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The Eyes of the BeholderDeveloping an Operational Gaze Controlled Narrative System

By Tore Vesterby (160875-xxxx)

& Jonas C. Voss (100975-xxxx)

Head Supervisor: John Paulin Hansen

Assisting Supervisor: Mark Rudolph

The IT University of Copenhagen

Sixteen-week Project

Autumn Semester 2003

Cover image courtesy of Tony Stone (GettyImages)<http://creative.gettyimages.com/stone/>

Acknowledgements

We would like to thank our supervisors John Paulin Hansen and Mark Rudolph for

their inspirational guidance through this field, which was almost completely new to us

when we began our journey. We have really been given the feeling that this is a new

field being explored and that we are pioneers on this road.

Thanks also to Susana Tosca for giving us a few minutes of her time, helping us get a

few extra cases for the screen shots of the computer games and lending us a bit of

literature.

A big thanks to Signe Storegaard who turned up for no pay to star in our little film,

and gratitude to Christian Elverdam, who did a masterful job of directing and

coordinating the shooting of the film.

Finally we would like to thank our testers who turned up in mid-December despite

busy work schedules before the yuletide.

Jonas C. Voss & Tore VesterbyDecember 19th, 2003.

Abstract

In this paper we present how a GANS (Gaze-Controlled Interactive Media) prototype

may be constructed using gaze tracking and multimedia technology. A GANS is a new

type of interactive media where the narrative is enhanced by the viewer’s participation

through gaze tracking. Our focus has been on designing a non-intrusive interface for

the system.

We have collected qualitative data from eleven testers, who have given us invaluable

feedback on what strengths and weaknesses there may be in using gaze tracking as

the only input device in this new medium.

Finally we explore how different cues can be used to secure the viewers participation,

by looking at what effects computer games and cinematography has used to obtain

viewer participation and to maintain the suspension of disbelief.

Table of Contents

Gaze Tracking: a Historical Overview .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8

The First Connection between the Eyes and Cognition .................................................................. 8

Film Cutting and Gaze Tracking................................................................................................................... 9

Eye Tracking As a Means of HCI ................................................................................................................. 9

The Little Prince.............................................................................................................................................10

Seamless Interaction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Pioneers of the GANS ......................................................................................................................................15

Method .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Gaze Tracking Today .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Technical Issues with Gaze Trackers.......................................................................................................17

Audio in Gaze Tracking..................................................................................................................................18

Interest and Emotion Sensitive Media .....................................................................................................19

Guiding the Viewer’s Gaze ...........................................................................................................................21

Conscious and Unconscious Tracking ....................................................................................................22

Combining Gaze Tracking and Narrative ..............................................................................................22

Branching ..........................................................................................................................................................23

Exploratorium..................................................................................................................................................24

Parallel Streaming..........................................................................................................................................25

Summary .................................................................................................................................................................25

Defining the GANS framework .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Metaphorical Framework ...............................................................................................................................27

Hotel Movie – The Story So Far .................................................................................................................28

Setting Up the GANS........................................................................................................................................29

Choice of Middleware: Macromedia Director ................................................................................30

The Gaze Tracker...............................................................................................................................................30

The Interpreter Module...................................................................................................................................31

Determining Viewer Interest ...................................................................................................................32

Determining Emotional Involvement..................................................................................................33

Producer Module................................................................................................................................................34

The Scene Script and Object Handler Team...................................................................................35

Summary .................................................................................................................................................................36

User Tests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

Unanswered Questions ...................................................................................................................................37

Test Design............................................................................................................................................................37

Test Subjects ....................................................................................................................................................37

Groups and Calibration..............................................................................................................................38

Viewing the GANS Prototype .................................................................................................................39

Viewing the QTVR........................................................................................................................................39

Results from watching the GANS prototype ........................................................................................41

Results from the QTVR Exploratorium....................................................................................................43

Summary............................................................................................................................................................44

Interactive Cues in GANS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Visual Cues ............................................................................................................................................................47

Halo......................................................................................................................................................................47

Onscreen Eye and Head Movements .................................................................................................49

Blurring or fading..........................................................................................................................................50

Auditory Cues.......................................................................................................................................................51

Off Screen Sounds ........................................................................................................................................52

Object Sound or Dialogue........................................................................................................................52

Changing the Soundtrack..........................................................................................................................53

Summary .................................................................................................................................................................54

Conclusions and Future Perspectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

Literature .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

Games .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Storyboard..............................................................................................................................................................60

List of Shots ...........................................................................................................................................................62

Appendix II – Director Documentation .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65

Overview ................................................................................................................................................................65

Lingo Scripts..........................................................................................................................................................66

Appendix III Emails to Testers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Initial Contact Email..........................................................................................................................................70

Follow Up Email .................................................................................................................................................71

Appendix IV Non-disclosure Agreement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

Non Disclosure Agreement ...........................................................................................................................72

Appendix V Interview Guides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73

Guide for the unconsciously tracked group ........................................................................................73

Guide for the consciously tracked group..............................................................................................74

Guide for the QTVR..........................................................................................................................................75

Appendix VI – The Learning Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Gaze Tracking: a Historical Overview

Many of us know the adage: The eyes are the mirrors of the soul. However, over the

last forty years or so research has shown that the eyes contain much more information

than purely our emotional disposition at a given time. The eyes can also be used to

track how we look at objects and how we use them to search for meaning. In short

our eyes contain an abundance of information that can be used to determine not only

what we are looking at, but also how we look at objects and what we are interested

in. In the following chapter we will present some of the early research in gaze

tracking1 done by the Russian psychologist, Alfred E. Yarbus. Followed by a

presentation of how gaze tracking has been tied together with motion pictures and

multimedia.

The First Connection between the Eyes and Cognition

One of the first researchers to begin measuring what the human eye sees when

examining objects was the aforementioned Yarbus. Published in English in 1967 his

book Eye Movement and Vision concludes, “…when examining complex objects, the

human eye fixates mainly on certain elements of objects.” (Yarbus, 1967: 171). This is

based on a series of experiments where he asked test subjects to examine different

works of art, either as a free examination or with instructions. He writes, “When

looking at a human face, an observer usually pays most attention to the eyes, lips and

the nose”. (Ibid: 191). This is shown below:

The fixation points on the left are from a subjectexamining the painting on the right (Yarbus 1968:180).

1 This discipline has also been called eye tracking. However we believe that the term eye trackingencapsulates gathering data about how a subject’s eyes move, whereas gaze tracking is the discipline oftracking where, and at what, a subject is looking at. Hence in this paper we will be using the term gazetracking.

Yarbus’ research also show that when looking at an image with a certain set of

instructions, the eye will focus on different aspects of different objects which leads him

to conclude that: “Records of eye movements [...] show clearly that the importance of the

elements giving information is determined by the problem faced by the observer, [...]”

(Ibid: 193). This shows that measuring the fixations of a person’s eyes when viewing

an image can give a good indication of what is important for him or her.

Film Cutting and Gaze Tracking

In 1978 Hochberg and Brooks attempted to find a connection between how a film is

cut and how user interest is affected by these cuts. In order to do so they set up a

number of experiments to track the viewer’s gaze when viewing different types of cuts

– either using abstract patterns or cut-outs from old magazines (Hochberg & Brooks,

1978: 297, 302). Their working hypothesis was that user interest in a given shot would

decay over time, but be renewed when a scene was cut.

They conclude that: “…the rate of active looking is maintained at a higher level when

there are more places at which to look, and when the cutting rate is higher”. (Ibid: 301).

This indicates that a cut in a film is a way of getting the viewer’s attention. Additionally

if a shot holds an abundance of objects or people to look at, that shot will be more

interesting to the viewer.

Eye Tracking As a Means of HCI

In 1984 Richard A. Bolt, presents the idea of using eye movements as a means of

Human Computer Interaction (HCI). He states that “Certainly the eye is a pointer par

excellence [...] We can look at some fine bit of detail in a scene, look away and then

return dead on target – all with exquisite repeatability” (Bolt, 1984: 54).

Bolt set up an experiment called The World of Windows to demonstrate how the eye

could be used as a pointing device. Many simultaneous TV-images with sound would

be presented to a viewer who was then able to select one of the sequences by looking

at a certain image for a given period of time. The system zoomed in on the visual and

also used what Bolt terms “auditory zooming” – i.e. the sound associated with the

visual became the only sound playing – in order to indicate that the clip had been

selected (Ibid: 62).

However, Bolt emphasised that the equipment needed at the time for gaze tracking

was either too cumbersome or too expensive for it to be used as a way of producing

common applications to be used by consumers. This meant that a gaze-controlled

application was not within consumer reach in the early 1980’s.

Furthermore Bolt envisioned a system that was to be operated by a multitude of

senses in order to allow the system anticipate what the user needs to get done; a multi

modal system by present day terms (Maglio 2003, Horvitz 2003). His idea for this was

centred around gaze tracking as the primary source of information on the user’s needs

(Bolt, 1984: 87). Bolt argued that “the user’s line of regard opens a subtle but powerful

aspect of machine-to-human awareness” as this is the same method a mother uses

when teaching a child the connection between words and objects (Ibid). Additionally

he states that the eyes may also be used to indicate where a persons “auditory

attention is directed” (Ibid: 88).

The Little Prince

In 1984 Bolt described a self-closing system where “the system has zoomed you in on

some item precisely because of the visual attention you paid it.” (1984: 95). By 1990

Starker and Bolt presented a working self-disclosing system, based on a children’s

book The Little Prince by Antoine de Saint Exupery.

The system used a small revolving 3-D planet with objects on its surface. A 2-D image

of the Little Prince would tell the viewer about the planet as seen below.

The Little Prince as seen by the viewer (Starker & Bolt 1990: 6)

However a gaze tracker would also measure where on the display the user was

looking and the narrator would then proceed to tell the user about the object they had

shown interest in. The system used an interest module to determine what objects the

user would look at and for how long. Additionally an object being looked at would

“blush…momentarily lightening its color on the display” in order to give feedback to

the user (Starker & Bolt 1990: 5).

The Little Prince as “seen” by the system (Starker & Bolt 1990: 6)

Starker and Bolt tested three different models (1990: 6ff), on the interest module, for

determining what object the user was interested in, and thus what the Little Price

should be talking about.

· Model One: Would increment the tally of an object by one, when the gaze

point coordinate would respond to the object or group of objects.

· Model Two: Would compare the elapsed time an object was looked at to the

number of times the object was looked at.

· Model Three: Would see if the object was looked at, and use a “fresh look

constant” to see if the object had the highest interest level over time. The

interest level would decay as time elapsed, if the user did not generate a “fresh

look” on the object.

Starker and Bolt determine that all three models could be used by the system, but

models two and three “more gracefully” inherently drop the interest level of objects if

they are not being looked at (1990: 7). By this we assume that they mean that the

models that allow drops in interest levels over time are more natural to the user,

which could be interpreted as them giving the user a better experience of the

suspense of disbelief.

After a set time of around 2.0 seconds, the system would compare all the interest

levels generated. The object, or group of objects, with the highest interest level would

be the focus of the narrative.

Starker and Bolt concluded that the system could be enhanced by using the duration

of the gaze compared to the duration of consecutive variables, and that a distinction

between causal and intense interest could be used to adjust the way the system reacts

to the user.

Additionally they propose that a better narrative model could utilise, “transitional text,

to “bridge” across interruptions and returns to any subject” (Starker & Bolt 1990: 8) and

also that “the current system does not “know” hat it has previously said. Sentences are

not repeated merely because the text file that keeps them is not rewound” (Ibid).

