Here’s Looking at You, Player
The Potential of Eye Tracking Analysis for Player-centered Learning Game Design
Susanne Friedemann, Katharina Meier and Klaus P. Jantke
Fraunhofer Institute for Digital Media Technology, Children’s Media Dept., Erich-K¨astner-Str. 1a, 99094 Erfurt, Germany
Keywords:
Game-based Learning, Serious Games, Evaluation, Eye Tracking.
Abstract:
There is no doubt that technology enhanced learning, in general, and game-based learning, in particular, needs
thoughtful preparation, a careful design and a reliable implementation to meet the expectations of impact.
But e-learning systems and serious games are digital media which usually are perceived very differently by
different human learners with individually varying background and experience and within varying contexts.
Perception and impact of media are a very delicate issue to be investigated carefully on a firm scientific basis.
Digital games designed and implemented for special purposes of learning are particularly difficult to evaluate.
Eye tracking is a technology suitable for the analysis of essential features of media perception which are
relevant to learning. Eye tracking human learners’ interactions with a serious game allows for the detection of
substantial phenomena crucial for the design of game playing experiences likely to foster learning processes.
1 THE AUTHORS’ POSITION
“Here’s looking at you, kid. is a citation from the
classic movie Casablanca by Michael Curtiz, 1942,
starring Ingrid Bergman and Humphrey Bogart. The
malapropism “Here’s looking at you, User. is due to
Christian Wolff
1
in his 2009 lecture on eye tracking
in human-machine interaction. For the present paper,
this idea has been adopted and adapted to direct the
reader’s attention to eye tracking of human game play.
The authors’ particular focus is on game-based
learning (Prensky, 2001). Undoubtedly, play takes a
significant place in the development of humans and
animals allowing for risk-free exploration and experi-
ment. But contemporary serious games largely fail in
meeting the high expectations of game-based learning
(see, e.g., (Jantke, 2006a), (Jantke, 2007)). The state
of affair is harshly, but felicitously summarized by
Simon Egenfeldt-Nielsen in his book on the potential
of serious games as follows: “Edutainment started as
a serious attempt to create computer games that taught
children different subjects. Arguably, it ended up as
a caricature of computer games and a reactionary use
of learning theory.((Egenfeldt-Nielsen, 2007), p. 42)
There is a necessity to abandon this state of affair.
There is abundant evidence for the need of a wide
spectrum of methodologies and tools supporting for-
1
http://www.uni-regensburg.de/sprache-literatur-kultur/
medieninformatik/sekretariat-team/christian-wolff/vortraege
mative evaluation of the design and implementation
of serious games.
The authors’ position advocated throughout the
present paper is to employ eye tracking analysis for
the improvement of learning systems development, in
general, and of serious games, in particular.
According to the authors’ very best knowledge,
there is not yet much systematic usage of eye tracking
in the process of designing and implementing digital
games suitable for serious purposes such as training
and learning.
The authors’ opinion advocated by means of the
present conference contribution relies on a variety of
serious games developed and implemented by their
team (see, e.g., (Jantke, 2006b), (Gaudl et al., 2009),
(Jantke et al., 2009), (Arnold et al., 2013), and (Krebs,
2013) including the usage of eye tracking analysis.
The aim of the paper includes some exemplified
application of eye tracking analysis applied to some
serious game project. There is a number of qualitative
questions to be answered.
In the authors’ opinion, the usefulness of eye
tracking analysis for player-centered learning game
design and implementation can be demonstrated.
This completes the positions to be advocated below.
532
Friedemann S., Meier K. and P. Jantke K..
Here’s Looking at You, Player - The Potential of Eye Tracking Analysis for Player-centered Learning Game Design.
DOI: 10.5220/0004959205320538
In Proceedings of the 6th International Conference on Computer Supported Education (CSEDU-2014), pages 532-538
ISBN: 978-989-758-020-8
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
2 INTRODUCTORY EXAMPLE
In the following example, an eye tracking study on
the playing behavior in the serious game “1961” will
show how gaze data can provide insights in the very
individual as well as common procedures of the play-
ers when using a game-based learning application.
With the eye tracking system it is possible to follow
the subjects’ visual attention on the screen. This al-
lows for a better comprehension of the users’ game
play and bears the potential to indicate where and
when learning processes may be stimulated.
