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DYNAMIC, ADAPTIVE AND
PERSONALIZED USER INTERFACE FOR
COMMUNICATION USING EYE TRACKERS
KADIR AKDENIZ
040070204
ASSOC. PROF. ZEHRA ÇATALTEPE
12.06.2014
CONTENTS
• Motivation
• Purpose & Hypotheses
• Basic Design
• First Proposal: Dynamic Approach to Typing
• Transition Probabilities
• Second Proposal: Circular Design for Eye
Trackers
• Experiment Setup
• Results
• Discussion
• Conclusion
• Further Work
• Thanks
• References
2
MOTIVATION
• The patients who suffer Locked-in Syndrome are unable to speak and thus
communication is a big issue for them to express their needs, feelings, and thoughts.
• The only organs they can still use, are their eyes in most cases.
• They can move their eyes horizontally and vertically.
• This provides a primitive yet promising way of communication.
• When asked a yes or no question, they can say yes by looking up or no by looking
down.
• Likewise, a group of items or words/letters can be shown on a paper or cardboard and
they can choose one or write a word and sentence later
• This is how Eye Trackers work as well.
3
PURPOSE & HYPOTHESES
• This study aims to improve their typing by providing a dynamic approach to
typing and also a new design that best suits the nature of Eye Trackers.
• The Dynamic approach simply suggests letters when a letter is typed.
• New Circular Design considers the nature of Eye Trackers and provides a
smoother way by both removing the clicking and avoiding mistyping.
• Without clicking and making less mistakes, it is aimed for the patients to get tired
less quickly and thus write for longer sessions, expressing themselves better.
• Hypotheses are:
• Dynamic approach is expected to be faster than traditional method.
• Circular Design is expected to avoid mistypes.
• Circular Design is expected to be less tiring.
4
BASIC DESIGN
• Two State Design
• Space and Delete only
• Both Turkish and English
letters
• This represents the
interfaces with big and
few buttons that are used
in the field.
• The user has to blink
his/her eyes to generate a
left-click
5
RECTANGULAR
STATIC
• Basic Design
6
FIRST PROPOSAL: DYNAMIC METHOD
• N-State Design
• After a letter is typed, five
letters are suggested.
• Next five letters are also
provided.
• User can cycle through all
letters.
• Back button is used to
escape to initial state
[shortcut].
• The user has to blink
his/her eyes to generate a
left-click.
7
TRANSITION PROBABILITIES
• The letters are suggested based on their
frequencies, probabilities.
• The frequencies of letters, before and after
each letter.
• More sensitive results were needed for the
missing letters.
• Transition probabilities were gathered
from electronic versions of about 10
selected books, written in Turkish.
• The results are consistent with that of
Dalkılıç and Dalkılıç [1].
• The table is retrieved from: [1] Dalkiliç, M. E., & Dalkiliç, G. (2002). On the cryptographic patterns and frequencies in Turkish language. In Advances in
Information Systems (pp. 144-153). Springer Berlin Heidelberg 8
RECTANGULAR
DYNAMIC
• Dynamic Method
9
SECOND PROPOSAL: CIRCULAR DESIGN
• This design also has Static
and Dynamic versions.
• Circular tries to avoid
mistakes/mistypes.
• It does not require click.
• Secondary (red) cursor
does the click instead.
10
CIRCULAR STATIC
• Static version
11
CIRCULAR
DYNAMIC
• Dynamic version
12
EXPERIMENT SETUP
• 10 most frequently used words in
Turkish[2].
• The order of the words are randomized for
each experiment.
• The order of the designs to be tested are
randomized.
• 13 people participated in 16 experiments.
3 of the participants did the experiments
twice.
• Most frequent words:
• Bir, Bu, Ben
• Demek, Çok, Yapmak
• İçin, Ve, Ne, Olmak
• [2] : Wiktionary Project. Word Frequency List, Turkish. Retrieved from http://en.wiktionary.org/wiki/Wiktionary:Frequency_lists/Turkish on June 4th,
2014. 13
EXPERIMENT SETUP
• The experiments are done in Pretest –
Posttest fashion.
