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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.
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.
in list: HCI & Usability
ABSTRACT
Attention has often been conceived as the gateway to consciousness. However, recent research points to the independence of top-down or endogenous attention and conscious perception, while the role of bottom-up or exogenous attention in conscious perception remains largely unexplored. Here, we present behavioural and electrophysiological evidence exploring the role of exogenous attention in conscious perception. Using peripheral non-informative cues, exogenous attention was oriented either to the same location of a near-threshold target (valid cues), or to the opposite location (invalid cues). Confirming previous research, consciously perceived targets elicited a larger P300 than unseen targets. Importantly, analysis of cue-locked potentials revealed the novel finding that there was a systematic relationship between the amplitude of a P100 component elicited by the cues and the conscious perception of the targets. Valid cues led to the conscious perception of the subsequent targets when they captured attention to their location, as indexed by the P100 component distributed over occipito-parietal areas. On the other hand, invalid cues led to the conscious perception of the subsequent targets only when they failed to capture attention at their location (opposite to the target location). These results suggest that exogenous orienting plays a crucial role in conscious perception.
in list: Neuropsychology
ABSTRACT
The demonstration of an implication of attentional/eye gaze systems in visual mental imagery might help to understand why some patients with visual neglect, who suffer from severe attentional deficits, also show neglect for mental images. When normal participants generate mental images of previously explored visual scenes, their oculomotor behavior resembles that used during visual exploration. However, this could be a case of encoding specificity, whereby the probability of retrieving an event increases if some information encoded with the event (in this case its spatial location) is present at retrieval. In the present study, normal participants were invited to conjure up a mental image of the map of France and to say whether auditorily presented towns or regions were situated left or right of Paris. A perceptual version of the task was administered after the imaginal condition. Thus, in the imaginal condition participants had to retrieve information from long-term memory. Vocal response times and, unbeknownst to participants, also eye movements were recorded. Participants tended to produce similar eye movements on the imaginal and on the perceptual conditions of the task. We concluded that some mechanisms involved in spontaneous oculomotor behavior may be shared in exploration of visuo-spatial mental images. Deficits of these common processes participating in the oculomotor exploration might contribute to imaginal neglect.
in list: Neuropsychology
ABSTRACT
In this paper, we describe two series of experiments that examine audiovisual face-to-face interaction between naive human viewers and either a human interlocutor or a virtual conversational agent. The main objective is to analyze the interplay between speech activity and mutual gaze patterns during mediated face-to-face interactions. We first quantify the impact of deictic gaze patterns of our agent. We further aim at refining our experimental knowledge on mutual gaze patterns during human face-to-face interaction by using new technological devices such as non-invasive eye trackers and pinhole cameras, and at quantifying the impact of a selection of cognitive states and communicative functions on recorded gaze patterns.
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.
in list: HCI & Usability
ABSTRACT
World Wide Web is developing with the increasing demands of the users and the search engines are becoming an indispensable tool in order to find information in Internet. While web is developing day by day, people require adapting themselves to the developing conditions rapidly. Also, the intensive workload requires that people should use the time properly. Using search engines effectively turns out to be a vital. The purpose of this study is to investigate the possible search behavior of the users by using eye-tracking device. With this study, it may be possible to observe the participants' searching strategies while searching for a specific key word and seeking the related results for a subject. The results showed that, many of the participants had problems while using this search engine as they were not familiar with it. Almost all of the participants had a centralized approach while searching specific information in an unfamiliar search engine. Participants' fixation duration times and the hotspot data supported this result. Also, icon based approach was very common between participants that they tended to look at the bigger and colored icons more than the other icons.
in list: HCI & Usability
ABSTRACT
We present a series of experiments investigating face-to-face interaction between an Embodied Conversational Agent (ECA) and a human interlocutor. The ECA is embodied by a video realistic talking head with independent head and eye movements. For a beneficial application in face-to-face interaction, the ECA should be able to derive meaning from communicational gestures of a human interlocutor, and likewise to reproduce such gestures. Conveying its capability to interpret human behaviour, the system encourages the interlocutor to show appropriate natural activity. Therefore it is important that the ECA knows how to display what would correspond to mental states in humans. This allows to interpret the machine processes of the system in terms of human expressiveness and to assign them a corresponding meaning. Thus the system may maintain an interaction based on human patterns. During a first experiment we investigated the ability of our talking head to direct user attention with facial deictic cues (Raidt, Bailly et al. 2005). Users interact with the ECA during a simple card game offering different levels of help and guidance through facial deictic cues. We analyzed the users' performance and their perception of the quality of assistance given by the ECA. The experiment showed that users profit from its presence and its facial deictic cues. In the continuative series of experiments presented here, we investigated the effect of an enhancement of the multimodality of the deictic gestures by adding a spoken instruction.