Seamless Interact ion

In this paper we attempt to carry the torch from Starker and Bolt into the present. We

have chosen to make the eye the sole control organ of how the plot of Gaze

Controlled Narrative Systems (GANS) evolves. We believe this is important, as tracking

the gaze of the viewer, and collecting data about the eye movements in certain scenes

of the medium, should not interrupt the way the viewer watches the movie. Unlike a

computer game there is no feedback from the system to the user during the playback

of the GANS.

Screenshot taken from the game Grand Theft Auto: Vice City byRockstar Games, 2002. Notice the pink arrow above the boat on theleft side of the screen. These arrows jump up and down above theboats indicating to the user that these objects are to be shot upon.Using such an effect in a motion picture could potentially ruin thesuspension of disbelief.

The same can be said of other types of interactive fiction. One of the first hypermedia

stories, A Story As You Like It by Raymond Queneau from 1969 (Samsel & Wimberley,

1998), asks the user direct questions in order to progress the story line, i.e. the user

has to make active decisions as they read the story. In her book Hamlet on the

Holodeck, Janet Murray envisions a Hyperserial where TV meets the internet, in a new

form of medium “in which we will be able to point and click through different branches

of a TV program as easily as we now use the remote to surf from one channel to

another.” (1997: 254). The latest interactive DVD published in Denmark, Switching

from April 2003, “is an attempt to think interactivity radically into storytelling and plot

technique.” (oncotype 2003). The premise of the movie is a love story between two

people, and in order to make the plot advance the viewer has to push the enter-button

on their remote in order to get alternate or story branches (dr.dk, 2003). All three types

of interaction above require that the user must make conscious decisions when

viewing the medium, which we believe may divert attention away from the main

storyline.

Thus, watching an interactive movie should not be a stop-and-go affair, as this

hampers the narrative aspect of a movie. Watching an interactive movie should still be

able to give you a feel of being on a bus that doesn’t stop, until you are at the last

stop. The interactivity however, based on where you look at the screen, should

implicitly let you decide which route to bus should take, giving the movie different

outcomes based on where the viewer has focused in different cuts of the movie. The

changes in the movie should not be noticeable to the viewer, they should just happen

as the story unfolds, making the interactive experience seamless to the viewer. This is

in stark contrast to the experience of agency “the satisfying power to take meaningful

action and see the results of our decisions and choices.” (Murray 1997: 126). Murray

also stresses that agency is not normally experienced within narratives, but may be

beneficial in virtual environments which need to be explored. We believe however,

that the notion of agency requires a more active viewer who constantly needs to make

decisions about what to do next within a given medium.

A GANS on the other hand should not prompt the user to make continuous conscious

decisions during the playback of the narrative, but rather invite the viewer to

experience a non-intrusive interface, which does not load the eyes with motor tasks.

We believe that in creating gaze-controlled narratives, the story will able to flow more

freely than when using a keyboard, mouse, game pad, or any other currently available

input device. Also these traditional input devices are dependent on GUI environments

that may interrupt the flow of the story as seen above.

We stress this because in some situations, the eye may be the only organ available for

a user to control a digital device, and although it takes some learning, it proves

successful for many with physical disabilities. Research has explored and discovered,

how using the eye as the sole primary control organ is not suitable, as eye movements

are not always voluntary, and also the hands and eyes tend to work in coordination

(Zhai 2003).

In other words, the movement of the eyes cannot always be interpreted as a conscious

decision, making them undesirable as a way to interact explicitly with a medium,

where the viewer has to answer explicitly asked questions by the movement of the

eyes. However, we believe, that it is possible to use the eye as the primary control

organ, especially if the level of interactivity is of a more implicit nature. Additionally

any misinterpretations of explicit decisions made by using the viewer’s gaze to control

the system are not as grave as those made at, say, a nuclear power plant control

centre.

Pioneers of the GANS

We do not believe that the issues with traditional interactive fiction are unique to the

past, but can be seen as challenges, for what we are attempting to achieve in this

paper: a multimedia system that dynamically reacts to the user’s gaze. This is not only

a question how the system should work on a technical level, but also a question of

how a user interacts with the medium, and how a director can create material for the

medium. We see rich possibilities in creating interactive narratives that are controlled

exclusively by where the viewer’s eyes look upon a display.

In this paper will explore the following research questions:

How can a prototype of a Gaze Controlled Narrative System be constructed using

currently available multimedia technology?

· What aspects of gaze tracking research need to be considered when

constructing such a prototype?

· How do viewers respond to a non-intrusive interface where the eye is the sole

means of controlling the narrative?

· What directorial options are available to the directors of these systems for

getting the viewers attention in this medium?

Method

Using the historical overview provided earlier we tie it to the present by a detailed

discussion of the research literature from the mid 1990’s till the present. This

discussion allows us to explore what is possible to achieve today not only on the

technological level, but also what can be measured in a viewer’s gaze, and how that

data can be utilised by a multimedia system. Furthermore we examine different

narrative structures for interactive media, and tie them specifically to the possibilities

presented by the research in the field of gaze tracking so far.

We created a GANS prototype, which encompasses a small branching sequence (see

p. 23) of an interactive film. The film sequences were shot on mini-DV tape and cut

using iMovie. These were then imported into Macromedia Director, where we wrote

scripts that could measure where the mouse was on the display at given intervals. The

scripts were written using a form of extreme programming technique, where we

would be two people at the computer at a time. This was done to make sure, that no

vital aspects of the scripts were left out, but it also made debugging much faster as

there were two pairs of eyes on the code at all times. Additionally we read posts on

the macromedia.director.lingo newsgroup when we hit impassable roadblocks in the

scripting.

The prototype was tested using the gaze tracker at the ITU on six male and five female

subjects who were contacted via email or phone. The test subjects watched the

prototype from three to four times, and were asked questions about their experience

after each viewing. Additionally they were asked to navigate a QuickTimeVR 360°

photograph of a room taken from the motion picture the Matrix.

We use the user feedback to further explore the narrative control functions of the

GANS, combined with the findings from the research literature. This is done with the

existing language and examples from motion pictures and computer games. This

combination provides us with a set of semantics that we can use to describe forms of

interaction with GANS, that we were unable to achieve with the prototype.

Gaze Tracking Today

Before diving head first into constructing a GANS, we shall explore the status of gaze

tracking research today, which will provide us with the theoretical framework for the

design of our prototype in the next chapter. Up until now, we have dealt solely with

how the research concerning gaze tracking has progressed from the 60’s to the early

90’s, but what is actually possible with gaze tracking technology today?

Technical Issues with Gaze Trackers

While Bolt (1984) talked about equipment in the area of $US 100.000 with at least one

operator, and the need of calibrating the equipment several times during a session,

hardware today is steadily becoming cheaper, and increasingly precise, which make

the possibilities for gaze tracking outside a lab situation much more plausible, and

affordable (Shell 2003). In this paper we will be working under the assumption that

low cost gaze trackers will be available to the public at large within the next five to

ten years.

But still in the present, Ohno et. al. present a gaze tracker dependent on only two

points for calibration to individuals. They propose a vector based calibration system

that use an eyeball model and pupil positions, which they show is easier to calibrate

than the point based systems being used today (Ohno et. al. 2002: pp. 128 ff).

Flickner et. al. have devised a method that uses two light sources in order to obtain

the gaze position of multiple viewers (see the image below). This system uses “the

“red eye” effect commonly seen in flash photography. The bright pupil image is

subtracted from the dark pupil image and adaptively thresholded to create a

computationally simple eye detector…” (Cited from: Zhai, 2003).

The top row of images shows calibration on a single subject where the bottomrow shows the calibration of multiple subjects. Both are achieved using the “redeye” effect (Zhai, 2003: 38).

The GazeTalk project being

developed by the IT University of

Copenhagen uses a standard web cam

and aims for a low budget solution

affordable to most consumers, but is

primarily targeted towards making

communication easier for severely

handicapped people. GazeTalk makes

use of a 4x3 on-screen grid to place a

fixation within. In effect this means

that the screen is separated into 12 squares each being around three fingers wide and

three fingers tall. This is a good pointer as to how big objects have to be on screen, to

be handled by gaze control with a tracking precision of 4 degrees. Future

development of the project might improve the tracking precision (Hansen et al, 2001).

To us these examples indicate that not only is the hardware on its way to becoming

affordable to consumers, but the software that actually detects the viewer’s gaze is

steadily becoming more sophisticated. Although we cannot say exactly how gaze

detection technology will progress within the next few years, we can assume that

there will be gaze trackers on the market for the technologically-inclined consumer.

For instance in a recent interview vice president of Sony Computer Entertainment

revealed that the PlayStation 3 will be shipped with a camera, which may be used to

track the users facial expressions (Viglid, 2003).

Audio in Gaze Tracking

The ideas put forward by Bolt in the mid 80’s have come a long way in being realised.

The ‘cocktail mélange’ of Bolts ‘virtual windows’ has been realized by Roel Vertegaal’s

GAZE and GAZE2 Groupware System (Vertegaal 1999, Vertegaal et al. 2003). In

GAZE2, a multiparty communication system, users communicate via video

conferencing, where on-screen windows represent each active participant in the

conference.

Via the data transmitted from

the eye tracker of each

participant, GAZE2 rotates 2D

images to show who the

participants are looking at,

thus providing the needed

face-to-face feel of an actual

Screen Dump of the first GazeTalk prototypedeveloped at the ITU (Hansen et al, 2001).

GAZE-2 session with 4 users. Everyone is currently lookingat the left person, who’s image is broadcast in a higherresolution. Frontal images are rotated to convey gazedirection (Vertegaal et al. 2003: 525).

physical meeting, and thereby avoiding the problem of turn taking in virtual meetings

(Vertegaal, 1999).

Another connection between audio and the viewer’s eyes can be found by measuring

the pupil dilations of the viewer. Partala et al. (2000) show how the viewer reacts

emotionally when affected by auditory stimuli. They operate with twelve sounds in

three categories:

Positive sounds were laughters (a baby, a man, a boy and a group laughing),neutral sounds were background noises (office noise, typewriter noise, trainnoise and traffic noise, and negative sounds included a couple fighting (x2), awoman screaming, and a man screaming and being shot. (Partala et al., 2000:126)

These noises were presented to test subjects who were given a set of headphones and

whose pupils were measured by an eye tracker before, during and after a sound was

played. Their experiments “…showed statistically significant pupil size variations as a

function of emotionally arousing stimuli.” (Ibid: 127). Additionally they find that pupil

sizes were larger during negative than positive stimuli.

Their experiments also point out that “[Pupil dilation]…peaks were reached at about

two or three seconds from the stimulus onset.” (Ibid: 125) This can be important when

setting up a system that dynamically tracks the viewer’s pupil dilations.

Interest and Emotion Sensitive Media

Hansen et. al (1995) they discuss the possibilities of making Interest and Emotion

Sensitive Media (IES), which incorporates gaze as one of several options for the user

interface They discuss tracking users’ interest in the objects on the screen by tracking

areas of attention and their affective reactions by using pupil dilations (Ibid: 5).

Glenstrup and Engell-Nielsen (1995) envision several uses of IES, including

recreational viewing, commercials, information browsing systems, television

programmes, and video games. They also explore some of the possibilities of tracking

several users at once. Even though it may be technically feasible to build a system that

incorporates gaze-track data from several viewers, we do not think that this is a must

for the first GANS prototypes. Consider that not all multimedia formats2 available today

need to be used by several subjects – single player computer games or hyper fiction

comes to mind. Starting with a production that is meant for a single user also

minimizes the technological requirements for the gaze tracking system.

