Eye-Gaze Interaction for Cognitive Benefits


Online Kick-Off: Monday, April 27th, 12 p.m.


Lab Course (Forschungsprojekt)


Important information:
All meetings will take place online! Exception: Implementation with VR hardware in small groups in the laboratory.

Additionally, please take note of our information regarding our lab courses in the summer term 2020 here.

This research project will investigate the question how eye-gaze interaction affect cognitive performance. The advantages and disadvantages of eye-gaze interaction compared to manual interactions with conventional input devices, such as controller or mouse, which are controlled by hand, are still insufficiently examined. Studies showed that gaze-based interactions can outperform mouse interactions regarding immersion, as it felt more natural to the participants in the game world (Smith & Graham, 2006). On the other hand, Hülsmann et al. (2011) showed that eye-gaze interaction compared to the input with a controller made the participants feel more exhausted, less immersed and have less joy of use. Furthermore, studies show that games can enhance positive affect and a high level of arousal due to a high level of immersion. Positive affect does not only improve the player experience, but a high level of arousal can encourage cognitive benefits (Gao & Mandryk, 2012).

Taken these results together, two assumption can be made about how the use of eye-gaze interaction can affect the users experience and therefore their cognitive performance. On the one hand, they could be more immersed, which in turn would result in a higher level of arousal, which would indicate improved cognitive performance. On the other hand, they could show a lower cognitive performance due to the high effort of eye-gaze control.

Therefore, within this research project a game idea should be created that includes two different control methods (Hand vs. Eye) and implemented using Unity 3D and the HTC VIVE Pro Eye. In a subsequent empirical evaluation, which will also be part of the project, the implementation will be used to answer the central questions of the effect of eye-gaze interaction on cognitive performance and examine the derived hypotheses.

Online Kick-Off Date: Monday, April 27th, 12:00 p.m.
(To participate, please send an application to Linda Graf)

Target Audience

MA Komedia, MAI