging Research (Exploratory)
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Allocation Type | Multi-year Fund |
Review Section |
Medium-sized Section 10:Psychology and related fields
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Research Institution | Kyushu University |
Principal Investigator |
Remijn Gerard 九州大学, 芸術工学研究院, 准教授 (40467098)
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Co-Investigator(Kenkyū-buntansha) |
富松 江梨佳 九州大学, 芸術工学研究院, 特別研究員 (20584668)
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Project Period (FY) |
2020-07-30 – 2023-03-31
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Keywords | eye gaze / visual object / dwell time / eye tracking / Midas Touch problem / visual password |
Outline of Final Research Achievements |
By using eye-tracking technology, we can select objects on a screen with our eye gaze. For example, we can perform “eye typing” to select letters to make a password. To select an object on a screen, we need to focus our eyes for a certain amount of time, called a dwell time. When this dwell time is too short, our eyes select objects even if we do not want to, called the Midas Touch problem. However, if the dwell time is too long, eye typing takes too much time. By performing experiments, we found that for persons under 35 years old, the ideal dwell time is about 600 ms. For users over 55 years of age, the ideal dwell time is about 800 ms. Importantly, these two main dwell time settings were obtained with relatively cheap eye-tracking devices, for a wide variety of objects, such as letters and numbers, dot patterns, and visual icons. Simplifying and standardizing dwell times to 600 ms and 800 ms settings will greatly assist the use of eye-gaze-based information input in daily life.
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Free Research Field |
perceptual psychology
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Academic Significance and Societal Importance of the Research Achievements |
When using our eye gaze to select objects on a screen, the time to focus our eyes on an object (dwell time) can be reduced to just two settings: 600 ms or 800 ms, depending on the user’s age. This greatly simplifies engineering developments of walk-on, touchless screen interfaces that use eye gaze.
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