• In both pretests and posttests, basic
movement times are gathered.
• These base values are subtracted from
actual times in order to find Search Times.
• Participants are asked to fill a survey
before the experiment regarding their
physical conditions.
• The survey of each design was filled by the
participant right after the testing of design.
14
RESULTS
• Duration
Designs Numerical
Results
Meaning F-value P-value F-criteria
Rectangular Static 171.63 sec Base method
Rectangular Dynamic 161.79 sec Slightly Faster (6%) 0.87 0.38 4.17
Circular Static 221.48 sec Base method
Circular Dynamic 178.33 sec Significantly Faster (24%) 15.59 0.44 x 10-3 4.17
• Circular Design avoids mistakes => multiply effect on dynamic method.
• Circular Design has a base time of 1.5 sec to reach its destination for the secondary
(red) cursor on the screen.
15
RESULTS
• Speed: Interaction / Successful Character Typed
Designs Numerical Results Meaning F-value P-value F-criteria
Rectangular Static 2.07 Base method
Rectangular Dynamic 1.69 23% less interactions
per character
17.00 0.27 x 10-3 4.17
Circular Static 2.13 Base method
Circular Dynamic 1.74 22% less interactions
per character
39.58 0.62 x 10-6 4.17
16
RESULTS
• Speed: Successful Character Typed / Minute.
Designs Numerical Results Meaning F-value P-value F-criteria
Rectangular Static 16.34 Base method
Rectangular
Dynamic
17.59 8% increase in speed 1.47 0.24 4.17
Circular Static 12.39 Base method
Circular Dynamic 15.70 27% increase in speed 19.37 0.13 x 10-3 4.17
• Circular Design avoids mistakes => multiply effect on dynamic method.
• Circular Design has a base time of 1.5 sec to reach its destination for the secondary
(red) cursor on the screen.
17
RESULTS
• Tiredness : « This design was tiring. »
Designs Numerical Results The Meaning F-value P-value F-criteria
Rectangular Static 0.31 A Bit Tiring
Circular Static -0.81 Not Tiring 8.47 0.68 x 10-2 4.17
Rectangular Dynamic 0 Mediocre
Circular Dynamic -1 Not Tiring 10 0.36 x 10-2 4.17
The Likert Scale
2 1 0 -1 -2
Strongly agree Agree Neither agree
nor disagree
Disagree Strongly Disagree
18
RESULTS
• Deletion Percentage (%)
Designs Numerical
Results
The Meaning F-value P-value F-criteria
Rectangular Static 0.59 x 10-1 Base design
Circular Static 0.18 x 10-1 70% decrease in mistakes 8.63 0.63 x 10-2 4.17
Rectangular Dynamic 0.68 x 10-1 Base Design
Circular Dynamic 0.21 x 10-1 70% decrease in mistakes 11.75 0.18 x 10-2 4.17
19
RESULTS
• Participants with two experiments.
• Rectangular Static
Variable #6 #7 #8
Duration 189 sec 166 sec 141 sec 164 sec 182 sec 147 sec
Inter/Char 2.34 2.29 1.88 1.93 1.88 2.02
Char/Min 14.54 15.89 19.05 17.51 14.47 19.01
Deletion % 0.1 0.1 0.02 0.05 0.02 0.08
Variable #6 #7 #8
Duration 133 sec 142 sec 143 sec 145 sec 141 sec 143 sec
Inter/Char 1.57 1.68 1.45 1.44 1.35 1.8
Char/Min 20.17 18.95 19.18 20.26 19.02 18.82
Deletion % 0.04 0,05 0.02 003 0 0.07
• Rectangular Dynamic
20
RESULTS
• Participants with two experiments.
