Stephen Vickers

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This paper proposes a simple approach to an old problem, that of the 'Midas Touch'. This uses modes to enable different types of mouse behavior to be emulated with gaze and by using gestures to switch between these modes. A light weight gesture is also used to switch gaze control off when it is not needed, thereby removing a major cause of the problem. The(More)
To enable people with motor impairments to use gaze control to play online games and take part in virtual communities, new interaction techniques are needed that overcome the limitations of dwell clicking on icons in the games interface. We have investigated gaze gestures as a means of achieving this. We report the results of an experiment with 24(More)
Rhythm based music games such as Guitar Hero are hugely popular and allow gamers to take on the role of a famous musician. To play such games you must press keys on virtual guitars in various combinations in time with the music. Gamers with severe physical disabilities cannot always use traditional input devices so alternative methods of input are required(More)
Current approaches to enabling access to computer games are typically fragmentary, and may involve manual expert configuration of the game, or of the input or output devices used. We present work towards a comprehensive software framework to facilitate dynamic adaptation of computer games to different levels of physical and cognitive abilities. The(More)
Young people with severe physical disabilities may benefit greatly from participating in immersive computer games. In-game tasks can be fun, engaging, educational, and socially interactive. But for those who are unable to use traditional methods of computer input such as a mouse and keyboard, there is a barrier to interaction that they must first overcome.(More)
Massively multiplayer online role-playing games, such as World of Warcraft, have become the most widespread 3D graphical environments with millions of active subscribers worldwide. People with severe motor impairments should be able to take part in these games without the extent of their disability being apparent to others online. Eye gaze is a high(More)
People with motor impairments can benefit greatly from being able to take part in Massively Multiplayer On-line Games, such as World of Warcraft. We are investigating how to use eye gaze as a high bandwidth input modality for the range of tasks necessary to participate in the game. We approach this from two directions; in the bottom-up approach we(More)
Online virtual communities are becoming increasingly popular both within the able-bodied and disabled user communities. These games assume the use of keyboard and mouse as standard input devices, which in some cases is not appropriate for users with a disability. This paper explores gaze-based interaction methods and highlights the problems associated with(More)
The two cardinal problems recognized with gaze-based interaction techniques are: how to avoid unintentional commands, and how to overcome the limited accuracy of eye tracking. Gaze gestures are a relatively new technique for giving commands, which has the potential to overcome these problems. We present a study that compares gaze gestures with dwell(More)
This paper introduces the concept of enabling gaze-based interaction for users with high-level motor disabilities to control an avatar in a first-person perspective on-line community. An example community, Second Life, is introduced that could offer disabled users the same virtual freedom as any other user, and so allow disabled users to be able-bodied(More)