A 2-Day Hands-On Workshop on Designing for Eye Tracking Input
What new opportunities for interaction design does the ubiquity of eye trackers present? As eye trackers become cheaper, easier to use, and more widely available, using your eyes as a way of interacting with computing emerges as an exciting possibility. This 2-day workshop aims at offering participants an overview of previous research on gaze interaction whilst providing them with a practical framework for the design and evaluation of new interaction techniques. For this purpose, we introduce ten principles of gaze for the design on interaction techniques. The workshop combines lectures and practical activities, balancing theory and practice to understand how the capabilities and limitations of gaze inform the design of interactive systems that track users' eyes. The workshop aims to attract a combination of interaction designers who are new to eye tracking and gaze interaction, and experienced designers who would like to share their approaches and learn from others. Topics include, but are not limited to:
Eye pointing and typing
Multimodal combinations of eye tracking with gesture, touch, sensors, etc.
Implicit interaction, gaze-contingent displays, and activity recognition
Future research directions for gaze interaction
The workshop registration fee is £80 for students, £120 for non-students ACM/SIG members, and £160 for non-ACM/SIG members. You can register for the workshop and the conference at http://dis2017.org/register/.
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is a Lecturer at the School of Computing and Information Systems of the University of Melbourne. He was previously a Research Fellow at the Microsoft Research Centre for Social Natural User Interfaces in Melbourne, Australia. Eduardo holds a PhD in Computer Science from Lancaster University. His research aims at creating future social user experiences combining novel input modalities such as gaze, body movement, touch gestures, etc. His latest work has investigated eye-based interaction with smart watches, multimodal combinations of gaze, and eye control of video games.
is the Professor of Interactive Systems at Lancaster University. His research interests involve sensors and devices for ubiquitous computing and human-computer interaction. He has worked on systems that blend physical and digital interaction, methods that infer context and human activity, and techniques for spontaneous interaction across devices. In recent work he is focusing on eye movement, and leading research that breaks new ground in how we can use our eyes for interaction pervasively.