scholarly journals Mata: An Android Eye-Tracking Based User Interface Control Application

2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Yaya Heryadi ◽  
Michael James

The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.

Author(s):  
Ana Guerberof Arenas ◽  
Joss Moorkens ◽  
Sharon O’Brien

AbstractThis paper presents results of the effect of different translation modalities on users when working with the Microsoft Word user interface. An experimental study was set up with 84 Japanese, German, Spanish, and English native speakers working with Microsoft Word in three modalities: the published translated version, a machine translated (MT) version (with unedited MT strings incorporated into the MS Word interface) and the published English version. An eye-tracker measured the cognitive load and usability according to the ISO/TR 16982 guidelines: i.e., effectiveness, efficiency, and satisfaction followed by retrospective think-aloud protocol. The results show that the users’ effectiveness (number of tasks completed) does not significantly differ due to the translation modality. However, their efficiency (time for task completion) and self-reported satisfaction are significantly higher when working with the released product as opposed to the unedited MT version, especially when participants are less experienced. The eye-tracking results show that users experience a higher cognitive load when working with MT and with the human-translated versions as opposed to the English original. The results suggest that language and translation modality play a significant role in the usability of software products whether users complete the given tasks or not and even if they are unaware that MT was used to translate the interface.


2015 ◽  
Vol 40 (4) ◽  
Author(s):  
Anna Van Cauwenberge ◽  
Leen d’Haenens ◽  
Hans Beentjes

AbstractIn light of the growing use of tablets for news reading and mobile news consumption behaviors, this study examined whether an innovative way of structuring news on the tablet that mimics mobile news behaviors reinforced attention for, and learning from, news. Specifically, it was theorized that the chronological and associative structuring of news articles into so-called developing news stories would lead to more attention for news, and better recall and comprehension of news, than the linear print newspaper structure that newspaper publishers continue to copy from print to tablet. A multiple-day experiment was set up using the eye-tracking method to measure and control for attention. The results show that the developing news structure increased comprehension of news substantively, independently of attention effects; no effects were found on attention and factual recall.


2018 ◽  
Vol 2018 ◽  
pp. 1-6 ◽  
Author(s):  
Maria Uther ◽  
Anna-Riikka Smolander ◽  
Katja Junttila ◽  
Mikko Kurimo ◽  
Reima Karhila ◽  
...  

We investigated user experiences from 117 Finnish children aged between 8 and 12 years in a trial of an English language learning programme that used automatic speech recognition (ASR). We used measures that encompassed both affective reactions and questions tapping into the children' sense of pedagogical utility. We also tested their perception of sound quality and compared reactions of game and nongame-based versions of the application. Results showed that children expressed higher affective ratings for the game compared to nongame version of the application. Children also expressed a preference to play with a friend compared to playing alone or playing within a group. They found that assessment of their speech is useful although they did not necessarily enjoy hearing their own voices. The results are discussed in terms of the implications for user interface (UI) design in speech learning applications for children.


2012 ◽  
Vol 195-196 ◽  
pp. 829-833
Author(s):  
Jin Wei Yu

In this paper, a new kind of presentation model for software modeling and transformation is proposed, which is composed of three parts: static model, action model and presentation model. Presentation model describes user interface appearance thorough, while interface template describes the macro-layout and relation of interface, whose basic element is interactive object. Interface template-based presentation model can enhance the rationality of macro-layout of the interface, enhance the expressive power and control power, meet the requirement of auto generate high quality user interface. This solution can be used widely for suffering little from the domain and some special techniques of target applications.


Author(s):  
Nadya Nadya ◽  
Hadi Saputra

<p><em>Game development is growing rapidly in this digital era. The graphic is also increasing more and more, especially in Three Dimensional space (3D). 3D game development is spreading around Indonesia. Now there are more local companies which making 3D games. Indonesia is one of the countries in Southeast Asia that have good enough game revenue to be the biggest one. One of the popular genre in Indonesia is survival horror. That’s because horror Indonesian stories is still have many unsolved mysterious things which can attract either domestic or foreign society. This study is including research about visualization such as 3D object from the environments and character designs. Furthermore, game also getting influenced with its system which is played by user, and its storytelling as well. The game’s layout (user interface) will categorized as a good one if it match with its theme and being consistent in visual and control. Good game must paying attention with all of those points. The conclusion of this research is to prove if 3D survival horror game visualization in Indonesia can be rated good enough in creative game industries.</em></p><p><em> </em></p><p><strong><em>Keywords:</em></strong></p><p><em>Game, Survival Horror, Visual Research</em></p>


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