2.1 Learning by Game Playing
Digital game-based learning unites serious learning
and interactive entertainment. This is done by using
the fun of gaming for motivating players who get con-
cerned themselves with serious real world problems
(see (Prensky, 2001)). The focus is primarily on the
real action which is a basis for learning by doing.
In the point & click adventure game “1961” by
Anja Hawlitschek completed at Fraunhofer IDMT in
2011, e.g., the player finds himself on some virtual
journey back in time to the virtual year 1961 on the
virtual Sunday, August 13, in the virtual Berlin when
the Berlin Wall was built (Hawlitschek, 2010).
Figure 1: Experiencing life in Berlin in the game “1961”.
What is real in the virtual world of “1961” are
the arguments in the virtual characters’ utterances, the
problems addressed, and the positions advocated. The
virtual world of the game is wrapping the real learn-
ing contents (Jantke and Lengyel, 2012).
With the digital game “1961”, the virtual world
opens up the player’s access to this time. Virtual con-
versations of affected people confront players with
real problems, arguments, and positions of that time.
Different perspectives at the conflict are provided.
Accordingly, those conversations are key to learning.
2.2 Didactic Approach
The underlying didactic concept of the game “1961”
is based on the model of experiential learning and thus
includes self-experiencing and the reliving of events.
But for real learning, you need real aspects that are
presented in the virtual world. Thus, the players nd
in “1961”, e.g., virtual original documents such as a
newspaper or pictures of that time with real content
for a better authenticity complementing the content
of the people’s dialogs.
Utterances of virtual characters occurring in the
game world of “1961” are designed in such a way that
every utterance represents particular contents such
as, for instance, a certain social problem, particular
economic deficiencies and their impact on daily life,
or some political opinion or perspective of that time
((Hawlitschek and Niegemann, 2013), sec. 2, table 1).
The player is not given a specific learning goal, but
has a clear game goal, i.e., to find a charged battery
to, once more, reach the present (see (Hawlitschek,
2010)). While playing the user gets to know different
arguments by the game characters. The true learn-
ing contents, so to speak, is presented implicitly and
learning is assumed to take place partially unnoticed.
2.3 General Assessment
In general, learning success can be achieved espe-
cially based on experimentation, exploration and self-
experience. The player gets implicit information
about the former “world view” through the virtual
communication built on the real arguments of the
characters.
First evaluations of the game “1961” investigated
usability matters, effectiveness in terms of pedagog-
ical aims as well as game experience and cognitive
processes. Positive correlations between motivation
and learning success could be reported (see (Hawl-
itschek and Niegemann, 2013)).
Subsequently, a first exploratory evaluation which
was carried out by using an eye tracking system in
November 2013 now provides further information on
the game design. Adolescents aged from 14 to 16
years who belong to the target group of students
attending history classes in secondary school level
in Germany took part in the play testing. The ex-
ploratory study could benefit from the eye tracking
method concerningresearch questions that considered
aspects like, e.g., the decision behaviorwith respect to
the chosen ways to interact with entities, how much
time the players dedicate to certain entities, or how
entities and dialogs are perceived. Thus, an approxi-
mation to understanding gameplay takes place.
Here'sLookingatYou,Player-ThePotentialofEyeTrackingAnalysisforPlayer-centeredLearningGameDesign
533
2.4 Observations by Eye Tracking
The overall interest of this research is to gather hints
where and how implicit learning in the game “1961”
might take place and how new re-arrangements could
help to improve the game-based learning setting.
Therefore, the goal of this first and short exploratory
evaluation using the eye tracking system was to exam-
ine to what extent the test persons follow the factual
content and which persons and objects are focused
and with which intensity, e.g., by using instruments
of fixation count, gaze duration, time to first fixation
and scan paths. The focus of the evaluation was on
how dialogs are perceived and under what circum-
stances they are read by the players. Therefore, the
gaze behaviors of persons who are provided with di-
alogs were studied. It was of special interest what the
players perceived (which objects were focused and
how often), which dialogs were requested and how
these retrieved dialogs were read (which, how often
and how long, which words were focused in which
order, e.g. looking jumps and repetitions). Different
characteristics could be found and will be described
in detail with reference to one exemplary scene.