• Circular Static
Variable #6 #7 #8
Duration 217 sec 196 sec 208 sec 240 sec 255 sec 193 sec
Inter/Char 2.08 2 2 2.26 2.24 2
Char/Min 12.4 13.7 12.97 11.48 10.55 13.96
Deletion % 0 0 0 0.04 0.04 0
Variable #6 #7 #8
Duration 150 sec 170 sec 164 sec 152 sec 169 sec 141 sec
Inter/Char 1.57 1.69 1.58 1.57 1.76 1.57
Char/Min 17.96 16.17 16.75 17.65 16.29 19.01
Deletion % 0 0 0 0 0.04 0
• Circular Dynamic
21
RESULTS
• Search Time Analysis
• The mean value for Static
Rectangular is always lower
than Dynamic.
• Two dynamic mechanisms in
Dynamic version cause this:
• Transition Probabilities
• Redistribution of next letters
-2000
-1000
0
1000
2000
3000
4000
0 10 20 30 40 50 60 70 80 90 100
34: Static, Avg: 213.06 ms
İÇİN_NE_BEN_ÇOK_YAPMAK_DEMEK_BİR_VE_BU_OLMAK_
-2000
-1000
0
1000
2000
3000
4000
5000
0 10 20 30 40 50 60 70 80
36: Dynamic, Avg: 479.74 ms
BU_ÇOK_DEMEK_YAPMAK_BİR_İÇİN_OLMAK_VE_BEN_NE_
22
RESULTS
• Eye Movement Analysis
Movement Directions Average Values
Rightward – short 1.57 sec
Leftward – short 1.86 sec
Upward 1.77 sec
Downward 1.43 sec
Movement Directions Average Values
Right-Down short 1.56 sec
Left-Down short 1.37 sec
Left-Up short 1.56 sec
Right-Up short 1.52 sec
Right-Down long 1.49 sec
Left-Down long 1.36 sec
Left-Up long 1.53 sec
Right-Up long 1.59 sec
23
CONCLUSION
• In this study, a new dynamic method is proposed in order to improve typing with
Eye Trackers for interfaces with big and few buttons; as well as a new Circular
design that suits the Eye Trackers.
• Dynamic method suggests letters in order to increase speed while typing.
• Circular Design does the click for the user and also avoids the mistypes as much as it
can. This provides a less tiring method for the users, so they can write for much
longer and express themselves much better.
• The Dynamic method achieves a slight increase in Rectangular Design and a
significant increase in Circular Design with the help of avoiding mistakes.
• Circular design achieves to decrease the deletion percentage by 70% and is
considered the least tiring design by the participants.
24
DISCUSSION
• How are these methods and designs adaptive?
• How are these methods and designs dynamic?
• How are these methods and designs personalized?
25
FURTHER WORK
• In this study, the proposed methods and designs were tested in order to observe
whether the changes had any effect.
• For further works, the functionality of the designs can be improved in such ways
that:
• The users can have options to change the screen into a menu or other possible sets
of characters or numbers.
• The users can have more than look and click abilities with off-screen targets or any
other means, in order to improve their command on the computers or softwares [3].
• The users can be provided with different sets of transition probabilities in order to
use the proposed designs for different purposes such as writing in a different
language or a programming language (C++, Python, etc.).
• The proposed designs and methods can be implemented in a software with other
features that allow operations such as e-mail, browser, media players and more.
26
THANKS
• I would like to thank
• Assoc. Prof. Zehra Çataltepe for her invaluable contributions and guidance throughout this
study,
• Technical University of Istanbul and Faculty of Computer & Informatics for their assistance
on accessing the required devices in Usability Laboratory,
• Müge Erel, Gözde Gül İşgüder and Ahmet Arış for their valuable assistance in Usability
Laboratory,
• Muhsin Doğrular and Cüneyt Özveren for sharing their experiences on Eye Trackers and
assistances on building up the definition of this study,
• And all the participants for making the experiments possible.
27
REFERENCES
• [1] Dalkiliç, M. E., & Dalkiliç, G. (2002). On the cryptographic patterns and
frequencies in Turkish language. In Advances in Information Systems (pp. 144-
153). Springer Berlin Heidelberg.
• [2] Wiktionary Project. Word Frequency List, Turkish. Retrieved from
http://en.wiktionary.org/wiki/Wiktionary:Frequency_lists/Turkish on June 4th,
2014.
