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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

Eye-based human-computer interaction (HCI) goes back at least to the early 1990s. Controlling a computer using the eyes traditionally meant extracting information from the gaze—that is, what a person was looking at. In an early work, Robert Jacob investigated gaze as an input modality for desktop computing.1 He discussed some of the human factors and technical aspects of performing common tasks such as pointing, moving screen objects, and menu selection. Since then, eye-based HCI has matured considerably. Today, eye tracking is used successfully as a measurement technique not only in the laboratory but also in commercial applications, such as marketing research and automotive usability studies.

Germany 2010 Bulling Mobile HCI interaction gaze based eye tracking development Tobii Glasses

in list: Eye Tracking Technology, HCI & Usability

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

ABSTRACT
In this paper, we firstly present what is
Interactive Evolutionary Computation (IEC)
and rapidly how we have combined this
artificial intelligence technique with an eyetracker
for visual optimization. Next, in order
to correctly parameterize our application, we
present results from applying data mining
techniques on gaze information coming from
experiments conducted on about 80 human
individuals.

France 2008 Pallez behavior model IEC Data Mining gaze Eye Tracking Tobii 1750

in list: Cognitive & Behavioural Psychology

ABSTRACT
Interactive Evolutionary Computation (IEC) community
aims at reducing user's fatigue during an optimization task
involving subjective criteria: a set of graphic potential
solutions are simultaneously shown to a user which task is
to identify most interesting solutions to the problem he had
to solve. Evolutionary operators are applied to user choices
expecting to produce better solutions. As traditional IEC
ask the user to give a mark to each solution or to explicitly
choose bests solutions with a mouse, we propose a new
framework that uses in real time gaze information to predict
which parts of a screen is more significant for a user. We
can therefore avoid the user to explicitly choose which
solutions are interesting for him. In this paper, we mainly
focus on automatically ordering solutions shown on a
screen given a gaze path obtained by an eye-tracker. We
applied several supervised learning methods (SVM, neural
networks…) on two different experiments. We obtain a
formula that predict with 85% user choices. We
demonstrate that decisive criterion is time spent on one
solution and we show the independency between this
formula and the experiment.

Interactive Evolutionary Computation Eye Tracking Pallez Tobii 1750 France 2010

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

Dec
14
2010

ABSTRACT
Previous research on lexical development has aimed to identify the factors that enable accurate initial word-referent mappings based on the assumption that the accuracy of initial word-referent associations is critical for word learning. The present study challenges this assumption. Adult English speakers learned an artificial language within a cross-situational learning paradigm. Visual fixation data were used to assess the direction of visual attention. Participants whose longest fixations in the initial trials fell more often on distracter images performed significantly better at test than participants whose longest fixations fell more often on referent images. Thus, inaccurate initial word-referent mappings may actually benefit learning.

USA 2010 Developmental Tobii eye tracking 1750 word learning language mapping attention visual distraction

in list: Developmental Research

ABSTRACT
The use of standardised tests is an important part of the clinical assessment procedure all over the world, when investigating verbal and cognitive ability.
The purpose of this Master Thesis has been to investigate if these tests could gain from being transferred to digital format with the added functionality of eye tracking technology. As a first step, however, it was necessary to verify that the use of eye tracking as an input method did not alter the scores measured by the test.
A prototype was built, using C# and the Tobii TEC SDK for the eye tracker, and it was later evaluated and compared with a standardised
test in an experimental study with 21 test subjects, using within-subjects design.
An ANOVA analysis of the experiment data showed no significant difference between the two test conditions. This implies that eye tracking is well suited as an input method in this context. These promising results shows that a further development of this use of the technology should be of interest.

