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Universal Access in the Information Society
https://doi.org/10.1007/s10209-020-00748-1
LONG PAPER
Novel hands‑free interaction techniques based onthesoftware switch
approach forcomputer access withhead movements
CagdasEsiyok1 · AyhanAskin2· AliyeTosun2· SahinAlbayrak1
© The Author(s) 2020
Abstract
Head-operated computer accessibility tools (CATs) are useful solutions for the ones with complete head control; but when it
comes to people with only reduced head control, computer access becomes a very challenging task since the users depend on
a single head-gesture like a head nod or a head tilt to interact with a computer. It is obvious that any new interaction technique
based on a single head-gesture will play an important role to develop better CATs to enhance the users’ self-sufficiency and
the quality of life. Therefore, we proposed two novel interaction techniques namely HeadCam and HeadGyro within this
study. In a nutshell, both interaction techniques are based on our software switch approach and can serve like traditional
switches by recognizing head movements via a standard camera or a gyroscope sensor of a smartphone to translate them
into virtual switch presses. A usability study with 36 participants (18 motor-impaired, 18 able-bodied) was also conducted to
collect both objective and subjective evaluation data in this study. While HeadGyro software switch exhibited slightly higher
performance than HeadCam for each objective evaluation metrics, HeadCam was rated better in subjective evaluation. All
participants agreed that the proposed interaction techniques are promising solutions for computer access task.
Keywords Interaction techniques· Universal access· Inclusive design· Switch access· Computer access· Head-operated
access· Software switch· Switch-accessible interface· Head tracking· Hands-free computer access
1 Introduction
According to the World Report on Disability[1] in 2011, it is
estimated that there have been about one billion people with
several disabilities. Besides, about 2% of the world popula-
tion—between 110 and 190 million people—have severe dis-
abilities in functioning. People with motor-impairments—as
a result of amyotrophic lateral sclerosis, carpal tunnel syn-
drome, spinal cord injury or degenerative diseases—require
assistive technology solutions to have a more independent
life. CATs are considered as one of the most efficient exam-
ples of these solutions enabling hands-free computer access.
They are generally based on human–computer interaction
(HCI) techniques where a mouse cursor is controlled by the
users complete head control ability. But when it comes to
people with only reduced head movement (i.e., the ones who
cannot operate the mouse cursor by moving head), computer
access becomes a very challenging task since the users have
to interact with a computer by a single head-gesture like a
head nod or a head tilt.
Computers have become indispensable tools with their
immense services in our increasingly digitalized world.
Unfortunately, most people with only minimal head move-
ment lack these services, since they have difficulties to
interact with their computers by means of current solutions.
The World Report on Disability[1] also reveals that 80%
of people with disabilities live in low- and middle-income
countries, which means that the majority of people with only
minimal head movements might not afford most hands-free
HCI solutions[24], since they are generally depending on
expensive devices. Although the aim of universal access is
enabling equal opportunity and access to a service or prod-
uct regardless of peoples physical disabilities by reducing
barriers, the high-cost of most current solutions creates a
new barrier financially for the majority of target group. On
the other hand, according to the International Labour Organ-
isation (ILO) statistics[5] published in 2007, an estimated
* Cagdas Esiyok
cagdas.esiyok@dai-labor.de
1 Distributed Artificial Intelligence Laboratory, Technische
Universität Berlin, Berlin, Germany
2 Physical Medicine andRehabilitation Department, Izmir
Katip Celebi University, Izmir, Turkey
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470 million of the world’s working age people live with sev-
eral disabilities. Although there have been many jobs which
are dependent only on computer usage like software coding,
exclusion of millions of working age people with disabili-
ties from the labor force leads to an increase in the Gross
Domestic Product (GDP) lost worldwide. Furthermore, they
lack a paid job which makes them feel more independent by
affording themselves financially. It is obvious that any new
HCI technique based on a single head-gesture will play an
important role to develop better CATs to enable these people
operate a computer for a more inclusive and barrier-free life.
In accordance with our efforts to find a solution for people
with only reduced head control to interact with a computer
by a single head-gesture, we began with a review of the cur-
rent head-operated solutions in Related Works section. We
noticed that the majority of interaction techniques requires a
complete head control ability. In other words, there are lim-
ited solutions which are capable of supporting single head-
gesture access for people with reduced head movements.
As a result of our literature review, we identified two major
problems of current head-operated interaction techniques
with a single head-gesture access support: (1) requirement of
dedicated devices, (2) compatibility with switch-accessible
interfaces. To overcome these problems, we employed our
software switch approach of which first examples were pre-
viously presented in Esiyok etal.s study[6].
We proposed two novel interaction techniques namely
HeadCam and HeadGyro by following the principles of
the software switch approach. Both interaction techniques,
major problems of the current solutions, and our soft-
ware switch approach were explained in detail in Software
Switches section. In a nutshell, both interaction techniques
can serve like traditional switches by recognizing the head
movements via a standard camera or a gyroscope sensor of
a smartphone to translate them into virtual switch presses.