In the chosen scene (see figure 1 in chapter 2.1)
the woman at the window gives information about
ways to find the charged battery leading back to the
present on the one hand, and about the impact on peo-
ple’s daily lives through the construction of the Wall
on the other hand. Furthermore, there is a little girl
and two women speaking who are outraged by the
construction of the Wall. Some text information are
automatically displayed in this scene and thus auto-
matically appear to the player. Other dialogs however
have to be actively requested by the user through ex-
ploring the characters by clicking on them.
During the exploratoryanalysis of the eye tracking
recordings three different behaviors of handling the
dialogs in the game could be observed. The charac-
teristics of the detected ways of text perception are de-
scribed in the following paragraphs and roughly con-
firmed in the exemplary excerpt of the data.
Characteristic 1: No Text Perception. Regarding
the data, subject 4 did not request any dialog at all in
this scene (see figure 2). No interactions except walk-
ing around took place. But the eye tracking data con-
firm that the characters as well as automatically dis-
played text were fixated several times by this player
(see figure 3).
Characteristic 2: Minimum Text Perception.
Subject 3 also spent some attention on the characters
and texts in this scene. In comparison to subject 4,
some further dialogs were chosen to be read addition-
ally, but perceived only in a limited number (see fig-
ure 2).
Characteristic 3: High Text Perception. The
scene was explored in great detail by subject 1 and
2 what is shown in the high number of clicked dialogs
(see figure 2)–and more importantly–in the high num-
ber of fixations (see figure 3). In the given example
high fixation rates are an indicator of larger numbers
of words read by the player what was also confirmed
by the scan path analyses.
Figure 2: Dialogs retrieved by the subjects (click data).
Figure 3: Some differences in attention are visible in the
fixation counts (eye tracking data).
Altogether, these different ways of perceiving (ad-
ditional) textual information detected during the study
no text perception,
minimum text perception, and
high text perception
gave an insight in how several items that are impor-
tant for achieving learning goals are dealt with. A
questionnaire and an interview with the test subjects
confirmed the eye tracking findings and investigated
some reasons for the playing behavior such as, e.g., a
very goal-oriented strategy of subject 3. This led the
player to look only for promising information in order
to make fast progress in the game–but prevented him
from experiencing more interesting details which are
part of the learning goals.
In addition, it was possible to show what objects
(dialogs, words, objects or persons) had an impact
CSEDU2014-6thInternationalConferenceonComputerSupportedEducation
534
on the game behavior. For instance, in figure 4 it is
shown how single items like words within a dialog
can lead into the game world. The scan path in this
example demonstrates that stimulus words from the
woman’s monologue are searched in the game world
such as, e.g., “shopping” or “crisis”. The objects be-
longing to these keywords were strongly focused by
the subject’s eyes and thus gained the necessary atten-
tion to become part of a learning process at all. With
the eye tracking data it became possible to see, e.g.,
the order of words read, long lasting considerations or
keyword-oriented playing.
Furthermore, the data show that some characters
are addressed more often than others, e.g., the test
persons did not speak to characters like the girl in the
middle of the scene in figure 4, although it has been
fixated before by all of the subjects (figure 2 and 3).
Changes in game design like animating the girl could
open up the contact to this character. Only con-
tent gathering attention can become part of implicit
learning processes. Eye Tracking supports analyzing
where learning becomes possible at all as it shows
learners’ real actions such as reading and watching
which build a fundamental precondition for learning.
Figure 4: The scan path shows how stimulus words lead
into the scene.
To sum up, the authors’ experiment reported
above has been demonstrating that eye tracking
works, at least, for purposes such as identifying sub-
stantially different behaviors of play which correlate
with success or failure, respectively, in perceiving in-
formation crucial to human learning to be fostered
by the serious game under consideration. Roughly
speaking, it turned out, e.g., that players who act too
stringently towards success of game play are likely to
miss substantial information needed for learning.
The implications for game design and revision are
manifold. Insights arrived at by means of such an eye
tracking analysis may lead to changes of the game
mechanics, to modifications of the visual experience,
and to game adaptation to varying styles of play.
3 POTENTIALS OF THE
TECHNOLOGY
Game-based learning applications have to fulfill some
elementary expectations concerning the user’s game-
play experience on the one hand, and didactic inten-
tions on the other hand that might strongly vary from
the context of use of a serious game as well as from
the user’s knowledge, skills and former experiences.
