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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Prototype Gaze-Controlled Speller for Text Entry</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mindaugas Vasiljevas</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Justas Šalkevičius</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tadas Gedminas</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Robertas Damaševičius</string-name>
          <email>robertas.damasevicius@ktu.lt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Software Engineering Department Kaunas University of Technology Kaunas</institution>
          ,
          <country country="LT">Lithuania</country>
        </aff>
      </contrib-group>
      <fpage>79</fpage>
      <lpage>83</lpage>
      <abstract>
        <p>-Eye typing provides a means of communication that is useful for people with disabilities which prevent using their hands for text entry. In this paper, we describe the development of the prototype gaze-controlled speller and discuss its experimental evaluation. Using scrollable virtual keyboard interface, the text input speed of 1.2 wpm was achieved.</p>
      </abstract>
      <kwd-group>
        <kwd>gaze tracking</kwd>
        <kwd>gaze writing</kwd>
        <kwd>eye typing</kwd>
        <kwd>hands-free text entry</kwd>
        <kwd>speller</kwd>
        <kwd>assistive technology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Communication is central to the human life and experience.
With the rise of the electronic means of communication and
internet-based social networks as well as wide-spread use of
smartphones and tablet PCs, the role of communication the role
of texting has increased significantly. According to one report
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], different types of text-based communication (text
messaging, e-mail) are the preferred mode of communication
for young people (text messaging – 54%, email – 11% vs. for
example, cell-phone call – 38%, face-to-face talk – 33%).
      </p>
      <p>
        To most people, text entry is a simple action. However,
over a billion people are estimated to be living with some form
of disability or impairment [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. To those suffering from
physical disabilities or age-related impairments, the text entry
task may present a significant challenge. For example, in case
of such disabilities as amyotrophic lateral sclerosis (ALS) often
lead to complete loss of control over voluntary muscles, except
the eye muscles. Today's computer systems are not suitable to
be used for such people as the input to computers is still fairly
limited to mechanical (keyboard, mouse), audio (speech) and
tactile (touchpad) inputs. Inability to use a conventional
physical input device, such as the mouse or the keyboard,
raises the importance of other input modalities such as eyes for
connecting persons with severe motor impairments to the
digital world. The design of the hardware and software that
enables access of handicapped people to ICT services often
fails to take into account the user needs [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Such limitations
raise barriers for people with major or minor disabilities such
as elderly people with motor impairments in benefiting from
the use of modern ICT applications. Therefore, a large number
of individuals are at risk of becoming excluded from the
information and knowledge society [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        To overcome these barriers, new concepts and methods of
human-computer interaction (HCI) must be researched and
Copyright © 2016 held by the authors
developed in order to efficiently and effectively address the
accessibility problems in human interaction with software
applications and services while meeting individual
requirements of the users in general. Eye typing has been
defined as the production of text using the focus of the eye (aka
gaze) as a means of input [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Eye typing has been known for
30 years now [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], but recently it has received an increased
attention from the researchers with the arrival of affordable eye
tracking devices on the market.
      </p>
      <p>
        Systems using gaze-controlled eye typing may be called as
gaze spellers (using an analogy to brain-controlled BCI spellers
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]). It is a kind of assistive technology [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], specifically
designed for the purpose of increasing or maintaining the
capabilities of people with disabilities, which can be used in
ambient assisted living (AAL) environments [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] for people
with special needs. It has the general aim of bridging the digital
divide and providing universal access [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to anyone.
      </p>
      <p>The current research is important as the existing eye typing
systems still have many limitations (low entry speed, poor
usability, etc.) and even small improvements in the design of
such systems can lead to significantly improved life quality of
impaired people.</p>
      <p>The structure of the remaining parts of the paper is as
follows. Section 2 discusses the related work. Section 3
describes the developed prototype of gaze-controlled speller.