2 Or even traditional media types; newspapers, magazines and books for instance.

In connection with IES it is also important to note how there can be different control

options available to the user, depending on the amount of control required by the

system (Velichkovsky & Hansen, 1996: 497).

The four illustrations below show different “hybrid solutions for a combination of

command and noncommand principles” (Ibid):

A. Traditional GUI buttons, which can be clicked on with the viewer’s gaze (gaze-

pointing).

B. The selection choices are highlighted by framing them with a black line.

C. The selection choices are displayed in a higher resolution than the non-

selectable areas.

D. The selection choices are implicit (non-visible) to the user.

Control options for the IES (Velichkovsky & Hansen, 1996)

.

Velichkovsky and Hansen state that where A should be used in a direct control

environment, and B and C are also explicitly marked. D on the other hand can be

used in a “quasi-passive mode of operation” (Ibid).

We believe that the formatting of attention areas is highly dependent on the type of

system one is trying to build. An information browsing system for a real estate agency

that could display the interior of houses gaze-control could benefit from visible

buttons in certain areas; i.e. an arrow pointing towards the dining room. However, for

a gaze-controlled medium, with a non-intrusive interface, the option of using an

invisible button (D) could be beneficiary in order to keep the viewer’s suspension of

disbelief at its highest.

Guiding the Viewer’s Gaze

If the interface is hidden from the viewer, how does the director then ensure, that the

viewer has paid attention to a vital object or character in a scene?

Velichkovsky et. al (1995) present a study of subjects viewing images with ambiguous

motifs. They use the image Earth by Giuseppe Arcimboldo to show how the subject’s

interpretation of the image can be manipulated using highlighting and blurring effects.

If the areas containing the face are highlighted and the animals blurred the subjects

would interpret the image as being a face or vice versa (Velichkovsky et al., 1995: 22).

A. Original image. B. Animal interpretation. C. Face interpretation.

The different image manipulations presented by Velichkovsky et. al (1995).

This is further exemplified by Baudisch et al. (2003: pp. 64-65) where an example

shows how, “By controlling luminance, color contrasts, and depth cues, the painter is

guiding the viewer’s gaze toward the depictions of Christ and the kneeling woman”

which they back up with gaze tracking data.

Using lightning to capture the viewer’s gaze (Baudisch et. al., 2003).

Another option for saving computer resources when dynamically altering content, in

accordance to where the viewer’s peripheral span3 is centred, is the Gaze-Contingent

Display (GCD). Baudisch et al. maintain that these maximises a systems resources by

using only a high resolution in one part of the screen where the rest can be displayed

at a much lower resolution, which dynamically changes as the viewer shifts his or her

gaze (Ibid: 62).

Last, but not least, they describe the possibilities of using real time 3D graphics to a

similar effect:

“One prominent example of an attentive 3D-rendering engine varies the Levelof Detail (LOD) at which an object is drawn based on the user’s gaze [6]. Thisway, unattended scene objects are modelled with fewer polygons, even whenthey are not distant in the scene.” (Ibid: 64).

This type of system dynamically adjusts the resolutions of the objects according to

where the user is looking. The advantage of using 3D graphics is not only a lower

demand on system requirements than real time images, but also that they can be

moved dynamically without having to make several takes of a scene, hereby reducing

production costs significantly.

Conscious and Unconscious Tracking

One thing is getting the viewer to pay attention to a certain object or character;

another is determining the intentionality of the viewer. The viewer could be actively

trying to make something happen by gazing intensely at a certain object, or she could

be watching the medium in a more passive manner, and the system itself determines

which action to take with the feedback it is receiving from the user.

Glenstrup and Engell-Nielsen use the notion of conscious and unconscious tracking of

viewers when watching an IES (1995: 66-67). Conscious tracking is when the user is

aware of the fact that her gaze is being tracked, and hence actively uses her eyes to

manipulate the IES. Unconscious tracking is when either the user forgets that she is

being tracked, or is unaware of the fact that gaze tracking is occurring. These two

types of tracking can be used on different levels depending on how the writer of the

interactive medium wants the interaction to take place, which we will elaborate on

below.

Combining Gaze Tracking and Narrative

Glenstrup and Engell-Nielsen also point out some of the difficulties in writing a script

for an interactive film where they address the issue of bottlenecks and the possibility

3 The central focus field of the human eye.

of backtracking (1995: 60). They conclude that it is up to the director of the film to

decide upon the narrative possibilities. This corresponds well to Samsel and

Wimberley’s ten different types of design structures that can be applied to interactive

media productions which are dependent on the nature of the interactive production

(1998: 21ff). Below we will take a closer look at the branching structure, the

Exploratorium and the parallel streaming structures4.

Branching

Samsel and Wimberley write, “in a typical branching structure, the user is presented

with several choices or options upon arriving at predesignated ‘forks in the road.’”

(1998: 26). Additionally they explain how a branching structure can be extended to

Branching with optional scenes (see below), where alternate scenes appear at certain

points in the story.

Traditional Branching Structure

The square represents the starting

point, and one circle represents one

branch on the “fork in the road”

(Samsel and Wimberley, 1998: 26).

Branching with Optional Scenes

Structure

The grey symbols represent the path

the viewer has chosen. The three

aligned circles in the middle are

scenes that “spin out from and

return to the main spine of the story”

(Ibid: 29).

We believe that the user’s gaze can determine where these forks in the road will lead.

However, we will stress that it is still up to the director to construct a storyline that

does not spin off in too many directions. This is known as bottlenecking, where the

4 However depending on the director of the production, any one of the models may be utilised

for creating an interactive production.

different branch options point back to the main spine of the story in order to keep the

narrative flow from spinning out of control (Ibid: 28).

Branching can be manipulated by either conscious or unconscious tracking. The

viewer could try to take the story in one direction by actively staring at an object; on

the other hand the system could just register the interest level of the user over a given

period of time as The Little Prince Storyteller demonstrated (see p. 11).

Exploratorium

Another structure of interest is what Samsel and Wimberley term the Exploratorium

where the user is free to explore objects on the screen in their own time. In other

words the main story line is on hold until the user has finished exploring the different

objects available. Samsel and Wimberley give an example from Mercer Mayer’s Just

Grandma and Me, where “there are numerous items that sing, dance, sputter and

animate within the scene. It’s up to the user to uncover them…, by interacting with the

environment.”

Exploratorium

The letters A-H are interactive

hot spots within the scene that

the user can choose to

manipulate (Samsel and

Wimberley, 1998: 32).

We think that the Exploratorium model is a good way to visualise the structure of a

scene where the user has to make conscious gaze decisions in a restricted

environment as in Starker and Bolt’s Little Prince Storyteller. Hereby the director gets

the option of presenting narrative elements that the viewer can explore, rather than

presenting them in the time flow of a traditional film scene with the inherent risk of

the viewer missing vital information.

The Exploratorium requires that conscious tracking takes place. Otherwise the viewer

will just be stuck in a Limbo where nothing occurs as she is not paying attention to the

objects or characters being presented.

Parallel Streaming

The final type of structure we will examine is the parallel streaming structure which

“…allows the writer to create a single linear story, while allowing the user to switch

between perspectives paths or states. The user can then experience the same series of

events from multiple points of view.” (Ibid: 32).

Parallel streaming structure

The letters A-H are interactive hot spots

within the scene that the user can

choose to manipulate (Samsel and

Wimberley, 1998: 33).

The switches between viewpoints can be achieved by measuring the viewer’s interest

level (Starker and Bolt 1990) as an indicator of where the camera should be placed.

This could also be extended to the dialogue, where the character receiving the highest

interest level is allowed to continue speaking. In a way this could be thought of as a

combination of the Exploratorium and the parallel streaming structure where objects

can be examined by the viewer not only from different angles, but also with different

levels of self-disclosing information depending on the time the viewer’s gaze is fixated

on the objects.

This structure can also combine both conscious and unconscious tracking. The viewer

can actively try to manipulate viewpoints, or just be unconsciously tracked. In both

cases the system could make the changes accordingly, depending on interest level.

Summary

In this chapter we have examined some of the technical issues with gaze trackers

today, and infer that in five to ten years a product could be available for purchase by

the average consumer. We have also looked at how audio has been in connection

with gaze tracking, as an indicator of what the viewer is listening to, and how pupil

dilations are affected by auditory stimuli. Additionally we explain the framework of

Interest and Emotion Sensitive Media, and the interactive control mechanism proposed

for these. This is supplemented by resent studies that show how the viewer’s gaze can

be directed to certain areas of images via highlighting, and how GCD’s and 3D

rendered objects can be useful in this field. Last but not least we have shown how

narrative structures of interactive movies can be used in combination with conscious

and unconscious gaze tracking.

Defining the GANS framework

In the following chapter we will set up a conceptual framework for GANS. We will be

using the previously describes theories and research results to specify what we

consider to be feasible narrative control functions in this new medium. Setting up a

conceptual framework that covers every nook and cranny of the interactive

possibilities in such environments is a huge task that cannot be solved on a theoretical

level only. Hence this chapter will describe a simple prototype we have built to test

some of these theories on actual users.

Just as the film medium used elements from theatre in its early years, this medium later

evolved its own set of visual and auditory semantics based in large upon both the

technical capabilities available to the directors5. We believe that GANS will at first

evolve using the semantics of traditional movies and computer games, but as time

passes proceed to evolve narrative principles unique to the medium itself.

Metaphorical Framework

Before we begin to describe how the GANS-system operates we will draw upon a

metaphor using a producer of modern day TV studio.

Imagine a live talk show, where the viewers are completely in charge of everything,

from the lighting on stage to the wardrobe of the host. The viewers decide by voting,

and the producer has to make the result of the votes shape the show. The voting

information from the viewers is channelled into the headset of the producer every

second of the show, and needs to be acted upon instantly. There is no time for

hesitation. However the show does have a prewritten script containing guests that

have to be introduced, certain bands that have to play, and performers that have to

perform during the show. If the viewers vote there is too much green light on the

stage, the producer calls to the gaffer and tells him to reduce the green. If the viewers

deem that the camera angle is wrong, he yells at the cameraman to move to another

angle. If the band gets the thumbs down by the crowd, he tells the host of the show to

cut them off, and makes the stage manager get the next band ready to play.

Instead of having a severely overstressed human being performing these production

tasks, we believe that a system, using simple scripts and some live action footage, can

create such an experience for a single viewer on a computer equipped with a gaze

tracker.

5 Sound, coloured film, computer graphics etc.

Hotel Movie – The Story So Far

We will illuminate the producer potential of GANS by using a small snippet we have

written for this purpose (see Appendix I) called Hotel Movie. This is closely based on a

scenario described in Hansen et al. 1995, however we have added a third character in

order to provide the scene with a little more mystery. It is set in a Film Noir setting, as

“The subject matter tends to be…contrasting black and white, - good and evil - with

little grey area.” (de Leeuw, 1997: 91). This setting gave us room to create a prototype

that could be open-ended, which turned out to be beneficial since we did not have

time to produce a complete film. In other words, we were able to create a simple plot

in this environment, which could be presented to the viewer with a simple “choice”

that would branch the main narrative in a bottleneck structure

For realizing the prototype, we needed

film material for a short movie, with a

storyline that provided for the parallel

streaming of the plot that we had

decided on. The story has three

characters, a shifty man, a man in a suit -

Tony, and a woman - Veronica. In short,

the film shows a shifty man with a

suitcase who peeks round a corner at

Tony and Veronica walking down the

street. They walk into a hotel, where the

shifty man is sitting in the lobby.