in list: Cognitive & Behavioural Psychology
ABSTRACT
In the context of synthetic generation and decoding of linguistic information, not only the audible component but also the visual component of speech conveys valuable information. We address gaze as an important modality to enhance speech and to convey additional information. Gaze is an important deictic gesture as well as it plays various roles in the organization of dialogue and social interaction.\nIn a first experiment, we investigated how the gaze of a talking head can be used as a deictic gesture in an on-screen search and retrieval task. We found that such gestures are appropriate to reduce processing time as well as cognitive load. Multimodal gestures incorporating speech in a coherent way showed to be more efficient than only visual gestures.\nIn a second experiment, we investigated the relations between the gaze of a target subject and different elements of conversational interaction. We defined different stages in the dialogic exchange of information and found that these are related to the variations in the measured gaze behavior. Based on the observed characteristics we propose a model to control the gaze of an embodied conversational agent in close dyadic interaction.
in list: HCI & Usability
Abstract—Currently, online assessment of the aircrew
performance focuses on behavioural data (flight data and pilot’s
actions) and the detection may intervene too late for coping with
the situation degradation. An early assessment of the pilot’s
“internal state”, based on physiological data collected from his
autonomous nervous system (ANS) and predictive of his
behaviour, is necessary. These data give clues both on the
cognitive activity and on the emotional states and stress. The
integration of ANS devices in a cockpit presents practical
drawbacks and their use is often limited to simulators. In this
preliminay study, the pros and cons of the adaptation of a
standalone eye tracker in a light aircraft are presented. In spite
of a sensitivity to light conditions and a definition of areas of
interest limited to a part of the cockpit, the eye tracker has
provided interesting behavioural (fixations) and physiological
(pupillometry) measures in nominal (from take-off to landing)
and degraded (provoke a simulated engine failure and plane
down toward the airfield) conditions. The pilots spent less time
glancing at the instruments, and focused on less instruments in
the degraded condition. Moreover, the pupil size varied with the
flight phases in the degraded condition, which reflected the
variations of stress and attention levels. These encouraging
results open two tracks: the development of new eye trackers able
to overcome current technical limitations, and neuroergonomics
researches providing guidelines for new man-machine interfaces
integrating both flight and crew state vectors.
in list: HCI & Usability
ABSTRACT
In the context of synthetic generation and decoding of linguistic information, not only the audible component but also the visual component of speech conveys valuable information. We address gaze as an important modality to enhance speech and to convey additional\ninformation. Gaze is an important deictic gesture as well as it plays various roles in the organization of dialogue and social interaction. In a first experiment, we investigated how the gaze of a talking head can be used as a deictic gesture in an on-screen search and retrieval task. We found that such gestures are appropriate to reduce processing time as well as cognitive load. Multimodal gestures incorporating speech in a coherent way showed to be more efficient than only visual gestures. In a second experiment, we investigated the relations between the gaze of a target subject and different elements of conversational interaction. We defined different stages in the dialogic exchange of information and found that these are related to the variations in the measured gaze behavior. Based on the observed characteristics we propose a model to control the gaze of an embodied conversational agent in close dyadic interaction.
in list: Cognitive & Behavioural Psychology , HCI & Usability
Abstract.
We describe here our first effort for developing a virtual talking head able to engage a situated face-to-face interaction with a human partner. This paper concentrates on the low-level components of this interaction loop and the cognitive impact of the implementation of mutual attention and multimodal deixis on the communication task.
in list: Cognitive & Behavioural Psychology , HCI & Usability , Eye Control
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.
in list: Eye Tracking Technology, HCI & Usability
Abstract
We present here the analysis of multimodal data gathered
during realistic face-to-face interaction of a target speaker
with a number of interlocutors. During several dyadic dialogs
videos and gaze have been monitored with an original
experimental setup using coupled cameras and screens
equipped with eye tracking capabilities. For a detailed analysis
of gaze patterns we distinguish different regions of interest on
the face. With the aim to understand the functions of gaze in
social interaction and to develop a coherent gaze control
model for our talking heads we investigate the influence of
cognitive state and social role on the observed gaze behaviour.
in list: Cognitive & Behavioural Psychology
ABSTRACT
We investigate the use of two concurrent input channels to perform a pointing task. The first channel is the traditional mouse input device whereas the second one is the gaze position. The rake cursor interaction technique combines a grid of cursors controlled by the mouse and the selection of the active cursor by the gaze. A controlled experiment shows that rake cursor pointing drastically outperforms mouse-only pointing and also significantly outperforms the state of the art of pointing techniques mixing gaze and mouse input. A
theory explaining the improvement is proposed: the global difficulty of a task is split between those two channels, and the sub-tasks could partly be performed concurrently.
in list: HCI & Usability , Eye Control
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