Serious Games for Vision Training Exercises with Eye-Tracking Technologies: Lessons from Developing a Prototype
Abstract
:1. Introduction
2. Background Literature
3. Materials and Methods
3.1. Overall Approach to Design and Development of Eye-Tracking Based Technologies for Vision Training
3.2. System Design for Vision Training
- Register a new user.
- Adjust the difficulty level of the game.
- Play/ replay the games.
- Examine visual graphs of eye movements.
3.3. Catch the Fruits Game
3.4. Eye-Tracker Setup
3.5. User Experience Questionnaire (UEQ)
3.6. The Participants
4. Results
4.1. UEQ Results
4.2. Open-Ended Questionnaire Results
- Used by children/patients (alone)?
- Used with help from somebody (parents/experts, etc.). If help is needed, who can help?
- Can it be used every day, if needed?
- Does it complement the other training? If yes, how?
4.3. Interview Results
4.3.1. Using the Eye-Tracker
4.3.2. Interaction with the Game and Objects
4.3.3. Performance of the Game
4.3.4. Suggested Improvements
5. Discussion and Future Work
- Clear and short instructions should guide the gameplay. These instructions were defined and implemented in the flow of the game.
- Short tutorials should be provided before playing the game with an illustration about the game. However, these tutorials must be tailored to the relevant problems and stakeholders.
- A complete goal should be defined when starting with the training solution—for example, adjusting parameters of games such as frequency, speed, and time for each session.
- For children who have difficulty understanding the games, some help should be given by someone, e.g., parents. How people can help, depending on their role, should also be defined. At this stage, this study only included help from the developers based on initial guidelines from vision teachers [10].
- Games should have different levels and backgrounds to overcome the boredom that can arise with repetition. This boredom can be mitigated by, e.g., including different challenges and levels in the game. While for these short tests, the games were appreciated as challenging and able to support high-quality user experiences, these issues should be considered for real use, such as when users need to train several days a week and for several weeks [44].
- Games should include factors that focus on eye movements, e.g., fixations, saccades, and smooth pursuits. Measurements of these eye movements that indicate eventual problems have not yet been described.
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Authors | Year | Vision Problem | Technology | Gamification Elements |
---|---|---|---|---|
Li et al. [22] | 2015 | Amblyopia | 3D monitor | × |
Handa et al. [29] | 2015 | Amblyopia | iPad | ✓ |
Eastgate et al. [24] | 2006 | Amblyopia | Virtual Reality | ✓ |
Jiménez et al. [30] | 2021 | Amblyopia | Virtual Reality | ✓ |
Carvelho et al. [15] | 2008 | Convergence insufficiency | Computer | ✓ |
Boon et al. [26] | 2020 | Convergence insufficiency | Virtual Reality | ✓ |
Donmez et al. [27] | 2019 | Low vision | Eye-tracker | ✓ |
Kita et al. [28] | 2020 | Eye-movements | Eye-tracker | × |
Challenge | Ocular Motor Activities | Exercises |
---|---|---|
Field of view | Saccades Visual attention Regression | Horizontal movements Vertical movements Diagonal movements Circular movements |
Visual acuity | Fixations Endurance Saccades Mini saccades | Searching/Scanning Find objects in a crowd Horizontal movements Vertical movements Diagonal movements Circular movements Smooth pursuit Find pairs/similarities Labyrinths point to point |
Stereopsis | Accommodations Convergence Double vision | Movements and flashes at a distance—different depths Objects that vary in size |
Eye-hand coordination | Use the mouse or keyboard-based on events on the screen, and vice versa. |
1 | 2 | 3 | 4 | 5 | 6 | 7 | |||
---|---|---|---|---|---|---|---|---|---|
1 | Uncomfortable | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Comfortable |
2 | Incomprehensible | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Comprehensible |
3 | Creative | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Not creative |
4 | Easy to understand | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Difficult to understand |
5 | Noticeable | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Poor |
6 | Boring | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Fascinating |
7 | Insignificant | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Interesting |
8 | Unpredictable | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Predictable |
9 | Fast | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Slow |
10 | Original | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Conventional |
11 | Obstructive | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Of support |
12 | Agreeable | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Disagreeable |
13 | Complicate | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Easy |
14 | Repellent | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Attractive |
15 | Usual | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Modern |
16 | Appreciated | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Unpleasant |
17 | Sure | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Unsure |
18 | Stimulating | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Soporific |
29 | Satisfying | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Scant |
20 | Inefficient | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Efficient |
21 | Clear | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Messy |
22 | Not much practical | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Practical |
23 | Ordered | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Unordered |
24 | Attractive | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Not attractive |
25 | Friendly | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Hostile |
26 | Conservative | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | ◯ | Innovative |
Participant | Profession | Use Spectacles | Age |
---|---|---|---|
P1 | Vision Teacher | Yes | ≈55 |
P2 | Teacher | Yes | ≈60 |
P3 | Student | Yes | 30 |
P4 | Student | No | 25 |
P5 | Student | No | 23 |
Indicator | Attractiveness | Perspicuity | Efficiency | Dependability | Stimulation | Novelty |
---|---|---|---|---|---|---|
Value | 1.9 | 2.15 | 1.5 | 1.15 | 1.55 | 0.75 |
Category | Excellent | Excellent | Good | Above Average | Excellent | Above average |
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Ali, Q.; Heldal, I.; Helgesen, C.G.; Dæhlen, A. Serious Games for Vision Training Exercises with Eye-Tracking Technologies: Lessons from Developing a Prototype. Information 2022, 13, 569. https://doi.org/10.3390/info13120569
Ali Q, Heldal I, Helgesen CG, Dæhlen A. Serious Games for Vision Training Exercises with Eye-Tracking Technologies: Lessons from Developing a Prototype. Information. 2022; 13(12):569. https://doi.org/10.3390/info13120569
Chicago/Turabian StyleAli, Qasim, Ilona Heldal, Carsten Gunnar Helgesen, and Are Dæhlen. 2022. "Serious Games for Vision Training Exercises with Eye-Tracking Technologies: Lessons from Developing a Prototype" Information 13, no. 12: 569. https://doi.org/10.3390/info13120569
APA StyleAli, Q., Heldal, I., Helgesen, C. G., & Dæhlen, A. (2022). Serious Games for Vision Training Exercises with Eye-Tracking Technologies: Lessons from Developing a Prototype. Information, 13(12), 569. https://doi.org/10.3390/info13120569