Furthermore, they do not require a dedicated device and are
compatible with most of switch-accessible interfaces. As
low-cost alternatives, they can be replaced with expensive
traditional head switches for computer access. They are also
capable of recognizing any motion of the other body parts,
such as the users shoulder or leg, which makes them quite
flexible switches. By this way, different physical gestures
can be targeted easily, when the user becomes tired. Besides,
both proposed software switches do not require physical
strength to be activated unlike physical switches; especially
HeadGyro can even detect a minimal head movement to
transform it into an emulated switch press.
A usability study with 36 participants (18 motor-
impaired, 18 able-bodied) was conducted in order to col-
lect objective and subjective evaluation data. The SITbench
1.0[7] benchmark was employed for objective evaluation.
Moreover, we also applied a System Usability Scale (SUS)
[8] questionnaire for subjective evaluation. While HeadGyro
showed slightly higher performance than HeadCam for each
objective evaluation metrics, HeadCam was rated better than
HeadGyro in subjective evaluation. All participants agreed
that the idea of controlling a computer via a single head-
gesture without requiring any dedicated device sounded very
promising.
Given that the majority of the current solutions requires
expensive dedicated devices, and that 80% of people with
disabilities live in low- and middle-income countries[1],
proposed software switches are expected to have a con-
siderable impact. Currently, they are the only options for
people with reduced head control (i.e., those who have to
use a switch-based system for computer access) who cannot
afford any dedicated device. On the other hand, considering
there have been many jobs which are dependent only on
computer usage like software coding, any tool for computer
access undoubtedly helps these people to participate in the
labor force, which will result in a decrease in the global
GDP lost. Furthermore, the ones who can perform a paid-job
will feel like they are more independent by affording them-
selves financially. Also, software switches can be employed
as alternative inputs for multi-modal HCIs beyond assis-
tive technology related purposes. Since HeadGyro software
switch is not affected by external factors like light or wind, it
could also be employed for outdoor activities (e.g., operating
a wheelchair).
This paper proceeds with the Related Works section to
summarize the current head-operated interaction techniques
for computer access. In the Software Switches section, we
identify the common problems of current interaction tech-
niques and introduce our software switch approach with two
software switches called HeadGyro and HeadCam proposed
within this paper. Subsequently, we evaluate both interaction
techniques by presenting objective and subjective evalua-
tion results of our usability study in the Evaluation section.
Finally, we conclude and discuss our study in the Conclusion
and Discussion section.
2 Related works
In this section, from a broader perspective, we reviewed the
current head-operated HCI solutions that provide alternative
means for computer access. We preferred to separate them
into two main groups according to the condition whether
they have a single head-gesture access support.
2.1 Head‑operated interaction techniques
withoutasingle head‑gesture access support
Interaction techniques in this group require a complete
head control ability for hands-free computer access. In
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principle, they translate the users’ head movements into
mouse cursor movements in several ways:
One of the most popular techniques is wearing iner-
tial sensors, such as a gyroscope or an accelerometer
on the head (via a helmet or a cap) to control a mouse
pointer[919]. These inertial sensor-based systems are
mostly combined with a different sensor/switch to perform
a mouse click task (e.g., in a way that head movements are
detected by inertial sensors to control mouse pointer, and
mouse clicks are performed by a puff switch). Another
sensor-based solution called Headmaster Plus[20], which
was evaluated in the work by LoPresti etal.[21], consists
of ultrasonic sensors. Briefly, the user wears a headset
including three ultrasonic sensors that wait an ultrasonic
signal from a stationary transmitter on the users computer.
In this way, ultrasonic sensors determine the orientation
of the user’s head to convert them into mouse pointer
coordinates.
Using a head pointer—a head-worn stick in princi-
ple—is another solution which permits the users to con-
trol, press or touch any target[22] by head, although this
method is rarely preferred nowadays. Similarly, head-oper-
ated joysticks are alternative tools which enable the users
to point mouse cursor on the screen[23].
On the other hand, a specific part of the user’s face
(e.g., the tip of the nose) or the users whole head can be
tracked by a standard camera in order to transform head
movements into mouse cursor movements on a computer
screen[2444]. Mouse click tasks, such as left or right
click, are generally performed with the dwelling method
(i.e., the user holds the mouse cursor steady for a given
amount of time to perform the click tasks) or with multi-
modal approaches by means of other gestures like eye-
blinks or tooth-clicks.
In addition to the above-mentioned approaches, head
movements can also be followed by special camera-based
systems to control a mouse cursor. In such systems, the
user wears small reflective dots on his/her head/face or an
infrared LED (light-emitting diode) which is placed on a
helmet or a pair of glasses. These reflective dots are illu-
minated by an infrared or near infrared light source, and
then a standard camera[4547] or an infrared camera[48]
tracks the position of target signals (coming from reflec-
tive dots or an infrared LED) for mouse cursor pointing.
On the other hand, RGB-D cameras as new vision sensor
technologies are also able to do 3D mapping of head posi-
tion to control mouse pointer[49].
2.2 Head‑operated interaction techniques
withasingle head‑gesture access support
For those with only reduced head control, there have
been limited solutions which are able to support single
head-gesture access. Using a traditional button switch via
a scanning interface is a common technique where a head
switch is mounted close to the users head in a way that the
user can hit it by tilting the head (or by any activity moving
head)[50, 51]. In addition to traditional hardware switches,
there are just a few software-based solutions[52, 53] dem-
onstrating mouse click tasks with a single head-gesture. In
software-based solutions, first the users are enabled to navi-
gate the mouse cursor to the desired location by vision-based
head tracking methods, and then mouse clicks are emulated
according to the users’ head-gestures as an alternative to
dwelling method.