In general, eye tracking can help to inspect game play
experiences and can also be used, to some extent, to
regard and evaluate the impact of didactic arrange-
ments. In this way, it can give feedback to designers
and developers of learning games. The short exem-
plary eye tracking study on “1961” has shown just an
entry to reasonable employment of the eye tracking
method in the process of serious game development.
Basically, eye tracking is widely known as a
technology to uncover usability matters of software
applications–very often in terms of website design
as it is described by (Nielsen and Pernice, 2010).
But there have already been a variety of studies ap-
plying eye tracking to digital games as well. This
definitely took greater efforts according to the com-
plexity of games as dynamic stimulus, but clearly
showed the benefits of eye tracking when evaluat-
ing selected game aspects (see, e.g., (Almeida et al.,
2011), (Buscher et al., 2010), (Johansen et al., 2008))
that might impact on the player experience. It became
possible, for example, to detect preferred watching re-
gions on a screen, unremarkable objects in a game and
even differing attentional progresses of inexperienced
and hardcore gamers. Furthermore, some attempts
were already made to retrace phenomena of game
play within exploratory studies like the feeling of im-
mersion or engagement (see, e.g., (Renshaw et al.,
2009), (Jennett et al., 2008)), however, still lacking
greater examinations, a clear validation of results and
systematization of the findings according to interven-
ing variables. Furthermore, it is a highly interesting
way to get insights into the interdependenciesof game
design and the mechanisms of game playing behavior
by different users that will enable us to implement di-
dactic concepts in serious games.
After more than one decade of intense eye track-
ing research some promising novel approaches came
up lately that show some first creative enhancements:
Gaze Data Representation. Visualization ap-
proaches that allow new insights into the gaze data
Here'sLookingatYou,Player-ThePotentialofEyeTrackingAnalysisforPlayer-centeredLearningGameDesign
535
will lead to more specific results and also to further
questions. For example, illustrations like so-called
space-time-cubes (Kurzhals and Weiskopf, 2013)
directly uncover trends in viewing behavior and
sequences of attentional synchrony of several users.
Superimposed 3D scan paths, three-dimensional
attentional maps or models of interest timelines
(Stellmach et al., 2010) allow detailed multi-
perspective inspections of views at 3D environments.
At this moment, the exact potentials for examining
game play using these techniques are not explored,
yet. Nevertheless, even more creative approaches
might be needed to face the analysis of those highly
individual game play recordings with gaze tracking.
Systematizationof Gaze Patterns. Although looks
are always depending on the tasks users are perform-
ing (see (Nielsen and Pernice, 2010), p. 13 ff. and
p. 422 ff.), there are some helpful collections of of-
ten shown gaze behaviors, e.g., the so-called f-shape
when reading web content. Further existing registers
like Ehmke et al.s summary of eye-movement metrics
related to usability problems and the derivation of eye
tracking pattern generalizations (Ehmke and Wilson,
2007) have to be very carefully interpreted because
of missing validation, but might give a hint on user’s
gaze behavior when using websites. Systematized eye
tracking in serious gaming contexts could open a wide
area of application and make game play experience
in manifold cases more comprehensible and, thus, in
terms of game-based learning, easier to anticipate.
Feedback on Gaze Patterns. Besides concepts di-
rectly using gaze control for steering digital games
there are some interesting game input mechanisms
like in the prototypically implemented horror-game
“Sophia”
2
(status 2013) that uses the recognition of
eye tracking patterns while playing as a parameter
to influence the story and–in this case–to terrify the
player by unexpected incidents. Seen from a didactic
point of view, concepts like this provide many ideas to
implement situations adequate for implicit learning.
Linking Gaze Patterns to Storyboards. In terms
of achieving player-centered learning game design,
eye tracking might become one key tool (among oth-
ers) to inspect crucial game sections and create ap-
propriate story alternatives upon the results. This
was basically shown in the introductory example on
“1961 (see chapter 2) when the progress of attention
on learning-relevantobjects has been analyzed.Future
research by the authors will examine, if and how such
findings can be implemented in a digital storyboard-
ing system that allows to anticipate different user-
2
http://www.uni-regensburg.de/pressearchiv/
pressemitteilung/302195.html
centered learning experiences by means of user mod-
eling and adaptive system behavior. Potentially, eye
tracking could contribute to game-based learning sce-
narios that provide customized didactic patterns un-
derlying a human user’s game play–just as he freely
explores a scene by playing.