Section 4 describes the experimental results. Finally, Section 5
presents conclusions and discusses future work.</p>
    </sec>
    <sec id="sec-2">
      <title>II. RELATED WORK</title>
      <p>
        Several different eye typing systems have been described
in research papers. These systems mainly differ in their
approach towards presentation and layout of letters in the user
interface. A typical example is presenting an on-screen
keyboard. The user has to options for action: looking at the
desired letter or key for selecting it, and dwelling (i.e., pausing
eye movements for a moment) on it for input. Known
examples of such systems are GazeTalk [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], ERICA [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ],
pEYEwrite [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], and Špakov et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        GazeTalk [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] uses a probabilistic character layout
strategy to show only 6 most likely next characters on-screen,
while next 6 most likely words predicted from the previous
words in the sentence are shown. The users have achieved text
entry speed from 4 words per minute (wpm) for character-only
input to up to 10 wpm using the most likely-words feature.
      </p>
      <p>
        In ERICA [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], six large on-screen keys were used instead
of an entire keyboard due to limited resolution of the eye
tracker. A prediction algorithm allowed to decrease
eyetypewriting time by 25%.
      </p>
      <p>
        pEYEwrite [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] groups the letters together in a
hierarchical pie structure. To enter a letter, the user first dwells
on the pie slice containing the desired group of letters, then
dwells on the desired slice in a popup pie menu. Novice entry
rates of 7.9 wpm were reported with a dwell time of 400 ms.  
Špakov et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] use “scrollable keyboards” where one or
more rows are hidden to save space combined with keyboard
layout optimization according to letter-to- letter probabilities.
The users achieved 8.86 wpm speed for the 1-row keyboard,
and 12.18 wpm for the 2-row keyboard, respectively.
      </p>
      <p>
        Other related works include different kinds of text entry
systems using virtual keyboard interface. Methods employed
in these systems for increasing input systems can be directly
transferred to the gaze speller domain, e.g., predictive
keyboard layouts in SoftType [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        AUK [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] uses a 12-key soft keyboard similar to the one
used in mobile phones and supports several different entry
modes (1-to-10 key, joystick), various layout configurations
for different performance levels; integration with additional
performance enhancing techniques, such as text prediction and
dictionary or prefix-based word disambiguation.
      </p>
      <p>
        Alternative interfaces for gaze typing include Dasher.
Dasher [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] allows users to write by zooming through a world
of boxes. Each box represents an individual letter and the size
of a box is proportional to the probability of that letter given
the preceding letters. The entry rates for Dasher range between
16–26 wpm [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Dwell-free eye-typing interface [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] tracks how simply
look at or near their desired letters without stopping to dwell
on each letter. The users reached a mean entry rate of 46 wpm
on a perfect letter recognizer. While dwell-free eye-typing
may be more than twice as fast as traditional eye-typing
systems, the working prototype of the system still has to
implemented that would deal effectively with entry errors.
      </p>
      <p>
        SMOOVS [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] utilized smooth-pursuit eye movements
combined with a two-stage interface that uses a hexagonal
layout of letters. The system had achieved the speed of 4.5
wpm, while the users have complained about low
comprehensibility of the interface.
      </p>
      <p>
        Word/phrase prediction or completion is also widely used
[
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. As a word is entered, the stem of the current word is
expanded to form a list of matching complete words. The list is
displayed in a dedicated region of a user interface allowing the
user to select the word early. An example is Filteryedping [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]
- a key filtering–based approach for supporting dwell-free eye
typing that recognizes the intended word by performing a
lookup in a word list for possible words that it can form after
discarding none or some of the letters that the user has looked
at. It sorts the candidate words based on their length and
frequency and presents them to the user for confirmation. The
method has achieved the rate of 19.8 wpm.
      </p>
    </sec>
    <sec id="sec-3">
      <title>III. DEVELOPMENT OF GAZE SPELLER</title>
      <sec id="sec-3-1">
        <title>A. Usage scenario</title>
        <p>Usually eye-tracking interfaces are designed to imitate
operation of a standard pointing device such as a mouse. The
gaze tracking system, either head mounted or attached in front
of the user then tracks the user’s gaze and transforms it to the
screen coordinates.</p>
        <p>During eye typing, the user first locates the letter on a
virtual keyboard by moving his/her gaze to it. The gaze
tracking device follows the user’s point of gaze while software
records and analyses the gaze behavior. For input, the user has
to fix his/her gaze at the letter for a pre-defined time interval
(aka dwell time). When the dwell time has passed, the letter is
selected by the system and users can move on to gaze to the
next letter. Feedback is typically shown on both on focus and
on selection.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Advantages and disadvantages</title>
        <p>
          As an input method, gaze has both advantages and
disadvantages. It is easy to focus on items by looking at them
and target acquisition using gaze is very fast, given the targets
are sufficiently large [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. However, gaze is not as accurate as
the mouse partly due to technological reasons as well as some
features of the eye [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. The size of the fovea and the inability
of the camera to resolve the fovea position restrict the accuracy
of the measured point of gaze [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>C. Technical limitations</title>
        <p>
          When humans look at things, their fix their gaze on them
for 200 to 600 ms [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. For a computer to distinguish whether
the user is looking at an object, a longer interval longer of time
is needed. Usually, 1000 ms is long enough to prevent false
selections [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. While requiring the user to fixate for long
intervals allows preventing false selections, this may be
uncomfortable for most users.
