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Aug
6
2010

Abstract
This study is concerned with the negative effects of wearing corrective lenses while using eye trackers, and the correction of those negative effects. The eye tracker technology studied is the video based real-time Pupil Center and Corneal Reflection method. With a user study, the wearing of eyeglasses is shown to cause 20 % greater errors in the accuracy of an eye tracker than when not wearing glasses. The error is shown to depend on where on the eye tracker viewing area the user is looking.
A model for ray refraction when wearing glasses was developed. Measurements on distortions on the image of the eye caused by eyeglass lenses were carried out. The distortions were analyzed with eye tracking software to determine their impact on the image-to world coordinates mapping.
A typical dependence of 1 mm relative distance change on cornea to 9 degrees of visual field was found.
The developed mathematical/physiological model for eyeglasses focuses on artifacts not possible to accommodate for with existing calibration methods, primarily varying combinations of viewing angles and head rotations. The main unknown in the presented model is the effective strength of the glasses. Automatic identification is discussed. The model presented here is general in nature and needs to be developed further in order to be a part of a specific application.

Sweden 2011 Dahlberg eye tracking glasses model accuracy calibration Tobii T60XL

in list: Eye Tracking Technology

Oct
3
2011

ABSTRACT
Situated public displays and interactive surfaces are becoming
ubiquitous in our daily lives. Issues arise with these
devices when attempting to interact over a distance or with
content that is physically out of reach. In this paper we outline
three techniques that combine gaze with manual handcontrolled
input to move objects. We demonstrate and discuss
how these techniques could be applied to two scenarios
involving, (1) a multi-touch surface and (2) a public display
and a mobile device.

UK 2011 Turner Bulling Gaze Interaction Manual Pervasive Display Interactive Tobii Glasses

in list: Eye Control

ABSTRACT
With heavy competition between iPhone games, proper
playtesting is vital in making an easy to use, fun game. Eye
tracking can give valuable insights in player behavior but
current handheld eye tracking set-ups suffer technologial
limitations, inhibiting normal play. This study aims to
identify the merits and shortcomings of a new handheld
eyetracking set-up for qualitative user research. It is part of
a series of ongoing tests to improve the set-up. In this
study, seven participants played an iPhone puzzle game
using the new set-up. Results indicated the set-up was
suited for simple tasks like browsing, but interfered with
normal gaming too much for most players. Factors
contributing to interference were: Lack of depth perception,
unnatural handling, uncomfortable posture and enlarged
display of hands. Solutions for improvement are discussed:
With longer practice for players and with tweaks to the setup,
interference can be reduced or partly removed.
Accurate depth perception remains a challenge, however.

Netherlands 2011 Game user testing playtest mobile gaming handheld device usability playability iPhone eye tracking Tobii T60XL HCI

in list: HCI & Usability

ABSTRACT
Projector phones, handheld game consoles and many other
mobile devices increasingly include more than one display,
and therefore present a new breed of mobile Multi-Display
Environments (MDEs) to users. Existing studies illustrate
the effects of visual separation between displays in MDEs
and suggest interaction techniques that mitigate these
effects. Currently, mobile devices with heterogeneous
displays such as projector phones are often designed
without reference to visual separation issues; therefore it is
critical to establish whether concerns and opportunities
raised in the existing MDE literature apply to the emerging
category of Mobile MDEs (MMDEs). This paper
investigates the effects of visual separation in the context of
MMDEs and contrasts these with fixed MDE results, and
explores design factors for Mobile MDEs. Our study uses a
novel eye-tracking methodology for measuring switches in
visual context between displays and identifies that MMDEs
offer increased design flexibility over traditional MDEs in
terms of visual separation. We discuss these results and
identify several design implications.

