dr stephen vickers


svickers@dmu.ac.uk | GH4.52, Centre for Computational Intelligence, Dept of Informatics,
De Montfort University, The Gateway, Leicester, LE1 9BH


home | current projects | past projects | publications



These are the main projects that Howell Istance and myself are currently working on within the Centre for Computational Intelligence!




Low-cost Eye Tracking as a Commercial Gaming Device



This project was supported by the European Regional Development Agency Innovation Fellowship Scheme. Using your eyes and where you are looking to interact with computer games represents an exciting new direction that game play can take, following the success of whole body interaction enabled by the Kinect and the Wii. The Innovation Fellowship has supported the development and demonstration of a low-cost eye tracker by De Montfort University, in collaboration with Sleepy Dog, the East Midlands games company that produced the Buzz-it controller and games. The low-cost eye tracker was produced as a fully working pre-production prototype. In the project, three different games were produced to demonstrate different ways in which eye gaze can be used to make game play more immersive and exciting.








Eye-gaze Interaction with Online Games and Virtual Environments for Users with Severe Physical Disabilities




Online virtual worlds and games have much to offer users with severe motor disabilities. While the appearance of the user's avatar may not reveal the disability of the person that controls it, the behavior and speed or interaction in the world may do.
   Many users with severe motor impairments may not be able to operate a keyboard or hand mouse and may also struggle with speech and head movement. Eye gaze is one method of interaction that has been used successfully in enabling access to desktop environments. However, simply emulating a mouse using eye gaze is not sufficient for interaction in online virtual worlds.
   This genre of gaming (MMORPG's) is constantly evolving and regardless of the aim of the game they all involve common tasks such as, avatar creation, social interaction (chatting, IM), interaction with in world objects (pick up, open, shoot etc), navigating and walking around the environment. This research involves analyzing common tasks so that suitable gaze based interaction techniques to support them can be used in place of a mouse and keyboard. These will have different performance/effort trade-offs, and will include extended mouse/joystick emulation, gaze gestures, toolglasses and gaze-aware in-world objects. These techniques are to be integrated into a coherent and efficient user interface suited to the needs of an individual user with a particular disability. The research aims to model tasks inherent in using these worlds so that predictions can be made about the most appropriate gaze based interaction techniques to use. When these have been identified, they can be assembled into a front end or user interface. One possible outcome could be a software device for automatic configuration of a gaze-control interface for new games, which could use knowledge of a specific user's disability and the eye tracking equipment that they have.
   You can find out more on this project by reading some of the papers and my PhD thesis which can be found here.