        </p>
        <p>The dwell time also places an upper limit on eye typing
speed, e.g., if dwell time is 1,000 ms, the upper limit for typing
speed is 12 words per minute (wpm) (considering that 1 word
is equal to about 5 characters, for English text).</p>
      </sec>
      <sec id="sec-3-4">
        <title>D. Accessibility/usability requirements and limitations</title>
        <p>
          Accessibility limitations of eye gaze tracking systems have
been formulated by Hansen et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] as follows:
        </p>
        <p>1. A large portion of the users is not able to get a
sufficiently good calibration due to false reflections from
glasses, occlusion by eyelids or eyelashes, interference with the
ambient light, or low contrast between iris and the pupil.</p>
        <p>2. Gaze tracking systems usually require that the user does
not move. It is very difficult for most people and impossible for
people with involuntary, e.g. spastic, movements.</p>
        <p>4. People’s eyes tend to dry out due to eye fatigue and long
exposure to strong light.</p>
        <p>5. Present eye -tracking systems are only for stationary and
indoor use.</p>
        <p>
          The requirements for interfaces for impaired users are [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]:
1) Limited access to details: complex and vital details of the
system have to be hidden to avoid user overwhelming and
trapping. 2) Self-learning: detected common patterns in the
behavior of the user should be used to automatically create
rules or shortcuts that speed and ease up the use of the system.
3) System interruption: Impaired users have in most cases no
idea how the system is working, therefore easy cancellation of
system’s activities must be ensured.
        </p>
        <p>
          According to Lopes [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], user interface for persons with
disabilities must: support variability allowing to provide the
means to adapt to user-specific requirements; support of a wide
range of input devices and output modes; provide minimal user
interface design; promote interaction and retain user attention
on the tasks; and provide strong feedback mechanisms that
may provide rewarding schemes for correct results.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>E. Architecture</title>
        <p>The architecture of the developed prototype gaze speller
system is quite simple (see Fig. 1). It consists of the gaze
tracking device (Eye Tribe), which is connected to a PC via
USB 3.0 connection. On the PC, the core modules are
responsible to calibration procedure and gaze feedback.</p>
        <p>Current implementation uses standard QWERTY layout
mapped to a single scrollable line of letters. Feedback is
ensured by the black line which always stays on the center of
the screen while the one-line keyboard moves underneath it
depending on the horizontal position of the gaze. Letter
selection for input is provided by eye dwelling. Additional
menu buttons are provided for calibration, connection to the
gaze tracking device, loading of alternative keyboard layouts,
and setting program options. Layout editor has been
implemented for designing other keyboard layouts.</p>
        <p>Finally, the operation of the system can be imitated using a
mouse if a gaze tracking device is disconnected.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. EXPERIMENTS</title>
      <sec id="sec-4-1">
        <title>A. Apparatus</title>
        <p>The eyeTribe eye tracker (tracking range 45cm – 75cm,
tracking area 40cm x 30cm at 65cm distance) was connected to
a HP Ultrabook notebook running Microsoft 8 OS 64-bit with a
Intel Core i5-4202Y 1.60 GHz CPU and 4 GB RAM. The
application was displayed on a 14” LCD display with LED
backlight and screen resolution of 1920x1080 (see Fig. 3). The
eyeTribe eye tracker communicates with notebook via USB 3.0
interface.</p>
        <p>
          The primary driving motive for designing a user interface
for a gaze speller is usability as good user experience would
also enhance the user acceptance of the system. Our developed
interface was inspired by Špakov et al. [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] and is based on the
concept of “scrollable keyboard” (see Fig. 2).