3 Software switches
This section begins with a subsection which explains how
we handle the detected problems of current interaction tech-
niques by applying our software switch approach. Then, we
introduce the common user interface of both software switch
proposed. Afterward, HeadCam and HeadGyro software
switches are also explained, respectively.
3.1 The software switch approach
Our software switch approach has two principles: an inter-
action technique based on our software switch approach (1)
should not require any dedicated devices, and (2) should be
configurable to be compatible with switch-accessible inter-
faces. By following these principles, we proposed two inter-
action techniques within this study. Detected major problems
of the single head-gesture compatible interaction techniques
(in Sect.2.2) and proposed solutions based on our software
switch approach are presented below:
1. Requirement of Dedicated Devices: The majority of cur-
rent solutions for computer access depend on dedicated
devices which might be hard to afford for the ones living
in low- and middle-income countries[24]. The high-
cost of dedicated devices leads to a new financial bar-
rier. Any new efficient solution based on an expensive
device will not make any sense for these people, unless
proposed solutions are affordable for them. Therefore, as
the first principle of our software switch approach, inter-
action techniques for people with reduced head control
should not require any dedicated device beyond standard
computer peripherals like a microphone or a camera. At
this point, as the only reasonable exception, we decided
to exclude smartphones from the dedicated devices list,
because the total number of smartphones—3.2 billions
in 2019[54]—got ahead of the total number of comput-
ers in recent years worldwide[55], which makes them
easy to access for people in even low-income countries.
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Besides, smartphones are capable of providing several
services to the users unlike dedicated devices which
are produced with a specific aim. To sum up, while
software-based solutions[52, 53] do not require any
dedicated devices, traditional button switches are dedi-
cated devices beyond standard computer peripherals. As
low-cost solutions, HeadCam and HeadGyro software
switches are based on a standard camera and a gyro-
scope sensor of a smartphone, respectively;
2. Compatibility with Switch-accessible Interfaces: The
majority of current solutions reported in literature are
only compatible with a specific switch-accessible inter-
face. To make it clear, first the mechanism of a scanning-
based interface and standardization problem should be
understood. In principle, unlike direct selection (such
as typing on a keyboard), the scanning interface high-
lights items one-by-one on the computer screen, and
the user activates the switch when the desired item is
highlighted. Between switch-accessible interface and
the switch, there is a switch adapter which is a dedi-
cated device to transform switch activation signals into
meaningful keyboard presses or mouse clicks. Following
a switch activation, switch adapter emulates a specific
keyboard character or a mouse click event (depending on
the manufacturer of switch interface) and send it to the
computer in order to communicate with switch-accessi-
ble interface. But the main problem in this case is that
there has not been any commonly agreed standard for
the communication between switches and switch-acces-
sible interfaces; while some switch- accessible interfaces
expect to receive a specific keyboard character like
space, the others expect to receive a mouse click. This
standardization problem is partially solved by a switch
driver software permitting the users to assign a specific
character or mouse click—following a switch activa-
tion—which is expected by the target switch-accessible
interface. However, these switch driver software are only
compatible with a limited number of switch adapters
of specific brands, which makes them partial solutions
for the standardization problem. In other words, each
switch adapter requires its specific switch driver soft-
ware. Although current software-based solutions[52,
53]—which are able to emulate mouse clicks—support
single head-gesture and do not require any dedicated
device, they are only compatible with specific switch-
accessible interfaces which can be controlled with a
mouse click as a switch input signal. To the best of our
knowledge, there is not any complete solution for this
standardization problem in literature. Both interaction
techniques proposed within this study can be configur-
able to generate any expected keyboard characters or
mouse clicks, which makes them compatible with most
switch-accessible interfaces. They provide a better
solution to the standardization problem than the current
solution where a switch driver and a traditional switch
are required to purchase. In other words, they are able to
both detect a head-gesture like a traditional switch and
allow the users to assign the expected keyboard charac-
ters or mouse clicks—which will be sent to the switch-
accessible interface—like a switch driver.