Veronica walks pass the front desk,

while the Tony walks up to the front

desk to get the keys for the hotel room.

The storyline then splits into two parallel

stories, one following Tony, and one

following Veronica (see illustration to the

right).

The Tony sequence sees him being handed the keys at the hotel reception, and then

he notices that the shifty man is following Veronica. He runs down the hallways of the

hotel, and misses the elevator just as the door slams shut in front of him. He then

proceeds up the stairs of the hotel, and enters a room, where the shifty man is lying

on the floor against the wall with the suitcase on the bed. Tony kneels and shakes the

shifty man, who slides over, dead.

The bottleneck structure of Hotel Movie. Tony’ssequence is the branch to the right, Veronica’sto the left.

Then Veronica enters the room, and she and Tony exchange blank stares at the end of

the sequence.

If you follow the woman, you watch the shifty man following her into the hallways of

the hotel to the elevator, and sliding into the elevator with the woman just before the

door slams shut. We watch them go up with the elevator, the woman clearly

uncomfortable with the shifty man standing behind her, clutching the briefcase in front

of him. The shifty man pushes her violently out of the elevator, and into a room. The

woman then enters the room, and the man in the suit and the woman exchanges

blank stares.

Basically, Hotel Movie has a sequence that is shared by both storylines, and then splits

into two separate stories to be connected in the end with a shared scene to tie the

narrative of the sequence together.

Of course, movies with parallel stories already exists, and we could have used parts of

one for the prototype, however we wanted to avoid showing the test persons elements

from a film where they might already know the plot, and where our manipulation of

the movie would potentially annoy, irritate or confuse them.

Essentially we got heaps of help from friends in completing the actual filming. We cast

ourselves as the shifty man and Tony, had a friend play Veronica, and one of our

fellow students acted as director for the shooting. This turned out to be a great

timesaver as he had done quite a bit of video work before we were able to get his

help in setting up shots that would not seem too amateurish or unbelievable.

Setting Up the GANS

The system for playing out the scene described above is shown below.

The Gaze Tracker

sends the viewer’s gaze

position and pupil

dilations to an

Interpreter Module,

which decodes the

coordinates the same

way a mouse position

would be detected.

This information is sent to the Producer Module, which can determine what to change

in the given scene according to the feedback received via the Interpreter. Using the

Diagram showing the overall structure of the GANS

television producer metaphor this is basically a diagram that shows how the viewer’s

votes are given to the director.

Choice of Middleware: Macromedia Director

For developing the prototype we faced the daunting task of having to code a set of

control functions, which could be used to realise the structure mentioned above. Since

none of us are programmers this could easily have pulled the plug on the technical

realisation of the project. However we are able to write simple scripts, and this is

where Macromedia Director came into the picture.

Among the strengths of Director is the ability to script the behaviour of the application

based on mouse movements6, which we found appealing since the eye tracker system

is built as an alternative to a mouse. Additionally Director is able to handle the

playback of video footage within this scripting environment. These two strengths

seemed to us, to be applicable in combining the movie clips into an actual bottleneck

branching structure (see p. 23) that could be controlled using the data collected by the

eye tracker equipment. For the prototype we use four mov-files (Quick Time Movie

Format) – one as an introduction, a second one for tracking and which of the last two

will be played is determined via the tracking mov-file.

Additionally Director has the ability to change the appearance of the mouse cursor,

which we could hide from the viewer when showing Hotel Movie. In other words, it

enabled us to present a system to the viewer that used unconscious tracking.

The Gaze Tracker

For the prototype we used the aforementioned gaze tracking equipment and software

developed by the GazeTalk7 project at the ITU (see p. 17). The gaze tracker can

determine where the user is looking by monitoring the position of the cursor on

screen - via X and Y coordinates.

The gaze tracker monitors the users eye movements, but since the mouse is hidden

the viewer is not necessarily conscious about being tracked. This is not on par with

how regular gaze trackers operate with fixations. Usually, fixations are counted as

confirming a selection on screen, e.g. selecting an option from a menu. The GANS is a

non-command interface just like the IES (Velichkovsky & Hansen 1996), it is there, and

6 The source codes for all scripts used in this chapter can be found in appendix II along with a

screen dump showing the actual structure of the application. Also we have included a cd-rom

with all mov-files and director files on it,7 http://www.itu.dk/research/EyeGazeInteraction/

yet again it is not there. It monitors the conscious and unconscious eye movements of

the viewer, which brings us to a problem concerning what movements to track. The

human eye has various ways of looking, as described by Bolt (1984), and the eye

tracker in the GANS should track them all.

The Interpreter Module

The function of the Interpreter Module is to

parse the data from the gaze tracker to the

Producer, which then determines what

consequences the data will have for the

GANS.

Before the Interpreter can send this data to

the Producer, however, we need to set up

specific guidelines for how the data is

collected. We wrote a script for Director

that would increment a variable each time

the eye dwelled on a certain area of the

screen (see Appendix II for the source

code of the scripts). These active areas

were made as non-visible rectangular

layers on top of the movie clip as shown to

the below.

Director determines the number of times

the mouse is within a rectangle for the 6.12

seconds that this film sequence – the

tracking_clip - plays. This number however

is dependent on the cpu-speed of the

computer the program is playing on.

Which means this number will vary

depending on what processor is used8.

We placed the tracking areas so they covered more than the actual film clip on the

screen9. This was because we had experienced that the tracker was slightly off

sometimes when we tried it out in May 2003.

8 We made sure that this number was more than one digit for our user tests.9 The prototype was played on a 1024x768 resolution monitor. The move took up an area of

720x324 pixels. The tracking areas took up 360x600 pixels each and were separated by an

Tracking areas used in Hotel Movie. Theseareas are not seen by the viewer when thesequence plays.

The tracking areas are purposely large because we were under the assumption that a

rough estimate would be enough to determine what the user was paying the most

attention to in the clip.

Determining Viewer Interest

In order to determine viewer interest the Interpreter Module needs to be able to

register a fixation. Our solution is slightly primitive as it only registers where the

mouse is at a given time during the tracking sequence. For instance the GAZE

Groupware system, a virtual meeting simulating a four-way round table, uses a fixation

time of 120 ms, which is equivalent to three camera frames (Vertegaal 1999). In case

of a GANS the Interpreter needs to determine which fixation can be considered the

most important fixation in order to avoid a situation where three or more objects get

selected at the same time.

We think that there may be two possible solutions to this problem in a GANS: a

counter dependent solution – which we have used for the prototype - and

accumulative counter set across scenes or sequences. Either solution should provide

what we shall term the dominant fixation - i.e. the fixation that is sent to the Producer

to be acted upon (see below) – but we believe that the accumulative counter set

across sequences will provide a richer interpretation of what the viewer is actually

interested in.

The counter based solution we have used, basically uses an algorithm which marks an

interactive element as spotted and sets a counter as proposed by Starker and Bolt

(1990). In our prototype we utilise counters by determining which interactive object

receives the highest number of fixations in a certain sequence. In Hotel Movie this is

determined during the tracking_clip above where Tony and Veronica walk side by

side. If the counter on the tracking area over Veronica gets the most increments after a

viewing the camera follows for the rest of the film – even though the viewer may be

watching Tony more during the introductory clip and the clip after the tracking_clip.

The total amount of each counter is displayed at the end of Hotel Movie in two alert

boxes10.

However we think that the Interpreter could compare the number of counts within

parts of the same sequence; what we call the accumulative counter measuring across

empty space of 4 pixels. Running it was not quite smooth as switching between the mov-files

would lag the playback of the films.10 Ideally these should be put into a log-file, which could also handle the exact time of each

fixation. Again our limited programming skills did not let us do this.

cuts, sequences and scenes. In other words the counter dependent solution could be

stretched to encompass more than one isolated interactive sequence, as well as giving

attention in different scenes different weights. In the example above, if Veronica

received the dominant fixation the first time the viewer sees them (T1) in scene X, but

Tony received the dominant fixations in the current tracking sequence (T1) and T3 of

scene X, the Interpreter determines that Veronica received the most dominant

fixations, because this person was fixated in the most important sequence of the

scene. In this case the dominant fixation sent to the director would be Veronica.

Diagram showing the accumulative counter solution.

The scene script could be constructed to determine when fixations in a scene carries

more weight than in other scenes, which could depend on the objects introduced in a

scene, or the dialogue in a scene. Additionally it could keep a running tally of fixations

given to these objects.

Determining Emotional Involvement

Another function of the Interpreter Module could be to determine the emotional

involvement of the viewer as proposed by Hansen et. al. (1995). By measuring the

pupil dilations of the viewer it can be determined if the viewer reacts emotionally

when affected by positive stimuli, negative stimuli, or neutral stimuli (Partala et. al,

2000).

Hence the Interpreter Module needs to keep track of what emotional stimuli have

been shown to the viewer and at what time the stimulus occurred. As soon as the

emotional stimulus is shown to or heard by the viewer the Interpreter measures the

pupil diameter. Two seconds later the pupil diameter is measured again. The change

in pupil diameter is calculated and the emotional involvement is calculated.

However the current version of the GazeTalk system does not incorporate a way of

measuring pupil dilations. Also since pupil dilations are affected by light changes, as

well as by emotional stimuli, the Interpreter would also have to take the light being

emitted by the display into consideration when determining the emotional

involvement of the viewer.

Producer Module

In the live television broadcast the producer shouts his decisions to the people

responsible for the different tasks as needed. The gaffer controls the lights, the camera

crew the visuals, and the sound crew the volume of the music being played.

In our GANS system the Producer Module could handle these tasks with the aid of sub

modules. This can be visualised like this:

Diagram showing the Producer Module and its sub modules.

When being passed information from the interpreter module, the Producer consults

the Scene Script sub-module to see if the viewer has been paying attention to the

objects needed to understand the scene, and the scene to follow. The Scene Script gets

this information from the Object Handler (see below). In our prototype there is only

one decision for these modules to make – the Tony clip or the Veronica clip – even if

for some reason the two areas should receive equal amounts of counts, the Producer

tells the Cue Handler to restart the film with a message that the tracking is off11.

However in a more finalised version of the system choices made by the Producer

about lighting, camera or sound changes could be sent to the Cue Handler who then

adjusts the respective aspects.

11 We consider this a clumsy solution that we were forced to make due to our limited

knowledge of algorithms. A more complete version of the system would need a better way of

handling such an event.

The Scene Script and Object Handler Team

The Scene Script is the narrative core of the GANS. This is where the Producer selects

what story elements should be played and in what order. It is similar to a stage

manager who makes sure the actors are ready to come on stage, or that the props for

the next sketch are ready. In our prototype there is only one scene, and all scripts are

tied to it via a Cast Library in Director. In developing a bigger system more

considerations will have to be taken, which we will show below.

Elements in of the Object Handler. Each object or actor is named here and has two Booleanelements N for Noticed and VO for object vital to the story. The stippled line indicates possibleactions for the Producer to take if the viewers has missed a VO.