        </p>
        <p>Fig. 3. Deployment of the eye tracking system.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Procedure</title>
        <p>Prior to collecting data, the experimenter explained the task
and demonstrated the software. The experiment was carried out
with one disabled person, who could not control his legs and
his hand movements are limited. The participant was instructed
on the method of text entry, early word selection, error
correction, and the audio feedback. He was instructed to enter
the given phrases as quickly and accurately as possible and
make corrections only if an error is detected in the current or
previous word. The participant was allowed to enter a few trial
phrases to become familiar with the gaze-controlled selection
and correction methods.</p>
        <p>For the experiment, we used a fragment of the well-known
novel “Alice in Wonderland” by Lewis Carroll (Charles
Lutwidge Dodgson):</p>
        <p>“The rabbit-hole went straight on like a tunnel for some
way, and then dipped suddenly down, so suddenly that Alice
had not a moment to think about stopping herself before she
found herself falling down a very deep well.”</p>
        <p>The text consists from 219 characters (including spaces).</p>
        <p>A volunteer participant was recruited, who had no prior
experience using an eye tracker, to enter the text.</p>
      </sec>
      <sec id="sec-4-3">
        <title>C. Performance metrics</title>
        <p>Typing speed is measured in wpm, where a word is any
sequence of five characters, including letters, spaces,
punctuation, etc. When measuring accuracy, both corrected
errors and errors left in the final text are taken into account.</p>
        <p>Keystrokes per character (KSPC) measures the average
number of keystrokes used to enter each character of text.
KSPC is an accuracy measure reflecting the overhead incurred
in correcting mistakes.</p>
        <p>Error rate is calculated by comparing the text written by the
participant with the presented text.</p>
      </sec>
      <sec id="sec-4-4">
        <title>D. Results</title>
        <p>The mean for typing speed achieved was 1.2 wpm. This is
quite typical for traditional dwell-based eye typing, but is still
too slow for fluent text entry. However, the experiment showed
that the participant improved with practice over the four blocks
of input. The error rate is quite low overall, as the participant
generally chose to correct errors during the text entry.</p>
      </sec>
      <sec id="sec-4-5">
        <title>E. Evaluation</title>
        <p>
          We can compare the input speed of the developed gaze
speller with other text typing systems using both traditional and
alternative input methods and modalities. Average computer
users achieve 33 wpm text entry speed [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] while using
standard PC and a keyboard. An average user of the “T9 input
method” on a 12-key mobile phone keypad can produce up to
10 wpm [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. The speed achieved using the Brain Computer
Interface (BCI) or Neural Computer Interface (NCI) spellers
and electroencephalogram (EEG) / electromyogram (EMG)
data as input is in range of 0.2-2.55 wpm, while the eye-blink
based EMG speller developed by the authors of this paper
achieved 2.4 wpm [
          <xref ref-type="bibr" rid="ref28 ref29">28, 29</xref>
          ]. Other gaze tracking based text
entry spellers report up to 12 wpm speed for dwell-based
interfaces [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] and 20 wpm for dwell-free interfaces [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>The prototype gaze speller described in this speller is still in
the early stage of development and its performance is in the
lower range of the similar systems. However, there is much
space for improvement still left.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>V. CONCLUSSION AND FUTURE WORK</title>
      <p>This paper has presented a new hands-free text entry
system using gaze as the only source of input. Gaze speller is
designed to assist the severely motor impaired individuals who
are unable to create motion input, but are able to voluntarily
control their eyes.</p>
      <p>
        Further research is needed to perform more extensive
experiments using a large group of participants (both healthy
and impaired), to analyze more efficient letter layouts based on
letter frequency and letter/word prediction, to implement
adaptive control of dwell time, to evaluate usability of the user
interface using common usability evaluation procedures such
as NASA-TLX [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], to assess user learnability vs. fatigue with
gaze speller in prolonged sessions, and, possibly, integrate
several different input modalities (e.g., also using EMG
signals) for text entry tasks.
      </p>
    </sec>
    <sec id="sec-6">
      <title>ACKNOWLEDGMENT The authors would like to acknowledge the contribution of the COST Action IC1303 – Architectures, Algorithms and Platforms for Enhanced Living Environments (AAPELE).</title>
    </sec>
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