You are provided with the abstract of a scientific paper and the abstracts of the papers it references. Your task is to write a Related Work section for the main paper. This section should concisely summarize and integrate the key points from the cited abstracts, reflecting how they relate to the main paper's contributions and context. In your summary, use numerical citation markers like [1], [2], etc., to refer to the corresponding papers.

Main Abstract:
We introduce and evaluate a novel approach for detecting smooth pursuit eye movements that increases the number of distinguishable targets and is more robust against false positives. Being natural and calibration-free, Pursuits has been gaining popularity in the past years. At the same time, current implementations show poor performance when more than eight on-screen targets are being used, thus limiting its applicability. Our approach (1) leverages the slope of a regression line, and (2) introduces a minimum signal duration that improves both the new and the traditional detection method. After introducing the approach as well as the implementation, we compare it to the traditional correlation-based Pursuits detection method. We tested the approach up to 24 targets and show that, if accepting a similar error rate, nearly twice as many targets can be distinguished compared to state of the art. For fewer targets, accuracy increases significantly. We believe our approach will enable more robust pursuit-based user interfaces, thus making it valuable for both researchers and practitioners.

Cited Abstract(s):
[1]: SmoothMoves is an interaction technique for augmented reality (AR) based on smooth pursuits head movements. It works by computing correlations between the movements of on-screen targets and the user's head while tracking those targets. The paper presents three studies. The first suggests that head based input can act as an easier and more affordable surrogate for eye-based input in many smooth pursuits interface designs. A follow-up study grounds the technique in the domain of augmented reality, and captures the error rates and acquisition times on different types of AR devices: head-mounted (2.6 , 1965ms) and hand-held (4.9 , 2089ms). Finally, the paper presents an interactive lighting system prototype that demonstrates the benefits of using smooth pursuits head movements in interaction with AR interfaces. A final qualitative study reports on positive feedback regarding the technique's suitability for this scenario. Together, these results indicate show SmoothMoves is viable, efficient and immediately available for a wide range of wearable devices that feature embedded motion sensing.

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[7]: While gaze holds a lot of promise for hands-free interaction with public displays, remote eye trackers with their confined tracking box restrict users to a single stationary position in front of the display. We present EyeScout, an active eye tracking system that combines an eye tracker mounted on a rail system with a computational method to automatically detect and align the tracker with the user's lateral movement. EyeScout addresses key limitations of current gaze-enabled large public displays by offering two novel gaze-interaction modes for a single user: In "Walk then Interact" the user can walk up to an arbitrary position in front of the display and interact, while in "Walk and Interact" the user can interact even while on the move. We report on a user study that shows that EyeScout is well perceived by users, extends a public display's sweet spot into a sweet line, and reduces gaze interaction kick-off time to 3.5 seconds -- a 62 improvement over state of the art solutions. We discuss sample applications that demonstrate how EyeScout can enable position and movement-independent gaze interaction with large public displays.

[8]: In this paper we show how reading text on large display can be used to enable gaze interaction in public space. Our research is motivated by the fact that much of the content on public displays includes text. Hence, researchers and practitioners could greatly benefit from users being able to spontaneously interact as well as to implicitly calibrate an eye tracker while simply reading this text. In particular, we adapt Pursuits, a technique that correlates users' eye movements with moving on-screen targets. While prior work used abstract objects or dots as targets, we explore the use of Pursuits with text (read-and-pursue). Thereby we address the challenge that eye movements performed while reading interfere with the pursuit movements. Results from two user studies (N=37) show that Pursuits with text is feasible and can achieve similar accuracy as non text-based pursuit approaches. While calibration is less accurate, it integrates smoothly with reading and allows areas of the display the user is looking at to be identified.

[9]: In a study with 12 participants we compared two smooth pursuit based widgets and one dwell time based widget in adjusting a continuous value. The circular smooth pursuit widget was found to be about equally efficient as the dwell based widget in our color matching task. The scroll bar shaped smooth pursuit widget exhibited lower performance and lower user ratings.

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[12]: Selection is a canonical task in user interfaces, commonly supported by presenting objects for acquisition by pointing. In this article, we consider motion correlation as an alternative for selection. The principle is to represent available objects by motion in the interface, have users identify a target by mimicking its specific motion, and use the correlation between the system’s output with the user’s input to determine the selection. The resulting interaction has compelling properties, as users are guided by motion feedback, and only need to copy a presented motion. Motion correlation has been explored in earlier work but only recently begun to feature in holistic interface designs. We provide a first comprehensive review of the principle, and present an analysis of five previously published works, in which motion correlation underpinned the design of novel gaze and gesture interfaces for diverse application contexts. We derive guidelines for motion correlation algorithms, motion feedback, choice of modalities, overall design of motion correlation interfaces, and identify opportunities and challenges identified for future research and design.

[13]:
There are two predominant implementations of Pursuits detection for interaction, one of which uses the Euclidean distance between the gaze estimates and target positions [4] [5] [11] [9] , while the other one employ Pearson's product moment correlation [2] [1] [6] [7] [10] [8] [3] [8]0 [13] .