• [3] Isokoski, P. (2000, November). Text input methods for eye trackers using
off-screen targets. In Proceedings of the 2000 symposium on Eye tracking research
& applications (pp. 15-21). ACM
28
THANK YOU.
29

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Kadir Akdeniz - Dynamic, Adaptive and Personalized User Interface for Communication Using Eye Trackers

  • 1. DYNAMIC, ADAPTIVE AND PERSONALIZED USER INTERFACE FOR COMMUNICATION USING EYE TRACKERS KADIR AKDENIZ 040070204 ASSOC. PROF. ZEHRA ÇATALTEPE 12.06.2014
  • 2. CONTENTS • Motivation • Purpose & Hypotheses • Basic Design • First Proposal: Dynamic Approach to Typing • Transition Probabilities • Second Proposal: Circular Design for Eye Trackers • Experiment Setup • Results • Discussion • Conclusion • Further Work • Thanks • References 2
  • 3. MOTIVATION • The patients who suffer Locked-in Syndrome are unable to speak and thus communication is a big issue for them to express their needs, feelings, and thoughts. • The only organs they can still use, are their eyes in most cases. • They can move their eyes horizontally and vertically. • This provides a primitive yet promising way of communication. • When asked a yes or no question, they can say yes by looking up or no by looking down. • Likewise, a group of items or words/letters can be shown on a paper or cardboard and they can choose one or write a word and sentence later • This is how Eye Trackers work as well. 3
  • 4. PURPOSE & HYPOTHESES • This study aims to improve their typing by providing a dynamic approach to typing and also a new design that best suits the nature of Eye Trackers. • The Dynamic approach simply suggests letters when a letter is typed. • New Circular Design considers the nature of Eye Trackers and provides a smoother way by both removing the clicking and avoiding mistyping. • Without clicking and making less mistakes, it is aimed for the patients to get tired less quickly and thus write for longer sessions, expressing themselves better. • Hypotheses are: • Dynamic approach is expected to be faster than traditional method. • Circular Design is expected to avoid mistypes. • Circular Design is expected to be less tiring. 4
  • 5. BASIC DESIGN • Two State Design • Space and Delete only • Both Turkish and English letters • This represents the interfaces with big and few buttons that are used in the field. • The user has to blink his/her eyes to generate a left-click 5
  • 7. FIRST PROPOSAL: DYNAMIC METHOD • N-State Design • After a letter is typed, five letters are suggested. • Next five letters are also provided. • User can cycle through all letters. • Back button is used to escape to initial state [shortcut]. • The user has to blink his/her eyes to generate a left-click. 7
  • 8. TRANSITION PROBABILITIES • The letters are suggested based on their frequencies, probabilities. • The frequencies of letters, before and after each letter. • More sensitive results were needed for the missing letters. • Transition probabilities were gathered from electronic versions of about 10 selected books, written in Turkish. • The results are consistent with that of Dalkılıç and Dalkılıç [1]. • The table is retrieved from: [1] Dalkiliç, M. E., & Dalkiliç, G. (2002). On the cryptographic patterns and frequencies in Turkish language. In Advances in Information Systems (pp. 144-153). Springer Berlin Heidelberg 8
  • 10. SECOND PROPOSAL: CIRCULAR DESIGN • This design also has Static and Dynamic versions. • Circular tries to avoid mistakes/mistypes. • It does not require click. • Secondary (red) cursor does the click instead. 10
