Evaluating hands-on and hands-free input methods for a simple game

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Abstract

We conducted an experiment to test user input via facial tracking in a simple computerized snake game. We compared two hands-on methods with a hands-free facial-tracking method to evaluate the potential of a hands-free point-select tool: CameraMouse. In addition to the experiment, we conducted a case study with a participant with mild cerebral palsy. For the experiment we observed mean game scores of 5.89, 3.34, and 1.94 for the keyboard, touchpad, and CameraMouse input methods, respectively. The mean game score using CameraMouse was 0.55 during the case study. We also generated trace files for the path of the snake and the cursor for the touchpad and CameraMouse pointing methods. In a qualitative assessment, all participants provided valuable feedback on their choice of input method and level of fatigue. Unsurprisingly, the keyboard was the most popular input method. However, positive comments were received for CameraMouse. Participants also referred to a few other simple games, such as Temple Rush and Subway Surfer, as potential candidates for interaction with the CameraMouse.

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Hassan, M., Magee, J., & MacKenzie, I. S. (2020). Evaluating hands-on and hands-free input methods for a simple game. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 12188 LNCS, pp. 124–142). Springer. https://doi.org/10.1007/978-3-030-49282-3_9

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