What you look at is what you get: eye movement-based interaction techniques
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An evaluation of an eye tracker as a device for computer input2
CHI '87 Proceedings of the SIGCHI/GI Conference on Human Factors in Computing Systems and Graphics Interface
Manual and gaze input cascaded (MAGIC) pointing
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
Eye Tracking Methodology: Theory and Practice
Eye Tracking Methodology: Theory and Practice
Disambiguating ninja cursors with eye gaze
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rake cursor: improving pointing performance with concurrent input channels
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The MAGIC Touch: Combining MAGIC-Pointing with a Touch-Sensitive Mouse
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Evaluating eye tracking with ISO 9241 - part 9
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: intelligent multimodal interaction environments
Look & touch: gaze-supported target acquisition
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An investigation of Fitts' law in a multiple-display environment
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Magic-sense: dynamic cursor sensitivity-based magic pointing
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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MAGIC pointing techniques combine eye tracking with manual input. Since the mouse performs exceptionally well in a desktop setting, previous research on MAGIC pointing either resulted in minor improvements, or the techniques were applied to alternative devices or environments. We design Animated MAGIC, a novel, target-agnostic MAGIC pointing technique, for the specific goal of beating the mouse in a desktop setting. To improve the eye-tracking accuracy, we develop a dynamic local calibration method that uses each selection as a local calibration point. We compare Animated MAGIC to mouse-only and Conservative MAGIC, one of the two original MAGIC pointing methods, in a Fitts' Law experiment. We conduct a user questionnaire to evaluate the usability of the interaction methods. Results suggest that Dynamic Local Calibration improves eye-tracking accuracy and, consequently, MAGIC pointing performance. Powered with Dynamic Local Calibration, Animated MAGIC outperformed mouse-only by 8% in terms of throughput. Both MAGIC pointing methods reduced the amount of hand movement by more than half.