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A collaborative gaze aware information display

Published: 07 September 2015 Publication History
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  • Abstract

    In this demo we present a gaze aware display that dynamically adapts its content to two users' interests and attention simultaneously. Prior gaze-interactive systems can only support a single user and require tedious isolated calibration procedures for each usage. We developed a system that allows multiple people to walk up to a large gaze-interactive display that can sense their interests and current focus of attention. For demonstration, we built a tourist map application that first implicitly calibrates users, and then reveals additional information when users look at destinations of interests.

    References

    [1]
    Pfeuffer, K., Vidal, M., Turner, J., Bulling, A., and Gellersen, H. Pursuit calibration: Making gaze calibration less tedious and more flexible. In Proc. UIST 2013, ACM (New York, NY, USA, 2013), 261--270.
    [2]
    Zhang, Y., Müller, H. J., Chong, M. K., Bulling, A., and Gellersen, H. Gazehorizon: Enabling passers-by to interact with public displays by gaze. In Proc. UbiComp (2014), 559--563.

    Cited By

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    • (2018)Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming ContextProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242699(73-85)Online publication date: 23-Oct-2018
    • (2017)Look togetherPersonal and Ubiquitous Computing10.1007/s00779-016-0969-x21:1(173-186)Online publication date: 1-Feb-2017

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    1. A collaborative gaze aware information display

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      Published In

      cover image ACM Conferences
      UbiComp/ISWC'15 Adjunct: Adjunct Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers
      September 2015
      1626 pages
      ISBN:9781450335751
      DOI:10.1145/2800835
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 07 September 2015

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      Author Tags

      1. eye tracking
      2. gaze awareness
      3. multi-user
      4. public interactive display

      Qualifiers

      • Demonstration

      Conference

      UbiComp '15
      Sponsor:
      • Yahoo! Japan
      • SIGMOBILE
      • FX Palo Alto Laboratory, Inc.
      • ACM
      • Rakuten Institute of Technology
      • Microsoft
      • Bell Labs
      • SIGCHI
      • Panasonic
      • Telefónica
      • ISTC-PC

      Acceptance Rates

      Overall Acceptance Rate 764 of 2,912 submissions, 26%

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      UBICOMP '24

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      Cited By

      View all
      • (2018)Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming ContextProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242699(73-85)Online publication date: 23-Oct-2018
      • (2017)Look togetherPersonal and Ubiquitous Computing10.1007/s00779-016-0969-x21:1(173-186)Online publication date: 1-Feb-2017

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