UK 2011 Cauchard Multi-Display Environment Mobile eye Tracker HCI Interface projector Tobii Glasses

in list: HCI & Usability

Jun
21
2011

From the moment infants are born, they seem to prefer orienting to social
stimuli, over objects and non-social stimuli. This preference lasts throughout
adulthood and is believed to play a crucial role in social-communicative
development. By following up a group of infants at the age of 6, 8, and 12
months, this study explored the role of social orienting in the early
development of joint attention skills. The expected association between social
orienting and joint attention was partially confirmed. Social orienting in
real-life photographs of everyday situations was not related to later joint
attention skills, however fixation to the eyes in a neutral face was related to
response to joint attention skills, and fixation to the eyes in a dynamic video
clip of a talking person was predictive of initiating joint attention skills.
Several alternative interpretations of the results are discussed.

UK United Kingdom British 2011 tobii eye tracking infants social stimuli joint attention developmental fixation

in list: Developmental Research

"A non-specific "top-heavy" configuration bias has been proposed to
explain neonatal face preference (F. Simion, E. Valenza, V. Macchi Cassia, C.
Turati, & C. Umiltà,
2002
). Using an eye tracker (Tobii T60), we investigated
whether the top-heavy bias is still present in 3- to 5.5-month-old infants and
in adults as a comparison group. Each infant and adult viewed three classes of
stimuli: simple geometric patterns, face-like figures, and photographs of faces.
Using area of interest analyses on fixation duration, we computed a top-heavy
bias index (a number between −1 and 1) for each individual. Our results showed
that the indices for the geometric and face-like patterns were about zero in
infants, indicating no consistent bias for the "top-heavy" configuration. In
adults, the indices for the geometric and face-like patterns were also close to
zero except for the T-shaped figure and the ones that had higher rating on
facedness. Moreover, the indices for photographs of faces were positive in both
infants and adults, indicating significant preferences for upright natural faces
over inverted ones. Taken together, we found no evidence for the top-heavy
configuration bias in both infants and adults. The absence of top-heavy bias
plus a clear preference for photographed upright faces in infants seem to
suggest an early cognitive specialization process toward face representation."

China 2011 tobii eye tracking face vision processing non-specific bias top-heavy configuration looking preferences infants faces upright patterns

in list: General Eye Tracking, Cognitive & Behavioural Psychology

Knowing where people look when viewing faces provides an objective measure into the part of information entering the visual system as well as into the cognitive strategy involved in facial perception. In the present study, we recorded the eye movements of 20 congenitally deaf (10 male and 10 female) and 23 (11 male and 12 female) normal-hearing Japanese participants while they evaluated the emotional valence of static face stimuli. While no difference was found in the evaluation scores, the eye movements during facial observations differed among participant groups. 1The deaf group looked at the eyes more frequently and for longer duration than the nose whereas the hearing group focused on the nose (or the central region of face) more than the eyes. These results suggest that the strategy employed to extract visual information when viewing static faces may differ between deaf and hearing people.

Japan 2011 cognitive tobii eye tracking deaf faces visual facial observation

in list: Cognitive & Behavioural Psychology

A conversation is made up of visual and auditory signals in a complex flow of events. What is the relative importance of these components for young children's ability to maintain attention on a conversation? In the present set of experiments the visual and auditory signals were disentangled in four filmed events. The visual events were either accompanied by the speech sounds of the conversation or by matched motor sounds and the auditory events by either the natural visual turn taking of the conversation or a matched turn taking of toy trucks. A cornea-reflection technique was used to record the gaze-pattern of subjects while they were looking at the films. Three age groups of typically developing children were studied; 6-month-olds, 1-year-olds and 3-year-olds. The results show that the children are more attracted by the social component of the conversation independent of the kind of sound used. Older children find spoken language more interesting than motor sound. Children look longer at the speaking agent when humans maintain the conversation. The study revealed that children are more attracted to the mouth than to the eyes area. The ability to make more predictive gaze shifts develops gradually over age.

Sweden Norway 2011 developmental eye tracking tobii 1750 120 development perception conversation infant pubmed speaking children social

in list: Developmental Research

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