4 LIMITATIONS OF THE
TECHNOLOGY
While eye tracking is already well-known by web-
site developers and is also partly becoming of inter-
est to the video games industry (see, e.g., (Almeida,
2012)) its potentials have not yet been systematically
explored and extended to the field of serious gaming.
When starting to discuss possible potentials of eye
tracking to impact on serious games concepts several
limitations have to be considered that underlie several
reasons, such as:
Technological Limitations
the fact of games being a special case of dy-
namic 2D- or even 3D-stimuli being controlled
by indiviual users and causing individualized
data in every session that can hardly be com-
pared one to another,
missing automation that helps processing the
huge amounts of individual data sets, e.g. in
recognizing dynamic areas of interest (AOI) or
finding object-dependent patterns in the gaze
recordings, as well as
a “lack of suitable [analysis] techniques” that
help to overcome time-consuming frame-by-
frame-analyses like it is described by ((Stell-
mach et al., 2010)).
Methodological Limitations
the necessacity of combining eye tracking data
in carefully controlled experiments with addi-
tional data by further methods like retrospective
thinking aloud-protocols (see, e.g., (Eger et al.,
2007)) to extend the information value of the
stand-alone-investigations,
still missing links in between eye tracking data
and further data gathered to describe game play
experience (Nacke et al., 2010) like using dif-
ferent methods like questionnaires, interviews,
game metrics, psychophysiological player test-
ing etc., and
missing validation of gaze patterns described
in manifold exploratory case studies such as,
for instance,(Ehmke and Wilson, 2007) and
(Kivikangas et al., 2010).
CSEDU2014-6thInternationalConferenceonComputerSupportedEducation
536
To sum up, in order to spread eye tracking as a
supporting method in serious game concepting further
analysis tools need to be developed to face specific re-
search questions as well as technical challenges, e.g.
concerning the comparability of data sets, combina-
tion of eye tracking data with data of other sources
and creative ways of visualising the gaze data to en-
able new possibilities of analysis and novel findings.
5 CONCLUSIONS & OUTLOOK
The authors admit that a comprehensive evaluation of
“1961 based on eye tracking is still badly missing, to
some extent, due to several issues raised in section 4.
The game “1961” has been used to exemplify the
way in which eye tracking analysis may lead to some
key insights into problems of serious game design.
Missing utterances in “1961” is really a crucial issue.
Nowadays, eye tracking still is a costly, but in
many fields valuable method to evaluate and support
software development. Taking advantage from the
eye tracking findings in the area of serious gaming
in educational contexts, e.g., for offering individual
player experiences or specific didactic approaches,
is still open. Systematizing available findings and re-
defining requirements of eye tracking analyses will
help fully exploring the potentials of the technology.
REFERENCES
Almeida, S. (2012). Video games and eye tracking: Does
the video game industry know eye tracking? In Play,
Game, and Society, Proc. of Videojogos 2012, 5th An-
nual Conf. in the Science and Art of Video Games,
pages 269–281.
Almeida, S., Veloso, A., Roque, L., and Mealha, O. (2011).
The eyes and games: A survey of visual attention and
eye tracking input in video games. In SBC, Proc. of
SBGames 2011.
Arnold, S., Fujima, J., Karsten, A., and Simeit, H. (2013).
Adaptive behavior with user modeling and story-
boarding in serious games. In 9th International Conf.
on Signal Image Technology & Internet-based Sys-
tems, Dec. 2-5, 2013, Kyoto, Japan.
Buscher, G., Biedert, R., Heinesch, D., and Dengel, A.
(2010). Eye tracking analysis of preferred reading re-
gions on the screen. In ACM Conf. on Human Factors
in Computing Systems (28th CHI conference 2010).
Egenfeldt-Nielsen, S. (2007). Educational Potential of
Computer Games. Continuum Studies in Education.
Continuum Intl. Publ. Group.
Eger, N., Ball, L. J., Stevens, R., and Dodd, J. (2007).
Cueing retrospective verbal reports in usability testing
through eye-movement replay. In Proc. of HCI 2007.
British Computer Society.