  • 13. EXPERIMENT SETUP • 10 most frequently used words in Turkish[2]. • The order of the words are randomized for each experiment. • The order of the designs to be tested are randomized. • 13 people participated in 16 experiments. 3 of the participants did the experiments twice. • Most frequent words: • Bir, Bu, Ben • Demek, Çok, Yapmak • İçin, Ve, Ne, Olmak • [2] : Wiktionary Project. Word Frequency List, Turkish. Retrieved from http://en.wiktionary.org/wiki/Wiktionary:Frequency_lists/Turkish on June 4th, 2014. 13
  • 14. EXPERIMENT SETUP • The experiments are done in Pretest – Posttest fashion. • In both pretests and posttests, basic movement times are gathered. • These base values are subtracted from actual times in order to find Search Times. • Participants are asked to fill a survey before the experiment regarding their physical conditions. • The survey of each design was filled by the participant right after the testing of design. 14
  • 15. RESULTS • Duration Designs Numerical Results Meaning F-value P-value F-criteria Rectangular Static 171.63 sec Base method Rectangular Dynamic 161.79 sec Slightly Faster (6%) 0.87 0.38 4.17 Circular Static 221.48 sec Base method Circular Dynamic 178.33 sec Significantly Faster (24%) 15.59 0.44 x 10-3 4.17 • Circular Design avoids mistakes => multiply effect on dynamic method. • Circular Design has a base time of 1.5 sec to reach its destination for the secondary (red) cursor on the screen. 15
  • 16. RESULTS • Speed: Interaction / Successful Character Typed Designs Numerical Results Meaning F-value P-value F-criteria Rectangular Static 2.07 Base method Rectangular Dynamic 1.69 23% less interactions per character 17.00 0.27 x 10-3 4.17 Circular Static 2.13 Base method Circular Dynamic 1.74 22% less interactions per character 39.58 0.62 x 10-6 4.17 16
  • 17. RESULTS • Speed: Successful Character Typed / Minute. Designs Numerical Results Meaning F-value P-value F-criteria Rectangular Static 16.34 Base method Rectangular Dynamic 17.59 8% increase in speed 1.47 0.24 4.17 Circular Static 12.39 Base method Circular Dynamic 15.70 27% increase in speed 19.37 0.13 x 10-3 4.17 • Circular Design avoids mistakes => multiply effect on dynamic method. • Circular Design has a base time of 1.5 sec to reach its destination for the secondary (red) cursor on the screen. 17
  • 18. RESULTS • Tiredness : « This design was tiring. » Designs Numerical Results The Meaning F-value P-value F-criteria Rectangular Static 0.31 A Bit Tiring Circular Static -0.81 Not Tiring 8.47 0.68 x 10-2 4.17 Rectangular Dynamic 0 Mediocre Circular Dynamic -1 Not Tiring 10 0.36 x 10-2 4.17 The Likert Scale 2 1 0 -1 -2 Strongly agree Agree Neither agree nor disagree Disagree Strongly Disagree 18
  • 19. RESULTS • Deletion Percentage (%) Designs Numerical Results The Meaning F-value P-value F-criteria Rectangular Static 0.59 x 10-1 Base design Circular Static 0.18 x 10-1 70% decrease in mistakes 8.63 0.63 x 10-2 4.17 Rectangular Dynamic 0.68 x 10-1 Base Design Circular Dynamic 0.21 x 10-1 70% decrease in mistakes 11.75 0.18 x 10-2 4.17 19
  • 20. RESULTS • Participants with two experiments. • Rectangular Static Variable #6 #7 #8 Duration 189 sec 166 sec 141 sec 164 sec 182 sec 147 sec Inter/Char 2.34 2.29 1.88 1.93 1.88 2.02 Char/Min 14.54 15.89 19.05 17.51 14.47 19.01 Deletion % 0.1 0.1 0.02 0.05 0.02 0.08 Variable #6 #7 #8 Duration 133 sec 142 sec 143 sec 145 sec 141 sec 143 sec Inter/Char 1.57 1.68 1.45 1.44 1.35 1.8 Char/Min 20.17 18.95 19.18 20.26 19.02 18.82 Deletion % 0.04 0,05 0.02 003 0 0.07 • Rectangular Dynamic 20
  • 21. RESULTS • Participants with two experiments. • Circular Static Variable #6 #7 #8 Duration 217 sec 196 sec 208 sec 240 sec 255 sec 193 sec Inter/Char 2.08 2 2 2.26 2.24 2 Char/Min 12.4 13.7 12.97 11.48 10.55 13.96 Deletion % 0 0 0 0.04 0.04 0 Variable #6 #7 #8 Duration 150 sec 170 sec 164 sec 152 sec 169 sec 141 sec Inter/Char 1.57 1.69 1.58 1.57 1.76 1.57 Char/Min 17.96 16.17 16.75 17.65 16.29 19.01 Deletion % 0 0 0 0 0.04 0 • Circular Dynamic 21
