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Puzzled Gaze

University Level 6

Mini games where you control using Tobii eye-tracking inputs

Puzzled Gaze was created for the second assignment in my final year Independent Research Project, putting the theory mentioned in the essay for assignment 1 into practice.

My Work

I created 3 game modes which can be played with both eye-tracking and a mouse, a pause system for when the eye-tracker can't see eyes and a customisation system for a gaze UI.

Tobii & Mouse Controls

For all mini games within puzzled gaze, I created both mouse and Tobii eye-tracking. There are settings within the game to allow the player to change whether they want to play with a mouse or using Tobii eye-tracking, at which this setting is saved for the next time the player enters the game. If the game doesn't detect a plugged in Tobii eye-tracker, it will not allow the player to turn on Tobii controls.

When Tobii controls are on, all buttons can be pressed by looking at them and then pressing spacebar.

Simon Says

To make the simple Simon Says game work with the eye-tracker, a button in the centre of the screen was added where the player has to look to say they are ready.

When ready, the game will pick a sequence of 1-4 random colours (dependent on which round the player is on) and after the sequence the player will have to look at them in order for 1-2 seconds.

For mouse controls, the player hovers the mouse over the centre button and will click on the coloured buttons

No Eye Contact

No Eye Contact has the player trying to look at the robot without it being aware. The robot will close it's eyes and then the player can look at it without risk. However, if the player is caught then the robot will change expression and will get angry over time. The game ends once either the robot is angry or the player has looked at it for long enough.

Along with having social reactions from NPCs, Clean UI was implemented where any UI (in this example the progress and anger bars) are translucent if the player isn't looking at them and opaque when they are.

For mouse controls, the player hovers the cursor over the robot when they are wanting to look.

Heads Up

In heads up, you control where on the X-axis a box moves, your objective is to catch yellow balls that fall from above and to avoid red balls.

Yellow and red balls are randomly spawned above the game's screen boundaries and are deleted when they either touch the box or are below the screen.

For mouse controls, the box follows where the cursor is along the X-axis.

Game Select

A separate scene was created to allow the player to choose which minigame to play.

In this scene, there are buttons to change which option is on screen and a screenshot of the currently selected game, the player looks at the option and then presses spacebar to select.

Gaze Bubble Customisation

In the settings screen, you can turn on an option to see a visual of where you are looking. There are also options to change this bubble's colour using RGB options and an Alpha setting for opacity. This is to allow people who struggle to see certain colours next to each other to be able to choose what the visual looks like.

The option can be toggled on or off using the K key at any point in the game. This setting is saved for when the player returns.

User Presence

When an eye-tracker is connected and select as main controls, if the player's eyes can't be detected due to not looking at the screen, the game will pause and a screen will appear to say that no eyes are detected.

PuzzledGazeUserPresence_edited.jpg

Assets Used

Tobii Unity SDK

To add eye-tracking features to the game, I applied for a free, personal license to use the development kit Tobii has created for non-commercial uses.

Tobii's Unity SDK allowed the use of all the tobii related inputs and sprite icons.

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