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In this paper, we discuss the use of eye-gaze tracking technology for mobile phones. In particular we investigate how gaze interaction can be used to control applications on handheld devices. In contrast to eye-tracking systems for desktop computers, mobile devices imply several problems like the intensity of light for outdoor use and calibration issues.(More)
In this paper, we show how to use the combination of eye-gaze and a touch-sensitive mouse to ease pointing tasks in graphical user interfaces. A touch of the mouse positions the mouse pointer at the current gaze position of the user. Thus, the pointer is always at the position where the user expects it on the screen. This approach changes the user(More)
Personal identification numbers (PINs) are one of the most common ways of electronic authentication these days and used in a wide variety of applications, especially in ATMs (cash machines). A non-marginal amount of tricks are used by criminals to spy on these numbers to gain access to the owners' valuables. Simply looking over the victims' shoulders to get(More)
The HCI community uses at least four different formulas for Fitts' law. Each of them is derived from Shannon's information theory. This raises the question which formula is wrong and which is right. While the HCI community on the one hand gives free choice for the formula, it demands good statistical values for the evaluation on the other hand. From a(More)
In this paper, we investigate how to use future interaction technologies to enhance learning technologies. We examine in detail how tracking the mouse pointer and observing the user's gaze can help to monitor the use of web applications and in particular E-learning applications. To improve learning and teaching, it is of interest to understand in what order(More)
In this paper we describe an audience voting system which can be used for all kinds of judged sport events like diving, synchronised swimming, gymnastics, and ice-skating. The basis of the system is cameras, which are fixed to the ceiling. Each camera can cover approximately 1000 spectators of the audience. The image processing software recognises the(More)