The Scene Script could keep track of what interactive objects – which can be both

characters and physical objects - the viewer needs to have noticed in order for the

scene to progress. Some objects are vital for the narrative of the story and thus must

be detectable by the Scene Script. The Scene Script keeps track of what objects vital to

the story the viewer has noticed by checking if the object has had a dominant fixation

set on it. This check is made via the Object Handler. Basically this could be set up as

Boolean value on each interactive object; either the object has been noticed or it has

not. Additionally objects can be set with a Boolean value determining if they are vital

to the story or not.

On a final note the Scene Script could also handle which scene in the GANS is

playing, and have information about what objects vital to the story that must have been

noticed by the viewer in order for the scene to be played. Hence it is a form of safety

net that ensures that the narrative does not spin out of control, which we discussed in

the previous chapter. If certain objects vital to the story have not been noticed by the

viewer the Scene Script passes this information to the Producer who can then enforce

a Flashback scene or open an Exploratorium – which introduce the objects to the

viewer. For instance if Veronica received few counts in the tracking_clip the Object

Handler would send a message via the Scene Script to the Producer, who could then

tell the Cue Handler to play a clip with a close up of Veronica walking.

Summary

We have described our model for constructing a GANS using a live TV-show

metaphor, and have given examples of which elements we use in our prototype using

Macromedia Director. We have also discussed what elements and limitations we have

in the current prototype. Although the divisions of the prototype into modules and

sub-modules may seem a little overmuch for such a small work, we think that such a

model provides a better overview of how such a system could be thought of on a

larger scale.

Although the system looks operational on paper, there are quite a few uncertainties,

which we felt would be necessary to test on viewers. We will be looking at these

uncertainties in detail in the next chapter where we present our user tests.

User Tests

Before concluding whether or not our prototype was a successful execution of a

GANS using a non-intrusive interface, we found it prudent to test it on a group of

users, who could provide us with vital feedback for developing the system further.

Unanswered Questions

The purpose of testing the GANS framework was to shed some light on questions we

had pertaining to the consciousness of the viewer, the intrusive level of the interface

we had developed, and the possibility of using the eye as a control organ. We believe

the empirical data from such a test would give us a better idea of the actual system

requirements if the system were to be made by a development team.

We wanted to explore the following questions:

• If the test persons aren’t told that the film is interactive, do they notice it

anyway?

• If the test persons are told that they can control the movie, do they experience

this control?

• How do users experience using the eye as an input device in the GANS?

• How do users experience exploring a virtual environment with the eye as an

input device?

Test Design

Test Subjects

We tested the system on six male and five female subjects ages twenty-four to thirty

who were contacted either through friends or via email (see Appendix III). Our

selection criteria were:

- The subjects were not allowed to have prior knowledge of our project. I.e. no

close friends or relatives to whom we had inevitably spoken to about this.

- The subjects should not be completely dismissive of the Thriller genre, since there

would be no point in inviting subjects who would dismiss the content of the film

at once.

- The subjects should watch films alone sometimes, since we wanted to avoid using

subjects who would only consider using the film medium as a social medium, as

we think that multi-user trackers are quite far away from being developed.

- The subjects should not have a background in Film or Media Studies, or

production, since this could hamper their viewing of our “non-professional”

production12.

All the subjects were given two tasks: viewing our prototype and navigating a

QuickTimeVR photograph. Additionally we had them sign a Non-disclosure Agreement

(see Appendix IV), since some of the gaze tracking equipment being used was still in

development at the time we tested.

Groups and Calibration

We decided to split the test persons into two groups, one of three males and three

females, and one of three males and two females. The first group were told that we

were trying to track what people looked at, and paid attention to, when they were

watching thrillers. We did this with the intention of uncovering whether the interface

of the prototype was actually non-intrusive. Would the viewers find out, that they

unknowingly had decided to view another outcome of the movie, or would they even

notice a variation in the movie?

The second group was told that they could control the outcome of the movie

depending on where they looked during playback. We did this with the intention to

see, if the consciously tracked test persons would be overly conscious about what and

where they were looking at on screen, and if they would actively try to manipulate the

outcome of the movie.

Each subject was briefed separately – with the exception of FC1 and FC2 (see below).

Both subject groups were given a short introduction to the gaze tracking equipment,

and were either that we wanted to measure what they looked at, or that they could

control the movie13. Each user was then individually calibrated for the gaze tracker.

We wanted calibration scores of approximately five – preferably below – in order to

make sure that the calibration was precise enough to be measured by the tracking

areas in the prototype14.

12 It actually turned out that one of our subjects had a background in film, due to our troubles

finding testers. Fortunately she was very appreciative of the aesthetics and film technical

aspects of the production.13 The guides we used for the tests can be found in Appendix V.14 The GazeTalk system considers a score of 0-5 to be execellent. The final calibrations of nine

users were between 3.63 to 6.47, the average score being 4.65. Unfortunately we forgot to write

down the scores of two of the users, and the numbers are impossible to see on the tapes we

made of the sessions.

Viewing the GANS Prototype

We then asked the subjects to view the film, and told them they should feel free to

comment it, if they so desired. Most of the subjects, however, watched the prototype

quietly the first time. Presumably they were concentrating on the content.

Since the prototype is a fairly short affair – bordering on two minutes of footage in the

longest sequence – with only one branching point, showing it to each subject only

once wouldn’t be enough, as they wouldn’t be given the chance to see each of the

parallel stories. We decided to show the prototype three times to each test person, as

we believed this would tell us if there was any difference in the way people viewed

the same sequence several times in a row. Another reason for the three viewings was,

that we wanted to see if there were any difference between the way the consciously

tracked and the unconsciously tracked subjects watched the film several times.

At the end of the first viewing we wrote down the counter results from the tracking

areas. After the first viewing we asked the subjects about what they thought had

happened15. We would then ask the subject to view the clip again a second time, and

again ask them if they had noticed something different – even if they had seen the

same sequence. Then we would ask the subject to view it a third time, repeating the

questions above, but also asking if they felt that they could control the film if we had

told them so, or asking them why they thought they had seen different clips if they

were unaware that they could control the film. Due to the response of UM2, where he

said he thought we had made the program so that the first viewing was one movie

and the second another, we decided, on the spot, to make him view a final sequence.

This time we asked a question about the woman, just before the film cut to the

tracking_clip.

Our main stipulation about this setup is that it doesn’t provide a true impression of

how people might actually watch a GANS. It is probably not very natural to view a

two-minute sequence this many times in a row, unless we are talking about

advertisements that are seen many times over the course of a night, week or month.

Viewing the QTVR

The second and last part of the user test was the same for both groups. The test was

to navigate a QTVR we had chosen. The purpose of this test was to substantiate or

rebuke our hypothesis of the eye being an intuitive way of navigating and exploring a

15 We actually asked MU1, who he thought had comitted the murder, but realised that this was

too closed a question, since he seemed unsure that there had been a murder – i.e. the

suspicious man could have been knocked out, not neccessarily killed.

spatial setting. We also thought the QTVR could be a good low-cost way of setting up

an Exploratorium in a GANS.

We wanted a detailed QTVR so that the test persons would have plenty of things to

explore. We also wanted to get an idea of how much detail the test persons were able

to gather while controlling the field of vision with their eyes. We found a QTVR

showing The Oracle’s living room from The Matrix (Warner Brothers, 2003). This

QTVR is dense in details (among them a ‘ghost’ reflected on the TV screen in the

room), has lots of small items in the room and the resolution of the QTVR is very high,

which means that is possible to do extensive zooming without loosing too much

picture quality.

We decided to ask them to explore the room for as long as they liked, and they were

urged to comment on what they were looking at, or searching for, in the QTVR. First

they would use the gaze tracker where we would hold down the left mouse button for

them, and they could zoom in and out using the keyboard. After that they could try

the same procedure with the mouse. About half the subjects were allowed to explore

the room with the mouse first. We timed each exploration session with each input

device.

Results from watching the GANS prototype

For each viewing of Hotel Movie, Director would record the number of registered

mouse within (hits) on each of the tracking areas in the tracking sequence. These hits

are presented in the table below:

The results show that, with the exception of one case Consciously Tracked Male 1

(CM1) the test persons would pay most attention to the man in the scene where eye

movements were measured. Several things seem to be a possible cause for this

pattern. First of all, the sequence in which track the viewers gaze and determine the

dominant fixation, has more movement in the right hand side of the screen. Pedestrians

walk by in the background, and traffic passes by on a road in the distance. Secondly,

Tony and Veronica are displaced a bit to the right of the screen when the scene begins

– albeit the tracking areas are placed over the man and woman throughout the

sequence. Tony moves slightly towards the left hand of the screen as the scene

progresses. Thirdly, Tony is also taking a puff on a cigarette, while Veronica is just

walking throughout the scene. Fourthly, Tony was played by one of the men

conducting the test, and the subjects might be looking more at him, trying to figure

out what his role in the movie is, as they have already been familiarized with him.

These things combined tends to tip the visual balance slightly to the right hand side of

the scene where the man is, thus giving the right hand tracking area most counts.

The fourth viewing of the film, however, gives us some insight as all but one of them

shows Veronica getting the most attention, and in that case we actually asked a

question about the man. As mentioned earlier, if the subjects had seen the same

sequence all three times they viewed the film, we would ask them to watch the film a

fourth time. Immediately prior to the measuring scene, we would ask them if there

were anything in particular they had noticed about the woman. This effectively

resulted in the subjects giving the woman the most attention in the measuring scene,

causing Director to show the sequence they had not yet seen.

With the counts generated by Director being so varied, it is hard to use them as a

dependant variable precisely measuring the difference in the results between

consciously and unconsciously tracked subjects. However, if measured as relative

measurements, instead of absolute measurements, they tentatively hint at the focus on

the man weakening the more times the conscious subjects watch the sequence.

Through the qualitative interviews with the subjects we learned, that the consciously

tracked subjects claimed that they rarely noticed details of the story in the first

viewing, because they were all wrapped up in the ability to control the outcome of the

movie. However, when asked more in depth about details from the first viewing, they

were still able to recall details such as the shifty man, his bandaged hand, the lock on

the suitcase, and the facial expressions of the actors. The unconsciously tracked

subjects didn’t even consider that they were the ones controlling the movie. When

asked why he thought he was shown a different movie from the one he had just

viewed, one subject answered that he believed we, the test conductors, did this by

clicking the icon for the Director file twice instead of just once.

Of the consciously tracked subjects, only one suggested that we were measuring the

gaze in the actual measuring scene. The others thought we were measuring

throughout the movie, while two subjects thought we were measuring in the lobby

scene, where all three actors are in the same scene. In other words, none of them

could say for sure at which point they were being tracked, whether it was in a certain

scene, in several scenes, or throughout the movie. One of the consciously tracked

subjects expressed that he felt like being a passenger on a bus, i.e. he just got along

for the ride, but did not necessarily know where the bus was going. Another

consciously tracked user said she completely forgot that she could control the film,

and instead focused on what was happening.

Based on this, we can conclude, that the interface was indeed non-intrusive, and that

the interaction in the GANS prototype was in fact seamless, even though the prototype

was jumpy when switching between the different mov-files and the sound was

distorted in most of the viewings.

Results from the QTVR Exploratorium

Our reason for exploring a QTVR with the gaze tracker and the mouse was to

investigate how people experienced the difference of control with the two devices. We

expected the test subjects to be biased towards using the mouse, as this is an input

device they would probably all familiar with.

The task we gave the users was to explore the room for as long as they liked, and to

tell about what they saw, what they were looking for, and any details they cared to

mention. Our goal was to compare the time spent with the mouse and the time spent

with the gaze tracker. However during testing it became apparent that our test design

was not stringent enough for this type of comparison. First of all we had not given the

test subjects specific tasks. Secondly the fact that the gaze tracker lost calibration

during some of the tests made the time factor incomparable.