Sweden 2010 general technology Tobii eye tracking T60 C12 standardized test assessment clinical

in list: Eye Tracking Technology

Dec
7
2010

ABSTRACT
This study investigates dynamic information acquisition strategies during decision making. The authors conduct an eye-tracking experiment to trace consumers‘ moment-to-moment decision process on comparison websites. A new hierarchical Hidden Markov Model is developed to analyze the eye-movement data. It consists of three connected hierarchical layers: a lower layer that describes the eye-movements, a middle layer that captures product-based and attribute-based information acquisition strategies, and an upper layer that enables us to analyze the time course of switching between these information acquisition strategies. In the experiment on the effects of presentation formats of comparison websites for laptop computers, the authors quantify the usage of information acquisition strategies, identify switching patterns, and investigate the impact that strategy switching has on evaluation of the choice process. Consumers switch frequently between information acquisition strategies: around 50 to 60 times for the average decision. The contiguity of presented information and the row-column presentation format influence information strategy usage and product choice. These findings support our recommendations for the rapidly growing comparison website industry.

USA 2010 HCI Usability Tobii eye tracking 1750 dynamic information acquisition strategies comparison websites Switching Hidden Markov model

in list: HCI & Usability

ABSTRACT
The effect of layout in the comprehension of design pattern roles in UML class diagrams is assessed. This work replicates and extends a previous study using questionnaires but uses an eye tracker to gather additional data. The purpose of the replication is to gather more insight into the eye gaze behavior not evident from questionnaire-based methods. Similarities and differences between the studies are presented. Four design patterns are examined in two layout schemes in the context of three open source systems. Fifteen participants answered a series of eight design pattern role detection questions. Results show a significant improvement in role detection accuracy and visual effort with a certain layout for the Strategy and Observer patterns and a significant improvement in role detection time for all four patterns. Eye gaze data indicates classes participating in a design pattern act like visual beacons when they are in close physical proximity and follow the canonical layout, even though they violate some general graph aesthetics.

USA 2010 Cognitive Tobii eye tracking 1750 Clearview layout UML class diagram patterns role detection

in list: Cognitive & Behavioural Psychology

Nov
30
2010

ABSTRACT
Research has shown that smokers have an attentional bias for pictorial smoking cues. The objective of the present study was to examine whether smokers also have an attentional bias for dynamic smoking cues in contemporary movies and therefore fixate more quickly, more often and for longer periods of time on dynamic smoking cues than non-smokers. By drawing upon established methods for assessing attentional biases for pictorial cues, we aimed to develop a new method for assessing attentional biases for dynamic smoking cues. We examined smokers’ and non-smokers’ eye movements while watching a movie clip by using eye-tracking technology. The sample consisted of 16 smoking and 17 non-smoking university students. Our results confirm the results of traditional pictorial attentional bias research. Smokers initially directed their gaze more quickly towards smoking-related cues (p = 0.01), focusing on them more often (p = 0.05) and for a longer duration (p = 0.01) compared with non-smokers. Thus, smoking cues in movies directly affect the attention of smokers. These findings indicate that the effects of dynamic smoking cues, in addition to other environmental smoking cues, need to be taken into account in smoking cessation therapies in order to increase successful smoking cessation and to prevent relapses.

Netherlands 2010 Cognitive Tobii eye tracking T120 smokers attentional bias cues fixate attention

in list: Cognitive & Behavioural Psychology

ABSTRACT
The use of e-book readers (e-readers or electronic-readers) has become increasingly widespread. An e-reader should meet two important requirements: adequate legibility and good usability. In our study, we investigated these two requirements of e-reader design. Within the framework of a multifunctional approach, we combined eye tracking with other usability testing methods. We tested five electronic reading devices and one classic paper book. The results suggested that e-readers with e-ink technology provided legibility that was comparable to classic paper books. However, our study also showed that the current e-reader generation has large deficits with respect to usability. Users were unable to use e-readers intuitively and without problems. We found significant differences between the different brands of e-book readers. Interestingly, we found dissociations between objective eye-tracking data and subjective user data, stressing the importance of multi-method approaches.

