While eye-gaze input might be fast, because of the close connection between the point of interest and the direction of gaze, it has some inherent problems, due to its subconscious nature:
To this end, Just & Carpenter (1980) used a technique of aggregating several fixations on the same object (word) into one unit they called a gaze. This technique has also been adopted by Jacob (1993), who preprocess the eye-gaze data to produce "...discrete tokens ... that are claimed to approximate more closely the user's intentions in a higher level user-computer dialogue" (ibid., p. 166).
The "Little Prince" application (cf. section 4.3.1), includes an "interest module," that also computes the object looked at, and increments a "tally" bound to that object. This way, the user's gaze-pattern is used to produce aggregate data desribing not the user's gaze at one single point in time, but rather the user's interests in a time interval.
We believe that the ideal eye-gaze application should use several "dimensions" of the eye-tracking data. As described in section 3, the final eye-movements are caused by many different cognitive processes, so different aspects of the user's cognitive state are exposed by different features of the gaze pattern. As an example, the rate of mental activity can be detected by the rate of eye-movement (Kahneman 1973, p. 65), and Ponsoda et al. (1995) have analysed the saccade directions as opposed to the traditional fixation pattern analysis; they concluded that information on the proportion of diagonal saccades gives additional, non-superfluous information on the cognitive processes.
There seems to be no natural way to implement a zoom-out function, but reasonable requirements for a zoom out function are again that it should be quick to operate, simple to operate and preferably be a natural thing to do when wanting to zoom out.
The Midas Touch Problem and the One-way Zoom Problem are hard to solve if one does not use the non-command approach, but use eye-gaze directly as a replacement for the mouse. Both could naturally be solved by the use of a manual button, but this seems like a clumsy solution and has shown itself to be inferior in practise, in relation to a latency-time solution (Jacob 1993). The latency-time solution is not ideal either, though; it is not quick to operate-especially for trained users-and it can increase the cognitive load on the user because she must be careful not to rest her eye too long on a selection object she does not wish to select.
A solution to the One-way Zoom Problem might be to have a discreet sign below the border of the screen, perhaps with an icon or a text saying "Zoom Out." Fixating this sign should then initiate the zooming out. Empirical studies must show whether this is a quick and simple solution-as for the naturalness, it is natural for the human eye-gaze to be lowered when wanting to go from focusing on something far away to something close-up on the ground.
Perhaps the two problems can be solved by using the gesture mode, not only the hands, but by using the whole body as a kind of joystick; moving one's head back more than a simple nod could initiate the zooming out-and leaning towards the screen could then zoom in (select the object), circumventing the Midas Touch Problem.