3.2 The user interface
We designed an interface as shown in Fig.1a which
was employed for both software switches. Gamifica-
tion techniques were applied to make software switches
more engaging and fun. An initial state of the interface—
where the user has a stable head position—can be seen
in Fig.1a. The interface includes three dynamic game
elements: (1) the earth, (2) the left and (3) the right red
border lines. All three elements can be controlled by
the user’s head movements called pitch, yaw and roll
(Fig.1b). Sensitivity to control the game elements can be
set according to the users head control capability. As the
Fig. 1 a The initial state of
the interface of both software
switches. b Rotational move-
ments of a head
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sensitivity level gets higher, the user can move the game
elements with a slower and minor head movement. The
mission of the game is to save the earth from the grav-
ity of a black hole by moving these three game elements
until the earth intersects with the red border lines. Switch
press and switch release are emulated according to this
intersection situation. In other words, as soon as the earth
intersects with the red border lines, a switch press is emu-
lated until the end of intersection, while a switch release
is emulated once the intersection between the earth and
the red border lines is terminated. The intersection (i.e.,
switch press) is followed by a visual or an auditory sen-
sory feedback provided to the user. In order to calibrate
the earths position, we simulated a gravity function that
pulls the earth toward the black hole constantly. The grav-
ity function becomes ineffective during intersection (i.e.,
switch press). Once the intersection is over (i.e., switch
release), the gravity function is reactivated. In this way, if
the user keeps his/her head stable for a while when there
is not any intersection, the earth will be pulled to its ini-
tial position eventually by gravity (i.e., to the center). As
illustrated in Fig.2, each of six different head-gestures
(i.e., rotational movements of the head) results in six dif-
ferent intersection states. While pitch (Fig.2a) and yaw
(Fig.2b) movements control the earths position, roll
movements (Fig.2c) operate the position of the right and
the left red border lines.
3.3 HeadCam
HeadCam is based on a real-time video motion tracking
algorithm which is similar with the study by Esiyok etal.
[6]. In principle, the users head is tracked by a built-in cam-
era or a standard web-cam to translate the roll movements
of the user’s head (as can be seen in Fig.2c) captured by
the camera into an emulated switch press. Before launch-
ing HeadCam application, in the configuration step, the user
assigns the color of the tracked object through a RGB (red,
green, blue) sphere with specified radius for Euclidean color
filtering. The algorithm of HeadCam is listed step-by-step
below:
Video frames are taken by a camera with a frame rate
of 15 frames per second and a frame size of
320 ×240
pixels (Fig.3a);
Euclidean color filtering is applied for each video frames
(Fig.3b). By this way, Euclidean color filtering filters the
colors outside of the RGB sphere with specified center
and radius which are assigned at configuration step. In
other words, it keeps the pixel within the specified color
sphere and fills the other remaining pixels with the black
color;
Following Euclidean color filtering, video frames are
converted to gray-scale images (Fig.3c);
All objects are detected in video frames through the
Connected Component Labeling (CCL) method which
groups together pixels belonging to the same connected
component and treats them as separate objects. Follow-
ing object detection, for each object, a rectangle is drawn
according to the edge of the object (Fig.3d);
The greatest object (i.e., the one whose rectangle has the
largest area) is chosen if there is more than one object
detected (Fig.3e);
The center point of the rectangle of the greatest object is
tracked in real-time on the frame (Fig.3f);
Every motion of the greatest object (i.e., center point of
the rectangle) is transformed into the motion of the right
or left red border lines as it is depicted in Fig.2c;
Once the earth intersects with the red border lines, a
switch press is emulated.
Fig. 2 Six different intersection states of the interface according to rotational movements of a head
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An image processing library called AForge.NET was
employed for filtering (Euclidean color filtering) and object
detection (CCL). HeadCam is compatible with Windows-
based operating systems and was developed under .NET 4.5
framework. Two roll movements of the users head (right
and left head tilts) can be easily recognized by HeadCam,
which makes our software switch capable of supporting dou-
ble switch inputs for switch-accessible interfaces.
3.4 HeadGyro
HeadGyro interaction technique, basically, employs 3-axis
gyroscope data of a smartphone—where the smartphone is
placed on the user’s head—to convert the rotational move-
ments of the user’s head into emulated switch presses. The
smartphone can be placed on the user’s head in several ways.
For example, the user can wear a cap which is attached to
the smartphone or a modified belt holding the smartphone as
can be seen in Fig.4. The gyroscope is an important inertial
sensor and mainly used to measure angular velocity of the
sensor in inertial space. In other words, it measures the rate
of change of the sensor’s orientation. Today, inertial sen-
sors like gyroscope are based on microelectromechanical
system (MEMS) technology. They are employed in mod-
ern smartphones frequently since they are small, cheap,
light, and offer low power consumption. In spite of all these
advantages, because of the electromagnetic interference and
the influence of semiconductor thermal noise, MEMS based
solutions might suffer from noise, which affects the accuracy
of the detected angular velocity. We preferred the Kalman
filter, which is a frequently used method in literature[5659]
for gyroscope data considering the real-time requirements,
to avoid the noise. We also developed a mobile application
depending on the Android operating system—which com-
municates with the computer in a wireless local area network
(WLAN)—to convey the stream 3-axis gyroscope data to
the computer. As can be seen in Fig.1, roll, pitch, and yaw
movements are represented by the angular velocity around
each 3-axis of coordinate system as X, Y, and Z, respec-
tively. The algorithm behind HeadGyro is briefly described
step-by-step below:
Real-time angular velocity data originated from smart-
phones 3-axis gyroscope sensor is drawn by our Android
application;
The Android application streams this gyroscope data,
which holds three different angular velocity measure-
Fig. 3 Steps of head tracking algorithm: a take video frames via cam-
era; b apply Euclidean color filter for each frame; c convert video
frames to gray-scale; d detect all objects in each frame by connected
component labeling method; e choose the greatest object for each
frame; f track the position of the greatest object
Fig. 4 The placement of the smartphone on the user’s head for Head-
Gyro software switch
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ments from 3-axes (X, Y, Z), wirelessly to HeadGyro
software switch running on computer;
For each channel (X, Y, Z), the Kalman filter is applied
to reduce the noise as shown in Fig.5;
Every motion of the user’s head is recognized according
to filtered angular velocity measurements from 3-axes
in HeadGyro, and these measurements are converted
into the motion of the game elements as illustrated in
Fig.2. For example, if the angular velocity originated
from z-axis is measured as a positive value, then the earth
moves to the left side relatively; while it moves to the
right side if the measured angular velocity value is nega-
tive;
Once the earth intersects with the red border lines, a
switch press is emulated.
