Computer Science

Evaluating hands-on and hands-free input methods for a simple game

Document Type

Conference Paper


We conducted an experiment to test user input via facial tracking in a simple computerized snake game. We compared two hands-on methods with a hands-free facial-tracking method to evaluate the potential of a hands-free point-select tool: CameraMouse. In addition to the experiment, we conducted a case study with a participant with mild cerebral palsy. For the experiment we observed mean game scores of 5.89, 3.34, and 1.94 for the keyboard, touchpad, and CameraMouse input methods, respectively. The mean game score using CameraMouse was 0.55 during the case study. We also generated trace files for the path of the snake and the cursor for the touchpad and CameraMouse pointing methods. In a qualitative assessment, all participants provided valuable feedback on their choice of input method and level of fatigue. Unsurprisingly, the keyboard was the most popular input method. However, positive comments were received for CameraMouse. Participants also referred to a few other simple games, such as Temple Rush and Subway Surfer, as potential candidates for interaction with the CameraMouse.

Publication Title

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Publication Date



12188 LNCS

First Page


Last Page









CameraMouse, face tracking, gaming, hands-free input

APA Citation

Hassan, M., Magee, J., & MacKenzie, I. S. (2020). Evaluating hands-on and hands-free input methods for a simple game. In Universal Access in Human-Computer Interaction. Design Approaches and Supporting Technologies: 14th International Conference, UAHCI 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part I 22 (pp. 124-142). Springer International Publishing.