  • 22. RESULTS • Search Time Analysis • The mean value for Static Rectangular is always lower than Dynamic. • Two dynamic mechanisms in Dynamic version cause this: • Transition Probabilities • Redistribution of next letters -2000 -1000 0 1000 2000 3000 4000 0 10 20 30 40 50 60 70 80 90 100 34: Static, Avg: 213.06 ms İÇİN_NE_BEN_ÇOK_YAPMAK_DEMEK_BİR_VE_BU_OLMAK_ -2000 -1000 0 1000 2000 3000 4000 5000 0 10 20 30 40 50 60 70 80 36: Dynamic, Avg: 479.74 ms BU_ÇOK_DEMEK_YAPMAK_BİR_İÇİN_OLMAK_VE_BEN_NE_ 22
  • 23. RESULTS • Eye Movement Analysis Movement Directions Average Values Rightward – short 1.57 sec Leftward – short 1.86 sec Upward 1.77 sec Downward 1.43 sec Movement Directions Average Values Right-Down short 1.56 sec Left-Down short 1.37 sec Left-Up short 1.56 sec Right-Up short 1.52 sec Right-Down long 1.49 sec Left-Down long 1.36 sec Left-Up long 1.53 sec Right-Up long 1.59 sec 23
  • 24. CONCLUSION • In this study, a new dynamic method is proposed in order to improve typing with Eye Trackers for interfaces with big and few buttons; as well as a new Circular design that suits the Eye Trackers. • Dynamic method suggests letters in order to increase speed while typing. • Circular Design does the click for the user and also avoids the mistypes as much as it can. This provides a less tiring method for the users, so they can write for much longer and express themselves much better. • The Dynamic method achieves a slight increase in Rectangular Design and a significant increase in Circular Design with the help of avoiding mistakes. • Circular design achieves to decrease the deletion percentage by 70% and is considered the least tiring design by the participants. 24
  • 25. DISCUSSION • How are these methods and designs adaptive? • How are these methods and designs dynamic? • How are these methods and designs personalized? 25
  • 26. FURTHER WORK • In this study, the proposed methods and designs were tested in order to observe whether the changes had any effect. • For further works, the functionality of the designs can be improved in such ways that: • The users can have options to change the screen into a menu or other possible sets of characters or numbers. • The users can have more than look and click abilities with off-screen targets or any other means, in order to improve their command on the computers or softwares [3]. • The users can be provided with different sets of transition probabilities in order to use the proposed designs for different purposes such as writing in a different language or a programming language (C++, Python, etc.). • The proposed designs and methods can be implemented in a software with other features that allow operations such as e-mail, browser, media players and more. 26
  • 27. THANKS • I would like to thank • Assoc. Prof. Zehra Çataltepe for her invaluable contributions and guidance throughout this study, • Technical University of Istanbul and Faculty of Computer & Informatics for their assistance on accessing the required devices in Usability Laboratory, • Müge Erel, Gözde Gül İşgüder and Ahmet Arış for their valuable assistance in Usability Laboratory, • Muhsin Doğrular and Cüneyt Özveren for sharing their experiences on Eye Trackers and assistances on building up the definition of this study, • And all the participants for making the experiments possible. 27
  • 28. REFERENCES • [1] Dalkiliç, M. E., & Dalkiliç, G. (2002). On the cryptographic patterns and frequencies in Turkish language. In Advances in Information Systems (pp. 144- 153). Springer Berlin Heidelberg. • [2] Wiktionary Project. Word Frequency List, Turkish. Retrieved from http://en.wiktionary.org/wiki/Wiktionary:Frequency_lists/Turkish on June 4th, 2014. • [3] Isokoski, P. (2000, November). Text input methods for eye trackers using off-screen targets. In Proceedings of the 2000 symposium on Eye tracking research & applications (pp. 15-21). ACM 28