For Kalman fiter, we employed the MathNet.Filtering
library. Like HeadCam software switch, HeadGyro is also
compatible with Windows-based operating systems, and it
was developed in the .NET 4.5 framework. It can provide up
to six switch inputs for switch-accessible interfaces, since
all six rotational head movements can be easily detected by
HeadGyro.
4 Evaluation
A usability study was conducted to collect objective and
subjective data. In this section, firstly we introduce the char-
acteristics of participants. Then, we present the apparatus
used within this study. Afterward, we briefly explain the
SITbench 1.0 and the procedure applied during the evalua-
tion of HeadCam and HeadGyro. At last, we conclude the
section with our experimental findings.
4.1 Participants
Following the approval by the Ethics Committee of the Izmir
Katip Celebi University (Turkey) on 10.10.2018 (decision
number: 332), the usability study was conducted at Medi-
cal Faculty of the University (Turkey). All participants gave
their informed consent before they participated in the study.
Consent for publication of human images in this article
was also received. A total of 36 participants, including 18
females and 18 males, took part in the evaluation of the pro-
posed systems. While the disability group (DG) comprises
18 participants with motor-disabilities whose ages ranged
between 18 and 68, the control group (CG) without disabili-
ties includes 18 people (12 females, 6 males) whose ages
ranged between 18 and 59.
In Table1, age statistics of all participants are summarized
according to groups. We also summarize the main character-
istics of all participants in Table2. As an inclusion criteria, all
voluntary participants in DG had several difficulties control-
ling their heads and thus could not operate a computer with
conventional ways (i.e., with a mouse and a keyboard). They
were all under medical treatment for several motor disabilities,
while the experiments were conducted. On the other hand,
Fig. 5 Two different stream data graphs based on the x-axis of the gyroscope sensor of two different participants when participants nod head.
Blue and red lines represent unfiltered and Kalman filtered gyroscope data, respectively
Table 1 Age statistics of the participants according to groups
Group Gender Mean age Number of
participants
Mix Mix 43.2 (sd = 15.3) 36
Mix Female 39.3 (sd = 14.2) 18
Mix Male 47.1 (sd = 15.7) 18
DG Mix 46.1 (sd = 17.3) 18
DG Female 38.0 (sd = 19.5) 6
DG Male 50.1 (sd = 15.4) 12
CG Mix 40.3 (sd = 12.8) 18
CG Female 39.9 (sd = 11.8) 12
CG Male 41.3 (sd = 15.7) 6
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voluntary participants of CG were generally accompanies of
DG or staff working at the Physical Medicine and Rehabilita-
tion Department. All participants met the following inclusion
criteria: they were able to (1) find a target on the screen; (2)
follow a moving target; (3) maintain gaze on a stable target; (4)
stay focused on tests during experiments. All participants in
DG had difficulties to control their hands. Besides, there were
five participants in DG with reduced head control. We also
applied the mini-mental state examination (MMSE)—30-point
questionnaire for cognitive assessment—to validate whether
the participants can meet the cognitive ability to complete our
tests.
4.2 Apparatus
A laptop computer (Lenovo G505S; CPU: AMD A8-4500M
1.9 GHz; RAM: 6 GB DDR3; screen: LCD 15.6; OS: Win-
dows 10 64 bits; resolution:
1600 ×900
), an integrated camera
(max digital video resolution:
1280 ×720
; Image Sensor Type:
0.3 MP CMOS), and a smartphone with a gyroscope sensor
(Sony Xperia XZ1 Compact; CPU: Qualcomm Snapdragon
835; RAM: 4GB; OS: Android Oreo 8.0) were employed for
the experiments.
4.3 The SITbench 1.0 benchmark
We used the SITbench 1.0[7] benchmark which helps
researchers to evaluate switch-based systems objectively. By
means of this tool, objective evaluation data can be collected
and saved automatically with standardized tests. To this end,
we employed the Tie-Smiley Matching Game (TSMG) and
Hungry Frog Game (HFG) tests of the SITbench 1.0.
4.3.1 TSMG
Briefly, TSMG is a switch-accessible interface based on the
automatic linear scanning method where each smiley is high-
lighted one-by-one for a given scan time. It includes five dif-
ferent templates. As can be seen in Fig.6, the scanning array
of each template consists of 26 smileys in total. Count and
order of red and yellow smileys differ for each template. As an
indirect selection, the user activates the switch when the high-
lighted smiley is the red one. A click sound is also provided
to the user as an auditory prompt once the target red smiley is
highlighted. The mission of the game is to match each smiley
with a tie of the same color (i.e., red to red, yellow to yellow).