Initially most subjects found the combination of the gaze tracker and the QTVR to be

too hard to control, which is partly due to the control mechanism of the QTVR that –

for obvious reasons – has been optimised for using a mouse as the primary input

device. When moving the pointer in any direction, the movement accelerates as you

move further away from the point of departure. As the eye tends to move in saccades

(rapid and short movements), the QTVR interprets these as rapid movements with the

mouse, resulting in a see-saw effect making it virtually impossible to maintain a steady

view. This made for a very rough and jittery experience, bordering the uncontrollable.

The subjects described this experience as “being drunk” and “dizzy”, and one subject

had to stop the test because of feeling nauseous from the constant movements in

different directions16.

Another reason for the QTVR/gaze tracker combination being hard to control was, that

the subjects had a tendency to move their head when exploring the QTVR. This

caused the calibration to go awry quite fast, and quite often with some of the subjects.

As one subject noted, it is more natural to move the head to change the field of view,

and then use the eyes to explore the field for details and information. With the gaze

tracker and the QTVR the eyes were used for both, which made it quite difficult which

reflect Zhai’s findings about using the eye as the sole control organ (see p. 13). Thus

much of the time spent looking at the QTVR with the gaze tracker were due to

recalibrating and repositioning the subjects properly in front of the eye tracker

equipment.

16 She had, however, been using the gaze tracker for almost twelve minutes. We did not time

this though, because we were asking specific questions about the people whom the

appartment belonged to, which we did not ask any of the other subjects.

Although the majority of the test subjects found it hard to control, and demanding a lot

of concentration, they also found it “fun”, “natural”, and “exciting”. A few of them

found it to be more natural than using the mouse, and they would definitely choose

the gaze tracker over the mouse, if calibration weren’t lost so fast. Several found it to

be easier to control and navigate after 3-4 minutes with the gaze tracker.

One subject found that controlling the QTVR with the mouse was counter intuitive

compared to controlling it with the gaze tracker. He wanted the behaviour of the y-

axis to be reversed, so that pulling the mouse towards you resulted in the field of view

moving up instead of down.

Apart from the general experience of the gaze tracker being a bit too eager to spin out

of control, the subjects were all able to give very detailed descriptions of the room and

very vivid suggestions as to who might occupy such a space. They felt emerged in the

room, and wanted to go explore more, especially the darkened areas leading of to

other rooms, the titles of books and records, and the framed images residing on the

table in the room. To us this indicates that being able to explore a virtual space in a

GANS is a viable option, but the environment needs to be more finely tuned to the

way the gaze tracker operates.

Every subject found the mouse controlled test to be easy to navigate, calm and steady,

but maybe a little ordinary. One subject said she would choose according to the task

she had to accomplish, indicating that the goal of this test was probably too open or

too imprecise for some of the subjects.

Summary

The user tests were made to examine whether it was possible to tell a difference

between the way the conscious and the unconsciously tracked subjects watched the

film, whether the interface for the film was non-intrusive, and how test subjects

experienced navigating a spatial setting with the eye. Even though the quantitative

results are shaky, the qualitative data shows, that the conscious subjects viewed the

movie thinking about what might trigger the showing of a different sequence.

The test with the QTVR showed, that even though the subjects found navigating the

room with the gaze tracker fascinating, the problem of the system being too

responsive, an unstable calibration, and the loading of the eye with a motoring task in

addition to a viewing task made it difficult to for them to explore the QTVR with the

same ease and calmness as using the mouse.

Neither the conscious nor the unconscious subjects were forced to stop up at any

point in the narrative of the story because of interface issues. However the subjects

who were conscious of the ability to control the narrative expressed that they

constantly looked for some sort of recognition of what they were controlling. In other

words, they were looking for feedback from the system. The issue then becomes how

can non-intrusive feedback be applied to a GANS? We will explore some of the

possibilities in the following chapter.

Interact ive Cues in GANS

In the following chapter we will shift the focus back to the GANS framework. Our user

tests have provided valuable feedback, but due to the technical limitations of the

prototype we still feel that there are aspects of the system, which need to be

elaborated on, in order to show the full potential of the system. We have already

shown how by asking a question about the woman, we could make the user pay

attention to her. In this chapter we will look at potential uses of the Cue Handler in

getting the viewer’s attention.

As mentioned earlier the Cue Handler functions as gaffer, cameraman and sound crew

all wrapped up into one neat package. We will try to expand upon what types of cues

the Producer could call for depending on the narrative needs of the GANS according

to the viewer feedback received from the Interpreter.

Cue Handler is where the Producer Module chooses what the visual, auditory and

action based cues should be introduced in a scene. Additionally it should serve as a

helper in directing the viewer’s gaze towards the interactive elements in a scene. We

will present several visual and auditory cues of the cues we imagine would be

beneficial to a GANS director, either as direct feedback to the user, as one of our

testers requested, or on a more subliminal level. These correspond to Glenstrup and

Engell-Nielsen’s aforementioned conscious and unconscious tracking (see p. 22).

Although we have constructed our prototype using filmed footage, we believe that

future GANS could benefit from being constructed using 3D-modelling tools, since

these potentially require fewer man-hours than an entire film crew doing several shots

of one sequence17. Using 3D also opens up for using lighting in completely different

ways than live-action, since the same model of a room can have many different moods

created by lighting, which is much cheaper to program than to have a gaffer change

on a studio set. Last but not least, during our user tests we experienced that the

computer would need quite a few resources for both playing live action video and

doing calculations on the side. This of course, could be prescribed to our lack of

optimisation of the system, but as stated by Baudisch et al. (see p. 21) a 3D engine

will save system resources. Hence the cues we envision could be implemented in live

action sequences in post production, but we focus on their application in 3D-

environments.

17 We must add that Triple A games today rival the largest Holywood pictures in production

cost.

Visual Cues

The four visual cues we present are presented first by a brief description of the visual

effect, by what research in the field of gaze tracking justifies the use of the cue, the

use of similar cues in computer games or motion pictures, how the cue could be

implemented in the system and how the ties in with conscious or unconscious

tracking.

Halo

As the name suggests, the halo – or inner glow - is a faint aura of light either being

emitted by an object or character, or a faint glow above or below the object. It is a

similar effect to Velichkovsky and Hansen’s black line highlighting (see p. 19), but

could be less discreet than their example. The halo has been used in computer games

in various ways to indicate selections or objects that can be manipulated. The halo has

been used in computer games in various ways to indicate selections or objects that can

be manipulated for instance pressing the Alt key in Bioware’s Neverwinter Nights from

2002, shows a halo on objects in the vicinity of the central character, which can be

manipulated.

The halo can be used in a conscious tracking situation as a discreet means of telling

the viewer that their attempt at manipulating the GANS has succeeded. This could be

done by changing the emissive lighting of interactive object in 3D, or adding an

invisible object around the object with a transparency that glows when the dominant

fixation has been registered. However the intensity of the halo will probably have to

be very subtle if the interface is to remain non-intrusive.

With unconscious tracking it might be counterproductive to use halos in this way.

Unless the system is trying to “teach” the user that this is indeed an option in a GANS.

On the other hand the halo could also be used to get the viewer’s attention fixed on

an object vital to the story.

However we believe that highlighting

is less unknown to the user and

hence may be a preferable solution as

we will explain below.

Highlighting

As previously stated, Velichkovsky et

al. (1995) and Baudisch et. al. (2003)

have shown that there is a strong

connection between highlighting parts

of an image in order to draw attention

to the object. This is far from

unknown in film. Take Franz Lang’s Metropolis from 1927 (shown above), which uses

shadows in order to highlight the central image of the Grim Reaper in a church.

Another use of a highlighting effect is used on objects in the computer game Thief II –

The Metal Age by Looking Glass Studios from 2000. The game is seen from a first

person point of view, and objects, which can be manipulated, receive a small lighting

effect when they are close at hand.

A table with stacks of coins from Thief II. When moving closer towards the coins, one ofthe stacks is highlighted by the game engine.

We envision this effect could be used efficiently and discretely in a GANS. Especially

when an object vital to the story needs to be introduced. This can be achieved by

changing the emissive light or the material of the object in 3D, so that it appears

lighter or shinier if the Producer Module deems it necessary that the viewer must see

the object in question. This effect is similar to the blushing effect in the Little Prince

described by Starker and Bolt (1990), but can be toned up or down depending on the

needs of the scene.

In Hotel Movie this effect could be used to get the viewer’s attention on Veronica in

the tracking sequence, if the system has detected that the current viewer has already

The Grim Reaper in Metropolis (1927) is standingin lights whereas the edges of the screen areshrouded in shadows.

seen the movie once. This time the Producer wants attention on Veronica, so placing a

spotlight on her could be used to generate attention rather than us indirectly telling

the viewer to pay attention to her. Also using a spot would still be within the genre

conventions of the Film Noir. The spotlight could also be used as a means of showing

a conscious viewer that their attempts at controlling the GANS have succeeded.

Highlighting could also be effective in a scene utilising the Exploratorium structure, to

show which object or character being selected. If more tracking options had been

enabled, we could have detected if the user had noticed the briefcase in the

introductory sequence. The system could later set up an Exploratorium on a police

desktop where photographs of the briefcase and the suspects are in plain view.

Onscreen Eye and Head Movements

We have been focusing on the eyes of the viewer throughout this paper. However it

would be prudent also to focus on the eyes of the actors in the GANS. If we consider

that the eye is an excellent pointing device, as pointed out by Bolt (1984), then why

not use this pointing device to show the viewer that an object or another character can

be fixated on.

This concept is used extensively in the game Grim Fandango by LucasArts from 1998.

The player controls the main character – Manuel Calavera - via a third person view,

however there is no visible GUI in the game which helps you see what objects can be

picked up, or whom you can talk to (see below). Instead the head of Manuel moves

to face the object of interest, and the player must push a key on the keyboard to

activate the interaction.

A. Manuel is seen walkingin the left side of thescreen. Notice that his headis facing the direction he’swalking.

B. As he passes by thewall decoration on theleft, his head begins toturn towards it.

C. He continues to look atthe object as he walks by it.

D. His head returns to thedefault position when theobject is out of his field ofinterest.

The GANS could make good use of this effect, by registering the viewer’s fixations

when one or more of the characters look at an object. It would be quite simple to tilt

the heads of a 3D actor in order to focus on the brief case on the bed in the final

scene. If the system registers a dominant fixation the camera could be moved towards

the object creating a zooming effect, and then be placed at a new viewpoint facing

whoever is talking at that given moment18.

Again this can be done on either a conscious or unconscious tracking level. On the

conscious level, the viewer can benefit from this effect as it indicates a type of

feedback from the system. On the unconscious level the Producer could force the

camera zoom if the user is not focusing on the briefcase and hence bring the briefcase

into a position where it is difficult to ignore by the viewer.

Blurring or fading

The last visual cue we will be describing is the blurring or fading effect. This is a

similar effect to what Velichkovsky and Hansen’s (1996) resolution effect (see p. 21).

This also goes hand in hand with the GCD described by Baudisch et. al. (2003). In

addition to the possibility of saving system resources this can be used as an attention

grabbing effect.

A demonstration of how this effect can be constructed is exemplified below in a

presentation by Brian Taylor (2003), an animator currently working on his

independent 3D computer animated film, Rustboy.

