Argenis Ramirez Gomez

Argenis Ramirez Gomez

orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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2 June 2020
Verified
Conference Paper
Open access
LSLudwig Sidenmark
Ludwig Sidenmark
DMDiako Mardanbegi
Diako Mardanbegi
AGArgenis Ramirez Gomez
Argenis Ramirez Gomez
CCChristopher Clarke
Christopher Clarke
HGHans Gellersen
Hans Gellersen
Eye gaze is a fast and ergonomic modality for pointing but limited in precision and accuracy. In this work, we introduce BimodalGaze, a novel technique for seamless head-based refinement of a gaze cursor. The technique leverages eye-head coordination insights to separate natural from gestural head movement. This allows users to quickly shift their gaze to targets over larger fields of view with naturally combined eye-head movement, and to refine the cursor position with gestural head movement. In contrast to an existing baseline, head refinement is invoked automatically, and only if a target is not already acquired by the initial gaze shift. Study results show that users reliably achieve fine-grained target selection, but we observed a higher rate of initial selection errors affecting overall performance. An in-depth analysis of user performance provides insight into the classification of natural versus gestural head movement, for improvement of BimodalGaze and other potential applications.

28 November 2016
Verified
Conference Paper
Open access
PDF file
MBMihai Bâce
Mihai Bâce
Teemu LeppänenTeemu Leppänen
Teemu Leppänen
DGDavid Gil de Gomez
David Gil de Gomez
AGArgenis Ramirez Gomez
Argenis Ramirez Gomez
We describe ubiGaze, a novel wearable ubiquitous method to augment any real-world object with invisible messages through gaze gestures that lock the message into the object. This enables a context and location dependent messaging service, which users can utilize discreetly and effortlessly. Further, gaze gestures can be used as an authentication method, even when the augmented object is publicly known. We developed a prototype using two wearable devices: a Pupil eye tracker equipped with a scene camera and a Sony Smartwatch 3. The eye tracker follows the users' gaze, the scene camera captures distinct features from the selected real-world object, and the smartwatch provides both input and output modalities for selecting and displaying messages. We describe the concept, design, and implementation of our real-world system. Finally, we discuss research implications and address future work.

2 May 2019
Verified
Conference Paper
Open access
AGArgenis Ramirez Gomez
Argenis Ramirez Gomez
HGHans Gellersen
Hans Gellersen

14 June 2018
Verified
Conference Paper
Open access
AGArgenis Ramirez Gomez
Argenis Ramirez Gomez
HGHans Gellersen
Hans Gellersen

17 October 2019
Verified
Conference Paper
Open access
PDF file
AGArgenis Ramirez Gomez
Argenis Ramirez Gomez
HGHans Gellersen
Hans Gellersen

Verified
Journal Article
Open access
PDF file
AGArgenis Ramirez Gomez
Argenis Ramirez Gomez
MLMichael Lankes
Michael Lankes
Gaze-based interactions have found their way into the games domain and are frequently employed as a means to support players in their activities. Instead of implementing gaze as an additional game feature via a game-centred approach, we propose a diegetic perspective by introducing gaze interaction roles and gaze metaphors. Gaze interaction roles represent ambiguous mechanics in gaze, whereas gaze metaphors serve as narrative figures that symbolise, illustrate, and are applied to the interaction dynamics. Within this work, the current literature in the field is analysed to seek examples that design around gaze mechanics and follow a diegetic approach that takes roles and metaphors into account. A list of surveyed gaze metaphors related to each gaze role is presented and described in detail. Furthermore, a case study shows the potentials of the proposed approach. Our work aims at contributing to existing frameworks, such as EyePlay, by reflecting on the ambiguous meaning of gaze in games. Through this integrative approach, players are anticipated to develop a deeper connection to the game narrative via gaze, resulting in a stronger experience concerning presence (i.e., being in the game world).