To achieve this, the user activates the switch only if the high-
lighted smiley is the red one. Figure6 shows a sample view
after the user completed a trial. Confusion matrix variables as
true positives (TP), false positives (FP), false negatives (FN),
and true negatives (TN) are counted automatically. Then all
performance metrics as accuracy, precision, recall and false-
positive rate are calculated by the SITbench 1.0 according to
the following formulas:
(1)
accuracy
=
TP
+
TN
TP +TN +FP +FN
(2)
precision
=
TP
TP +FP
(3)
recall
=
TP
TP +FN
Table 2 Main characteristics of the participants
The user Age Gender Disability
DG1 68 Male Hemiplegia
DG2 21 Female Hemiplegia
DG3 59 Male Hemiplegia
DG4 27 Male Tetraplegia
DG5 58 Male Hemiplegia
DG6 57 Male Hemiplegia
DG7 31 Female Hemiplegia
DG8 18 Female Hemiplegia
DG9 34 Female Hemiplegia
DG10 63 Female Hemiplegia
DG11 53 Male Hemiplegia
DG12 65 Male Hemiplegia
DG13 38 Male Hemiplegia
DG14 62 Male Hemiplegia
DG15 61 Female Hemiplegia
DG16 34 Male Hemiplegia
DG17 23 Male Hemiplegia
DG18 58 Male Hemiplegia
CG19 18 Female None
CG20 51 Female None
CG21 43 Female None
CG22 55 Male None
CG23 22 Male None
CG24 27 Male None
CG25 59 Female None
CG26 25 Female None
CG27 32 Male None
CG28 41 Female None
CG29 50 Female None
CG30 28 Female None
CG31 40 Female None
CG32 34 Female None
CG33 45 Female None
CG34 45 Female None
CG35 58 Male None
CG36 52 Male None
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4.3.2 HFG
HFG is the other single-switch-accessible test of the SIT-
bench 1.0 (Fig.7). In a nutshell, a trial includes ten tasks,
and each task is achieved in a way that (a) the user does not
move until a fly appears on the screen, (b) the user acti-
vates the switch as fast as possible once the fly is appeared,
(c) a frog eats the fly when the switch is activated. After
ten tasks of a trial are completed, the SITbench 1.0 meas-
ures the following six evaluation metrics automatically: (1)
average press time of all ten tasks, i.e., the average time
from when the fly appears to when the switch is pressed;
(2) average release time of all ten tasks, i.e., the average
time from when the switch is pressed until it is released; (3)
(4)
false positive rate
=
FP
FP +TN
the fastest press time within ten tasks; (4) the slowest press
time within ten tasks; (5) the fastest release time within ten
tasks; (6) the slowest release time within ten tasks. HFG
includes five different scenarios. For each scenario of HFG,
waiting times (i.e., the time between when the user starts to
wait the appearance of a fly and when the fly appears on the
screen) differ.
4.4 The SUS questionnaire
The SUS questionnaire[8], which is an industry standard,
consists of ten statements with a five-point Likert scale as
can be seen in Table3. Scale values range from 1 to 5 (1 =
strongly disagree, 2 = disagree, 3 = neither agree nor disa-
gree, 4 = agree, 5 = strongly agree). A SUS score (ranging
from 0 to 100) is calculated based on scale value of the
statements in a way that: (1) score contributions of each
statement are summed where the score contribution is the
scale value minus 1 for statements 1, 3, 5, 7, 9; the score
Fig. 6 A general view of TSMG following a user performance with several mistakes (i.e., with false negatives and false positives)
Fig. 7 A view of HFG in the
end of a trial
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contribution is 5 minus the scale value for statements 2, 4,
6, 8, 10; (2) the sum of the score contributions is multiplied
by 2.5 to calculate the SUS score.
4.5 Procedure
At the beginning, the participants were informed about the
test verbally. Then, we ensured that the participants and
devices were positioned properly. Following a proper posi-
tioning, we let them practice the tests (in a counterbalanced
order) under our guidance, until they feel confident to start
the tests. Afterwards, we applied two tests of the SITbench
1.0 to collect objective data: (1) TSMG: each software
switch was tested by each participant (
n=36
) with the first
three templates of TSMG where scan time was 1000 milli-
seconds; (2) HFG: each software switch was tested by each
participant (
) with the first three scenarios of HFG.
We applied the tests in the counterbalanced order to avoid
learning and repetition effects. In order to prevent mental
or physical fatigue, we allowed the participants to get rest
up to 5min between the experiments. For each participant,
it took 15–30min to complete the experiments including
breaks. We have not observed any fatigue in any period of
the experiments. At the end of the SITbench 1.0 experi-
ments, we also applied the SUS questionnaire to the par-
ticipants for quantitative subjective evaluation. Besides, we
collected the qualitative subjective data via our observations
and participants’ responses of open-ended questions about
two software switches proposed within this study.