Switzerland 2010 HCI Usability Tobii eye tracking x120 e-book reader legibility e-ink intuitively

in list: HCI & Usability

ABSTRACT
We analysed the eye-tracking data of 147 participants as they used a total of 15 separate website navigation menus to complete key activities. The hypotheses for this study were that (a) the psychological phenomenon of the order effect would manifest in that items at either end of a menu would be located more quickly than those in the middle and (b) that the items that were relevant to completing the user‘s tasks would be located more quickly through peripheral visual identification of these items. Although items relevant to the user‘s task were acquired 1.8 seconds faster on average, both of the hypotheses were rejected as no statistically significant patterns were found. It was concluded that each user was likely to have his or her own searching behaviour and this could be affected by other factors such as the graphic design of the menu.

UK 2010 HCI Usability Tobii eye tracking T60 order effect menu peripheral search behavior navigation

in list: HCI & Usability

ABSTRACT
It is widely reported that individuals with Autism Spectrum Disorders (ASD) direct their attention in an atypical manner. When viewing complex scenes, typically developing individuals look at social aspects of scenes more rapidly than individuals with ASD. In the absence of a strong drive to extract social information, is something else capturing attention in these initial fixations, such as visually salient features? Twenty four high-functioning adolescents with ASD and 24 typically developing matched control participants viewed a series of indoor and outdoor scenes while their eye movements were tracked. Participants in both groups were more likely to fixate on salient regions in the first five fixations than later in viewing. Peak saliency at fixation occurred at fixation two for the typically developing participants but at fixation three for ASD participants. This difference was driven by typically developing participants looking at heads earlier than ASD participants – which are often visually salient. No differences between groups were observed for images in which the heads were not salient. We can therefore conclude that visual saliency impacts fixation location in a similar manner in individuals with ASD and those with typical development. It was found that social features in scenes (heads) captured attention much more than visually salient features, even in individuals with ASD.
Link: http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6T0D-51GRWMW-4&_user=10&_coverDate=11%2F17%2F2010&_rdoc=1&_fmt=high&_orig=search&_origin=search&_sort=d&_docanchor=&view=c&_searchStrId=1561350701&_rerunOrigin=scholar.google&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=9a7aeea41ec8d3d688a1476311bec9a9&searchtype=a

Canada 2010 Neuropsychology Tobii eye tracking 1750 autism spectrum disorder attention social visual salience

in list: Neuropsychology

ABSTRACT
Growing interest in canine cognition and visual perception has promoted research into the allocation of visual attention during free-viewing tasks in the dog. The techniques currently available to study this (i.e. preferential looking) have, however, lacked spatial accuracy, permitting only gross judgments of the location of the dog's point of gaze and are limited to a laboratory setting. Here we describe a mobile, head-mounted, video-based, eye-tracking system and a procedure for achieving standardized calibration allowing an output with accuracy of 2–3°.
The setup allows free movement of dogs; in addition the procedure does not involve extensive training skills, and is completely non-invasive. This apparatus has the potential to allow the study of gaze patterns in a variety of research applications and could enhance the study of areas such as canine vision, cognition and social interactions.
Link: http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6T04-51FGSTH-4&_user=10&_coverDate=11%2F11%2F2010&_rdoc=1&_fmt=high&_orig=search&_origin=search&_sort=d&_docanchor=&view=c&_searchStrId=1561365621&_rerunOrigin=scholar.google&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=c2501dc1fba39f0b6e702a0c6210ba65&searchtype=a

UK 2010 eye tracking animal behavior canine cognition visual perception attention apparatus

ABSTRACT
In this thesis we present an evaluation of machine learning methods for real-time classification of reading in eye movements recorded by an eye tracker. The classification uses the relative positions of fixations in the gaze data. The methods evaluated are Hidden Markov models and Artificial Neural Networks. We conclude that real-time classification indeed is possible and that Hidden Markov models provide better predictability in terms of performance and better actual performance. The Hidden Markov Models also are more flexible as the number of fixations used as input can be adjusted at runtime to make a tradeoff between speed and classification performance.

Sweden 2010 technology Tobii eye tracking evaluation machine learning classification reading movement Hidden Markov model

in list: Eye Tracking Technology

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