Ehmke, C. and Wilson, S. (2007). Identifying web usabil-
ity problems from eye-tracking data. In Proc. of HCI
2007. British Computer Society.
Gaudl, S., Jantke, K. P., and Woelfert, C. (2009). The good,
the bad and the ugly: Short stories in short game play.
In Proceedings of the 2nd International Conference
on Digital Storytelling, number 5915 in LNCS, pages
127–133. Springer-Verlag Berlin Heidelberg 2009.
Hawlitschek, A. (2010). Ein digitales Lernspiel f¨ur den
Geschichtsunterricht: Konzeption und Evaluation. In
eLearning Baltics, eLBa 2010, Proc. of the 3rd Intl.
Science Conference, pages 278–288.
Hawlitschek, A. and Niegemann, H. M. (2013). Geschichte
Lernen Didaktisches Design digitaler Lernspiele.
Medienproduktion Online-Zeitschrift f¨ur Wis-
senschaft und Praxis, (III):15–17.
Jantke, K. P. (2006a). Digital games that teach: A critical
analysis. Diskussionsbeitr¨age 22, TUI IfMK.
Jantke, K. P. (2006b). Knowledge evolution in game design
just for fun. In CSIT 2006, Amman, Jordan, April
5-7, 2006.
Jantke, K. P. (2007). Serious Games eine kritische Anal-
yse. In 11. Workshop Multimedia in Bildung und
Unternehmen “eLearning and Serious Games”, TU
Ilmenau, 20./21.09.2007, pages 7–14. TU Ilmenau,
ISSN 1436-4492.
Jantke, K. P., Gaudl, S., Hawlitschek, A., Hoppe, I., and
Lengyel, D. (2009). Knowledge games & knowl-
edge engineering. In Proc. 7th Conf. Computer Meth-
ods and Systems, Krak´ow, Poland, 26-27 November
2009, pages 129–134. Oprogramowanie Naukowo-
Techniczne.
Jantke, K. P. and Lengyel, D. (2012). Die Realit¨at in vir-
tuellen Welten. Zeitschrift f¨ur e-Learning, (1):7–22.
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps,
A., Tijs, T., and Walton, A. (2008). Measuring
and defining the experience of immersion in games.
International Journal of Human-Computer Studies,
66(9):641–661. Academic Press, Inc. Duluth, MN,
USA.
Johansen, S. A., Nørgaard, M., and Rau, J. (2008). Can
eye tracking boost usability evaluation of computer
games? In CHI 2008: Evaluating User Experiences
in Games.
Kivikangas, J. M., Ekman, I., Chanel, G., J¨arvel¨a, S., Cow-
ley, B., Salminen, M., Henttonen, P., and Ravaja, N.
(2010). Review on psychophysiological methods in
game research. In Proceedings of 1st Nordic DiGRA,
DiGRA.
Krebs, J. (2013). Moral dilemmas in serious games. In
Proc. of the International Conference on Advanced
Information and Communication Technology for Ed-
ucation (ICAICTE 2013), Sept. 20-22, 2013, Hainan,
China, pages 232–236. Atlantis Press.
Kurzhals, K. and Weiskopf, D. (2013). Space-time vi-
sual analytics of eye-tracking data for dynamic stim-
uli. IEEE Transactions on Visualization and Com-
puter Graphics, 19(12):2129–2138.
Nacke, L., Drachen, A., and G¨obel, S. (2010). Methods for
evaluating gameplay experience in a serious gaming
context. International Journal of Computer Science
in Sport (Special Edition), Volume 9(2).
Here'sLookingatYou,Player-ThePotentialofEyeTrackingAnalysisforPlayer-centeredLearningGameDesign
537
Nielsen, J. and Pernice, K. (2010). Eye Tracking Web Us-
ability. New Riders, Berkeley.
Prensky, M. (2001). Digital Game-Based Learning.
McGraw-Hill.
Renshaw, T., Stevens, R., and Denton, P. D. (2009). To-
wards understanding engagement in games: An eye-
tracking study. On the Horizon, 17(4):408–420.
Emerald Group Publishing Limited.
Stellmach, S., Nacke, L., and Dachselt, R. (2010). Ad-
vanced gaze visualizations for three-dimensional vir-
tual environments. In Proc. of the 2010 Symposium on
Eye-Tracking Research & Applications, ETRA, pages
109–112.
CSEDU2014-6thInternationalConferenceonComputerSupportedEducation
538