4.6 Objective data based results
As can be seen in Fig.8, according to the results of the
TSMG experiments, HeadGyro demonstrated slightly better
performance than HeadCam in all performance evalua-
tion metrics (accuracy, precision, recall, and false-positive
rate). In terms of accuracy, the mean value of HeadGyro
(
m=0.938
) was greater than HeadCam (
m=0.904
), and
the difference between mean values was found statistically
significant (p < 0.05) according to Students t-test for both
software switches. For precision, HeadGyro (
m=0.921
)
exhibited better performance than HeadCam (
m=0.872
),
and there was a significant difference between means (p <
0.05). Regarding recall, HeadGyro (
m=0.910
) was fol-
lowed by HeadCam (
m=0.863
) with a significant difference
between means (p < 0.05) of both interaction techniques.
For false-positive rate, HeadCam (
m=0.077
) was ahead of
HeadGyro (
m=0.048
), and the difference between means
was significant (p < 0.05).
Figure9 presents the mean values of each software switch
for TSMG depending on the participant groups (Mix, DG,
CG). CG members performed better than DG members for
both software switches according to the mean values through
accuracy, precision and recall evaluation metrics. In false
positive rate score, DG had higher scores than CG for soft-
ware switches, which means that DG members made false
selections more frequently when compared to CG members.
The Students t-tests for both interaction techniques through
all evaluation metrics was applied to check whether there
is a significant difference between the performance of DG
members and CG members. The difference between means
between DG and CG was not significant for all metrics.
Likewise, HeadGyro proved a better performance in
comparison to HeadCam for all HFG evaluation metrics
(Fig.10) (average press time, average release time, the fast-
est press time, the slowest press time, the fastest release
time, and the slowest release time). Mean and p-values of
both interaction techniques are presented in Table4 based
Table 3 SUS questionnaire statements with average scale values through participant groups
𝛥
symbol was replaced with HeadGyro and HeadCam, respectively, during assessment
Statements HeadGyro average scale HeadCam average scale
Mix / DG / CG Mix / DG / CG
1. I think that I would like to use
𝛥
frequently 4.11 / 4.16 / 4.06 4.07 / 4.10 / 4.04
2. I found
𝛥
unnecessarily complex 1.16 / 1.10 / 1.22 1.14 / 1.10 / 1.18
3. I thought
𝛥
was easy to use 4.41 / 4.32 / 4.50 4.30 / 4.25 / 4.35
4. I think that I would need the support of a 2.22 / 2.09 / 2.35 1.52 / 1.45 / 1.59
technical person to be able to use
𝛥
5. I found the various functions in
𝛥
were well integrated 4.30 / 4.32 / 4.28 4.30 / 4.26 / 4.34
6. I thought there was too much inconsistency in
𝛥
1.19 / 1.23 / 1.15 1.22 / 1.21 / 1.23
7. I would imagine that most people would learn to use
𝛥
very quickly 4.33 / 4.24 / 4.42 4.33 / 4.27 / 4.39
8. I found
𝛥
very cumbersome to use 1.41 / 1.31 / 1.51 1.11 / 1.10 / 1.12
9. I felt very confident using
𝛥
3.97 / 3.92 / 4.02 4.27 / 4.21 / 4.33
10. I needed to learn a lot of things before I could get going with
𝛥
1.13 / 1.10 / 1.16 1.13 / 1.14 / 1.12
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on HFG experiments. According to p-values based on the
Students t-test results of all participants for both interac-
tion techniques, it is demonstrated that there is a statistically
significant difference between the means of HeadGyro and
HeadCam through all evaluation metrics.
4.7 Subjective data based results
Results of the SUS questionnaire as quantitative subjective
data are listed in Table3. The average scale values acquired
from all participants are represented according to HeadGyro
and HeadCam through participant groups as mix, DG, and
CG. For mix group, the average SUS scores are calculated
as 85.0 and 87,9 for HeadGyro and HeadCam, respectively.
In DG, the average SUS score is 85,3 for HeadGyro, while
it is 87.8 for HeadCam. On the other hand, in CG, the aver-
age SUS score is calculated as 84.7 for HeadGyro, while it
is calculated as 88.0 for HeadCam. According to the SUS
adjective rating scale[60], all SUS scores can be considered
as excellent. After the experiments, all participants agreed
that both proposed interaction techniques are promising
solutions for computer access tasks. They also declared
that they were looking forward to experience both software
switches to control a computer. Regarding to experiments
with the SITbench 1.0, five participants stated that they
would perform better if the scanning speed of the TSMG test
was set to a slower value, while four participants suggested
to increase the size of smileys. All participants were pleased
with the visual and auditory sensory feedback provided to
the user during tests once the switch is activated or the target
is appeared. While 31 of all participants declared that they
would prefer to use HeadCam for computer access, 5 of them
chose HeadGyro as their favorite software switch. They all
agreed that gamification techniques made software switches
more engaging. None of the participants experienced any
fatigue during tests.
5 Conclusion anddiscussion
Hands-free computer access via head movements is already
a challenging task in comparison to conventional ways, but
when it comes to people with limited head control, computer
access becomes a more challenging task since the users are
obliged to interact with a computer by a single head-gesture
like a head nod or a head tilt. On the other hand, the high-
cost of dedicated devices—employed by the majority of
current head-operated HCI solutions—creates a new bar-
rier, although the aim of universal access is to break the
barriers to enable equal opportunity and access for people
with disabilities.