18 Hereby we are not claiming that camera control should be given to the viewer, as the QTVR

data showed us earlier.

A. The foreground image in the shot whichwill be in focus.

B. The background image before it isblurred.

C. The background image is blurred. D. The image from frame A is in focus, and thebackground is in faded by the blurring.

Both our tests and the findings of Yarbus (1968) show that the viewer will look at the

image searching for what reveals vital information. In the shot above the “vital

information” is put in the front of the image – the gauge – and the detail level is also

higher, since it is in focus.

A similar effect could be achieved by the Producer Module in a GANS by

programming a switch in that contains different textures for a 3D object, one where

the object is blurred and one where it is in focus19. The Cue Handler could then set a

blur texture on an object or character that did not received the dominant fixation in a

sequence, thus putting the object(s) which did in a more central viewing position.

This effect could also be used to phase out objects that are not vital to the story if a

conscious viewer is attempting to activate them, indicating that the objects are not vital

to the story and should be ignored. However this seems to be drastic, and in the end

may be too intrusive, countering our vision of the non-intrusive interface.

Auditory Cues

Instead of using visual cues the Producer Module could opt to use auditory cues in

order to attract the viewer’s attention or to give system feedback. This corresponds 19 A series of transitional texture states would also be needed if the change from focus to blur is

to be smooth.

well to the findings of Bolt (1984) and Vertegaal (1999) (see p. 18) and again with us

asking the test subjects a direct question about a character.

Off Screen Sounds

Off screen sounds are normally used to establish a connection with something

happening off screen, or to emphasize the mood of a scene. Carol Reed has used it in

the film-noir classic “The Third Man” from 1949, where Harry Lime (Orson Welles)

escapes from his pursuer in the sewers of Vienna. The camera focuses on the pursuer

throughout the scene, while the footsteps of Harry Lime can be heard off screen

running away to underline his successful getaway.

Robert Bresson uses off screen sounds of leaves being raked and keys scraping against

metal railings to “[...] heighten the sense that a time of crisis has arrived for the central

characters” (Pavelin, 2003).

In the GANS, off screen sounds could be used in the classic way, to set the mood of a

scene. To emphasize the gloomy situation and the dilapidated neighbourhood the

warehouse is situated in, faint sounds of police sirens could be played in the

background, and maybe the sound of dogs barking outside the warehouse every now

and then.

In our scene we could implement a sound node containing a police siren at the end of

the scene. This sound node could be pulled towards the room – with a tracking area

to the right of the screen – and the volume increased accordingly creating a Doppler

effect. If the users gaze attempts to ‘follow’ the sirens the system could register a

dominant fixation on the sound. This could be a hint to the Scene Script that Tony is

about to break, as he also glances nervously towards the sirens, grabs the briefcase

and runs. If the Sirens are ignored the story could branch in a way where Tony and

Veronica coolly and calmly take the briefcase and leave the building.

When and if, these sounds should be invoked could be possibly controlled by the

Producer based on the emotional involvement of the viewer because, as stated by

Partala et al. (2000), auditory stimuli have a noticeable effect on the emotional

involvement of viewers. Yet we think this type of tracking is commercially further off,

than position tracking.

Object Sound or Dialogue

By object sound we mean the way an object can have an auditory ‘aura’; a theme or

sound that is connected to the objects presence, form or history, and is played, either

explicit or as a variant over the current theme, to accentuate its presence in the scene.

In Thief II the when picking up the stack of coins from the example above the game

will play a small light pitched ringing sound, indicating that an object of monetary

value has been picked up.

In the GANS, the object sound could be used as a way to discreetly verify that a user

has seen an object vital to the story, tell what kind of object it is, or by implying

interactive possibilities with an object. The briefcase in our script could have a small

rustling sound placed on it, in case of a dominant fixation.

Focusing on an actor can be achieved in a much more subtle way. In the tracking

sequence of Hotel Movie Veronica could start talking if the Producer knew that this

was the second time the viewer was watching the movie, and had been paying more

attention to Tony the first time. In this way the GANS can become a self-revealing

system similar to The Little Price Storyteller, but still remain non-intrusive to the

narrative.

Changing the Soundtrack

Changing the sound level of the soundtrack is a classical means of intensifying a scene

in a film, to intensify the emotional effect of the scene, best illustrated by the shower

scene in Hitchcock's ‘Psycho’ from 1960.

Bolt (1984: pp. 62ff) changes the level of the soundtrack to complete the cocktail

mélange imagery of the ‘World of Windows’. All windows have a soundtrack that is

played at equal level, until the user fixates on a window for several seconds. The

systems then zooms the window being fixated, and plays only the soundtrack related

to that window. Vertegaal (1999) uses a similar approach to communicate user

attention in GAZE2.

In ‘Star Wars - Episode I’ where the characteristic theme of Darth Vader is played

discreetly on top of the current theme, when Yoda speaks of Anakin towards the end

of the film. The intertextuality combined with the theme playing in the background,

means that the clue about Darth Vader’s origin can’t possibly be eluded.

In the GANS we believe changes in the soundtrack tune and level can help create the

proper mood or communicate the interactivity, as in the examples listed, in case the

viewer (measured by pupil dilation with the limitations listed above) doesn’t respond

emotionally as intended to a scene. This could be done by programming a switch that

uses a script to pick out which background music should be played depending on the

data received the viewer.

Summary

Although we have presented several options of how GANS can make use of visual and

auditory cues, we by no means hold that this is an extensive list. We have explained

how visual cues such as halos, highlighting, head movements and blurring can be

used on a visual level both to give system non-intrusive feedback and to focus the

viewer’s attention to a certain object or character. The same goes for auditory cues –

off screen sound, object sound, dialogue and soundtrack changes.

Combinations of the different types of cues are also a possibility, which we have not

explored above. Imagine two couples having a conversation at two separate tables in

a restaurant. The couple that get the least attention are blurred out and their

conversation fades out of the soundscape. The camera zooms in on the other couple

and increases the volume of their conversation at the same time. The viewer is not

emotionally interested though, so the Producer calls for a change to a more tragic

piece of music hoping for a response in him.

Conclusions and Future Perspectives

We have found that a GANS prototype can be constructed in a fairly short time period,

using a gaze tracker, two infrared lights, and Macromedia Director as middleware. The

tracking does not have to be very precise in order for the system to be able to discern

where the viewer’s attention is on the screen, as we have demonstrated in our user

tests.

Users respond positively to a non-intrusive interface where the actual interaction with

the system is hidden from them. Viewers can be tracked consciously or unconsciously

about the gaze by GANS. This will have an impact on the system measuring a

dominant fixation in a given sequence or scene. Basically this may allow for two

types of interactivity – an active interactivity and a laid-back interactivity. The viewer

can try to actively manipulate the different elements of the GANS or she can slouch in

her armchair and be surprised at what the system decides to throw at her. It appears

to us that the laid-back interactivity may put less stress on the viewer since when users

are conscious of the system they may expect a little feedback in order for them to

relax when first viewing a GANS..

In getting the viewer’s attention we have provided a set of cues, which may be used in

further development of such systems. However these cues are dependent on the use

of metaphors and elements of existing media types, and will probably have to evolve

as the medium evolves. Additionally being able to measure the position and pupil

dilations of the viewer are vital in order to fully realise all the cues we propose. These

are prerequisites that might not be completely obtainable in the resolution of the

display or in the preciseness of the gaze tracking hardware and software available

today, or in the case of pupil dilations – the near future.

The question that still needs answering here is how many constraints do these cues

put on the creator of this new type of interactive media? We have given examples of

how the GANS system can attempt to attract user attention or to give feedback on user

actions, in ways that probably do not interfere in subtle ways with the cornerstone of

the narrative. Yet it is also possible that even more precision of the gaze trackers and a

constant improvement in rendering power the temptation to add even more bells and

whistles to the GANS productions may interfere with the narrative flow in the long

run.

This paper raises a plethora of issues related to the ideas and suggestions we present

concerning the future of interactive media combined with gaze tracking. Most of the

ideas we put forth stems from elaborating on what means conventional media use

today to heighten user interaction or attention, and how these can be used together

with gaze tracking to create a new type of media with possibilities of more enhanced

viewer interaction and submersion in the suspension of disbelief.

To be able to say more about this, we need to implement feedback possibilities and

more branching options in a new prototype, and test these ideas on actual users,

because only by doing so will put us in a position to tell whether conventional

methods apply to this media. We also have a need to explore the options of writing

what Starker and Bolt call the “transitional text, to “bridge” across interruptions and

returns to any subject” (1990:8). Even though it may be possible to write a manuscript

that can handle a branching structure in mid-conversation how does one overcome

interruptions by other characters, since when talking naturally the speaker will pause

briefly when someone attempts to interrupt them. Is it possible to maintain the

suspension of disbelief then?

Also since the eye may not be ideal as a singular input device we need to look into

how natural speaking or even mouse or remote control actions may be paired with

gaze tracking in the creation of multi-modal narrative systems.

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Appendix I Hotel Movie Extra

Storyboard

Before the actual shooting we drew up the ”storyboard” below and made a text

description of what was to be in each shot.

List of Shots

Shot 1: The street

A man and a woman walks down the street. The man is carrying a briefcase. What

they will be wearing hasn’t been decided just yet, but a suggestion is that they are

both well dressed, the man in a suit, and the woman in a dress.

The man and woman are a couple, but not close.

The shot should be made so that the man is taking one side of the shot, and the

woman the other side of the shot.

The purpose of the shot is to give the viewer the opportunity of visually getting an

impression of who the persons are from their facial expressions, the way they walk,

and the way they dress.

Shot 2+3: The Man and The Woman

The purpose of these shots is to show the face of the man and the woman one by one

in close-up. Again we want the viewer to get the possibility of creating their own

impression of the two people, solely by the way they look and their characteristics.

Shot 4: The street, again

Once again, a picture of the man and the woman walking down the street, and still to

give the viewer the possibility of getting an impression of the two persons.

Shot 5: The hotel entrance from the outside

Still-shot of the hotel entrance, we want to tell the viewer they are heading towards a

hotel.

Shot 6: Man and Woman walks into the hotel (branching)

Sequence where the man and the woman walk into the hotel. This is a branching

point in the story. Depending on who the viewer has looked at the most in the

previous part of the film, the man or the woman will be followed.

If the viewer has looked mostly on the man, the following will happen:

Shot 7: The Man, The Lobby, The Shifty Man

The Hotel lobby, the man walks in heading towards the reception. A Shifty Man is

sitting on a couch. He is shifty because he has his hand wrapped with band aid, and

has an unhealthy cough. In the background the woman can be seen walking towards

the elevator, she enters it, and just as the door closes the Shifty Man rushes towards

the elevator and enters it just as the doors are closing.

Shot 8: Leaving the reception

The man leaves the reception

Shot 9: Man up the stairs

Shot where the man climbs stairs in the hotel.

If you followed the woman, the following will be shown:

Shot 7: The Woman, the elevator, lobby, Shifty Man

You follow the lady into the hotel lobby, maybe getting a glimpse of the man

collecting the key at the reception.

She walks over to the elevator and pushes the button for it. As the elevator arrives she

enters it, and just as the doors close, the Shifty Man from the lobby enters the elevator.

Shot 8: Shifty Man, The Woman, elevator

Shot from inside the elevator, where the woman is standing in front of the Shifty Man,

they are both facing the camera. You can see a red blotch on the Shifty Man’s

stomach, he has blood on his fingers.

Shot 9: Leaving the elevator

The elevator stops, and they leave it going in opposite directions. down the corridor.

The two branches meets up again.

Shot 10: Man and Woman meet in corridor

The Man and the woman meet each other in a corridor on the hotel.

Shot 11: Hotel room with corpse

Shot from of hotel room where the Shifty Man is lying on the floor with a suitcase by

his side. The room bears witness of a fight, the Shifty man has blood on his clothes.

Appendix II – Direc tor Documentation

Overview

All the scripts presented below are commented at the beginning in order to show what

the purpose of the script is and how it operates. They are written in Lingo, the native

scripting language of Director, which shares a syntax similar to that of Java or C++.

The scripts are presented in alphabetical order, however the screen dump below

shows where each script is actually located in the Time Line of Director. The Time

Line is based on classic animation techniques using key frames and tweens. The

structure of the scripts in relation to the time line can be seen in the screen dump

above20.

20 ButtonTony and ButtonVeronica are the tracking areas used in the tracking_clip. The

GoToWoman script is residue from an earlier test version. It is not used in the prototype.

Lingo Scripts

EndSequenceHandler

-- This script is placed at the end of both at

-- the end of the Tony clip and the end of the

-- Veronica Clip. It makes sure that Director

-- waits until the clip has finished playing

-- before going to the "End" section.

on exitFrame

go to the Frame

if (sprite(1).movierate = 0) then

go to "End"

end if

end

FixationResults

-- The script takes the values from the tracking sequence

-- and outputs them as alerts in the "End" section.

-- The $id_Alpha and {charset9981: are just bogus texts

-- so that we acutally hide exactly what the numbers mean

-- from the user, but we can write them down ourselves.

global TonyCounter

global VeroniCounter

on exitFrame me

alert "$id_Alpha:"&&TonyCounter&&""

alert "{charset9981:"&&VeroniCounter&&"}"

end

HideCursor

-- Hides the mouse cursor before the film is played, so the

-- viewer is not distracted by it. I.e. it is non-intrusive.

on exitFrame me

cursor 200

end

ShowCursor

-- Unhides the cursor in the "End" section, so that we can click the

-- alert boxes away. And click on the "Play it again, Sam" button

-- to replay the film for the viewer.

on exitFrame me

cursor -1

end

Hold frame

-- Standard Director handler which makes sure

-- that the program stops moving forward in the score

-- until another event is triggered

on exitFrame me

go to the frame

end

PretrackHandler

-- Similar to the EndSequenceHandler, but makes sure

-- director doesn't play the Tracking clip until the

-- intro_clip quick time has finished playing

on exitFrame

go to the Frame

if (sprite(1).movierate = 0) then

go to "Tracking"

end if

end

TonyCounter

-- TONY TRACKING

-- This script is placed on the "TonyButton" and is what

-- checks if the mouse is over Tony i.e. the viewer is

-- looking in this region of the film.

--

-- It defines "TonyCounter" as a variable, which can be

-- displayed in the "End" section. It is set to 0 to begin with

-- so that it resets if the film is seen more than once.

--

-- It also sets a property, "Position" which is then set to

-- "in" if the cursor goes from outside the "TonyButton" and

-- "out" if it moves outside the button.

global TonyCounter

property Position

on beginSprite me

TonyCounter = 0

end

on mouseEnter

Position = #in

end

on mouseLeave

Position = #out

end

-- This increments the TonyCounter if the Position is "in"

on mouseWithin me

if( Position = #in ) then

TonyCounter = TonyCounter +1

end if

end

VeroniCounter

-- VERONICA TRACKING BEHAVIOUR

-- Functions exactly the same as the TonyCounter above,

-- but is placed on "Button Veronica" and uses a VeroniCounter

-- variable which can be used in the "End" section

global VeroniCounter

property Position

on beginSprite me

VeroniCounter = 0

end

on mouseEnter

Position = #in

end

on mouseLeave

Position = #out

end

on mouseWithin me

if( Position = #in ) then

VeroniCounter = VeroniCounter +1

end if

end

TrackExitHandler

-- This script is where the branching of the film is handled.

-- It makes sure Director does not continue playing until

-- the tracking_clip quick time film has finished playing.

-- Then it checks to see which Counter has the biggest value

-- and goes to the appropriate branch of the film.

-- If the values are equal we echo an error message, and

-- restart the entire film. This however should really be

-- handled more elegantly, by picking a random branch to

-- go to. But our programming skills failed us here.

global TonyCounter

global VeroniCounter

on exitFrame

go to the Frame

if (sprite(1).movierate = 0) then

if (VeroniCounter > TonyCounter) then

go to "Woman"

else if (VeroniCounter < TonyCounter) then

go to "Man"

else

alert "Miscalibration, please watch the sequence again."

go to "Intro"

end if

end if

end

Appendix II I Emai ls to Testers

Initial Contact Email

From:[email protected]

Date: 09. december 2003 15:42:58 MET

Subject: Testpersoner ønskes / Test persons wanted

To: [email protected]

Hej alle (English version below)

Vi er to DKM'ere der er i gang med et projekt hvor vi vil måle hvad folk kigger på når de ser en krimifilm.

Derfor har vi brug for seks mænd og seks kvinder på torsdag og fredag i denne uge til nogle tests. Vi regner med det

vil tage ca. tredive minutter - som sandsynligvis bliver videofilmet.

Hvis du har tid, så send en mail hurtigst muligt til: [email protected]

Mvh,

Tore Vesterby og Jonas C. Voss

----------------------------------------------------------------------

Hi all,

We are two DKM-students who are doing a project trying to determine what people look at when watching a thriller.

Hence we need six men and six women this coming Thursday and Friday for conducting a series of tests on our

prototype. We assume that a session will take roughly thirty minutes of your time - which will probably be taped on

video.

If you have time to spare, please send a mail as quickly as possible to: [email protected]

Best regards,

Tore Vesterby and Jonas C. Voss

Follow Up Email

Date: 09. december 2003 18:19:44 MET

From: [email protected]

Subject: Re: Testpersoner ønskes / Test persons wanted

To: [email protected]

Hi Xxxxxx

We have a few questions to ask you, before we ask you to participate in the tests.

* What is your gender, male or female?

* Do you watch movies alone at home, from time to time?

* What do you think of thrillers movies? Do you like them?

* Have you heard anything about this specific project, prior to what we have

told you in this and the previous mail sent out where we asked for test

persons?

We are looking forward to hearing from you.

Kind Regards,

Tore & Jonas

Appendix IV Non-disc losure Agreement

Non Disclosure Agreement

Appendix V Interview Guides

Guide for the unconsciously tracked group

1. Introduction

a. We are testing what people notice when they watch thrillers.

b. How?

i. Two Infared lights, and a camera. The lights are not harmful

to you in any way.

c. First we calibrate the camera

d. Then you watch the film clip. You’re welcome to comment the film

as you watch it.

2. Calibration

a. Help with the calibration

b. Create a new user profile.

i. Calibrate the system

ii. Must be 5 or lower

c. “Please try to sit as still as possible from now on.”

d. “Try not to turn your head.”

3. First viewing

a. The film may flicker at certain times – technology issue.

a. Start the player.

b. Wait...

ii. “What do you think happened?”21

iii. “Why do you think he/she did it?”

! Check the calibration by making them look at the text on screen.

4. Second viewing

a. Interesting, however we’d like to measure where you look again.

b. The user watches the prototype again.

c. If they’ve seen the same sequence again, we ask them:

i. “Do you still think the same thing happened?”

ii. “Why?”

d. If they saw a different sequence, we ask them:

21 With the first test person, we asked “Who do you think committed the murder?”, but we

found the question to be too closed and guiding. We changed the question to the above for the

remaining tests.

i. “Did you experience any changes in the film?”

ii. “What had changed?”

! Check the calibration by making them look at the text on screen.

5. Third and final viewing

a. “Ok. One last time.”

b. The user watches the prototype for the last time.

c. If they’ve seen the same sequence as the first and second viewing, we

ask them:

i. “Do you still think the same thing happened?”

ii. “Why?”

d. If they saw a different sequence from first and second viewing, we ask

them:

i. “Did you experience any changes in the film?”

ii. “What had changed?”

! Turn off the eye tracker

Guide for the consciously tracked group

1. Introduction

a. We are testing what people notice when they watch thrillers.

b. The interesting thing here is, that the viewer can decide how the

movie can evolve. In other words, what you look at in the movie

influences how it develops.

c. How?

i. Two Infrared lights, and a camera. The lights are not harmful

to you in any way.

d. First we calibrate the camera

e. Then you watch the film clip. You’re welcome to comment the film

as you watch it.

2. Calibration

e. Help with the calibration

f. Create a new user profile.

i. Calibrate the system

ii. Must be 5 or lower

g. “Please try to sit as still as possible from now on.”

i. “Try not to turn your head.”

3. First viewing

a. “The film may flicker at certain times – technological issue.”

b. Start the player.

c. Wait...

i. “What do you think happened?”

ii. “Why do you think so?”

! Check the calibration by making them look at the text on screen.

4. Second viewing

a. Interesting, however we’d like to measure where you look again.

b. The user watches the prototype again.

c. We ask them:

i. Do you still believe the same person did it?

ii. Why?

! Check the calibration by making them look at the text on screen.

5. Third and final viewing

a. “Ok. One last time.”

b. The user watches the prototype for the last time.

c. “Did you experience having control of the film?”

i. “How did you experience having control of the film”

d. “What did you think of the clip?”

! Turn off the eye tracker

Guide for the QTVR

1. QTVR

a. We’d like for you to do one more thing for us, ok?

b. Open the QTVR

c. Have you tried using a 360º photograph before?

i. No? Let me explain.

1. It’s like standing in the middle of a room.

2. Move the cursor to look around

3. Shift zooms in. Ctrl zoom out.

ii. Yes? Ok.

! Get a stopwatch ready.

2. Navigation

a. Explore the room for as long as you like using the mouse.

i. Feel free to comment on what you’re thinking.

ii. Start stopwatch – stop when they are through

b. Now let me turn this on (turn on the eye tracker)

! Check the calibration

i. Look around again, while holding down the mouse button, but

don’t move the mouse.

Start stopwatch – stop when they’re done

c. What did you find interesting?

i. How did you find looking around the room?

1. With the eye tracker?

2. With the mouse?

ii. Which did you prefer?

1. Why?

Appendix VI – The Learning Process

After a short and bitter discussion last semester with the examination office about the

time of day, we are pleased to have been able to fulfil the goals we had set ourselves

for this sixteen week project.

We have set out what we said we would accomplish in the project agreement. We

have constructed a working prototype based on prior research in the field, and added

a couple of new ideas to it. We have also successfully tested the prototype on real

people, however the actual testing was done quite late in December. This is a pity,

since we are under the impression that more quotes from the users and a proper

transcription of the interviews could probably have made our empirical chapter come

more alive. As it stands now it appears only a brief summary of seven hours of tests.

We could also have used more man power in the programming and coding

department, especially since we were forced to drop our initial idea of building a

prototype in a 3D environment, which could exemplify changes of camera angles and

lights.

Additionally we would have liked to construct several examples of dialogue and

dialogue trees, which could have give us the opportunity to visualise what potential

problems and challenges we are facing in that department. Although we fear how the

filming would have evolved had we all had to remember our lines.

Nevertheless it has been an immensely enjoyable challenge getting all the bits and

pieces to fit together in a field that is not only new to us, but apparently to a great part

of the research community.