Alternative computer access methods can provide several
useful services for people with motor disabilities in every
part of life, such as communication and education. Any
new interaction techniques enabling computer access with
minimal head movements will obviously help to enhance the
quality of life and the self-sufficiency of people with reduced
head control ability alone. Therefore, we proposed two novel
interaction techniques namely HeadGyro and HeadCam
which depend on the gyroscope sensor of a smartphone and
a standard camera, respectively. Both interaction techniques
are based on our software switch approach that provides a
comprehensive solution to the following problems of the
current single head-gesture based interaction techniques:
(1) requirement of dedicated devices and (2) compatibility
with switch-accessible interfaces. In accordance with the
two principles of our software switch approach, HeadGyro
and HeadCam software switches (1) do not require any dedi-
cated devices and (2) are configurable to be compatible with
switch accessible interfaces. In a nutshell, both software
switches can serve like traditional switches by recognizing
head movements via a standard camera or a gyroscope sen-
sor of a smartphone to transform them into virtual switch
presses.
Fig. 8 Mean values of interaction techniques acquired from all participants through evaluation metrics of TSMG including accuracy, precision,
recall, and false positive rate (*p < 0.05)
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Fig. 9 Mean values of the software switches through evaluation metrics (accuracy, precision, recall, false positive rate) according to the partici-
pant groups (Mix, DG, CG)
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According to the evaluation data of the conducted usabil-
ity study with 36 participants (18 motor-impaired, 18 able-
bodied), HeadGyro showed slightly better performance than
HeadCam in objective evaluation, while HeadCam was rated
better than HeadGyro in subjective evaluation. Furthermore,
31 of all participants declared that they would prefer to use
HeadCam for computer access, while 5 of them selected
HeadGyro. Based on our observations, the reasons behind
this situation are as follows: (1) The head control ability is
the key factor for this situation. Those who have complete
head control ability (31 participants) rated HeadCam, while
the ones with reduced head control (5 participants) pre-
ferred HeadGyro since it is more sensitive and thus capable
of recognizing tiny head movements; (2) Those with com-
plete head control can easily activate the software switch
via a standard camera. As expected, wearing a smartphone
on head was found an unnecessary solution by the partici-
pants as long as their head control capability remains unim-
paired or their head movements can be detected by Head-
Cam. However, HeadGyro can be advantageous if (1) the
users cannot move their head enough to be recognized by
a camera, or (2) the external factors (e.g., low/high light or
any moving object behind the user) cannot be tolerated by
camera-based tracking. As can be concluded from the results
of objective evaluation, HeadGyro works in a more sensitive
way in comparison to HeadCam.
Both software switches can serve as the only low-cost
options for people with limited head control who can-
not afford the systems depending on high-cost dedicated
devices. Beyond head motions, proposed software switches
can be quite flexible by recognizing the other body motions
to transform them into emulated switch presses. This flex-
ibility also permits the user to change the targeted body
motion once the user becomes tired. On the other hand,
proposed software switches can also be employed by multi-
modal systems as new input techniques beyond the assistive
technology area (e.g., as a new input for a computer video
game). As another application domain, HeadGyro software
switch might be preferred during outdoor activities, since it
is quite durable against external factors like low light, high
noise, and air conditions. As a future work, any other physi-
cal gesture—which is well-controlled by the user—can be
targeted to evaluate the efficiency and usability of the pro-
posed interaction techniques. Both software switches can
also be employed by a single-switch accessible CAT to see
their performance in a real-life scenario.
Acknowledgements Open Access funding provided by Projekt DEAL.
We would like to thank Dr. Brijnesh Jain and Dr. Fikret Sivrikaya for
their valuable suggestions. The authors are grateful to the participants
for their valuable time. The first author holds the Ministry of National
Education Scholarship of the Turkish Republic.
Fig. 10 Mean values of two software switches for all participants through HFG evaluation metrics (average press time, the fastest press time, the
slowest press time, average release time, the fastest release time, and the slowest release time) (*p < 0.05; **p < 0.01)
Table 4 Mean values of HeadGyro and HeadCam through HFG eval-
uation metrics (average press time, the fastest press time, the slow-
est press time, average release time, the fastest release time, and the
slowest release time) for all participants
Metric type HeadGyro HeadCam
Average press 0.514 0.582
The fastest press 0.402 0.424
The slowest press 0.670 0.775
Average release 0.204 0.255
The fastest release 0.140 0.176
The slowest release 0.281 0.342
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Compliance with ethical standards
Conflicts of interest On behalf of all authors, the corresponding author
states that there is no conflict of interest.
Open Access This article is licensed under a Creative Commons Attri-
bution 4.0 International License, which permits use, sharing, adapta-
tion, distribution and reproduction in any medium or format, as long
as you give appropriate credit to the original author(s) and the source,
provide a link to the Creative Commons licence, and indicate if changes
were made. The images or other third party material in this article are
included in the article’s Creative Commons licence, unless indicated
otherwise in a credit line to the material. If material is not included in
the article’s Creative Commons licence and your intended use is not
permitted by statutory regulation or exceeds the permitted use, you will
need to obtain permission directly from the copyright holder. To view a
copy of this licence, visit http://creat iveco mmons .org/licen ses/by/4.0/.
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