Tobii EyeTracking's Library tagged → View Popular, Search in Google
ABSTRACT
An experiment was conducted to test the efficacy of a new intelligent hypermedia system, MetaTutor, which is intended to prompt and scaffold the use of self-regulated learning (SRL) processes during learning about a human body system. Sixty-eight (N=68) undergraduate students learned about the human circulatory system under one of three conditions: prompt and feedback (PF), prompt-only (PO), and control (C) condition. The PF condition received timely prompts from animated pedagogical agents to engage in planning processes, monitoring processes, and learning strategies and also received immediate directive feedback from the agents concerning the deployment of the processes. The PO condition received the same timely prompts, but did not receive any feedback following the deployment of the processes. Finally, the control condition learned without any assistance from the agents during the learning session. All participants had two hours to learn using a 41-page hypermedia environment which included texts describing and static diagrams depicting various topics concerning the human circulatory system. Results indicate that the PF condition had significantly higher learning efficiency scores, when compared to the control condition. There were no significant differences between the PF and PO conditions. These results are discussed in the context of development of a fully-adaptive hypermedia learning system intended to scaffold self-regulated learning.
in list: HCI & Usability
ABSTRACT
This paper describes Pinview, a content-based image retrieval system that exploits implicit relevance feedback during a search session. Pinview contains several novel methods that infer the intent of the user. From relevance feedback, such as eye movements or clicks, and visual features of images Pinview learns a similarity metric between images which depends on the current interests of the user. It then retrieves images with a specialized reinforcement learning algorithm that balances the tradeoff between exploring new images and exploiting the already inferred interests of the user. In practise, we have integrated Pinview to the content-based image retrieval system PicSOM, in order to apply it to realworld image databases. Preliminary experiments show that eye movements provide a rich input modality from which it is possible to learn the interests of the user.
in list: HCI & Usability
ABSTRACT
This paper investigates the value of eye tracking in evaluating the usability of a Learning Management System, at an open distance learning university where the users’ computer and Web skills vary significantly. Eye tracking utilize the users’ eye movements, while doing a task, to provide information about the nature, sequence and timing of the cognitive operations that took place. This information supplements, but does not replace standard usability testing with observations. This forces the questions of when the added value of eye tracking justifies the added cost and resources. Existing research has indicated significant differences in the usability experienced by experts and non-experts on the same system. The aim of this paper is to go one step further and shed light on the type and severity of the usability problems experienced by non-expert users. Usability testing with eye tracking is a resource intensive method but our findings indicate that eye tracking adds concise, summarised evidence of usability problems that justifies the cost when testing special groups such as users deficient in Web and computer skills. The contribution of this paper is to highlight the added value of eye tracking as a usability evaluation method in working with Web non-expert users. Furthermore, the findings improve our understanding of the knowledge differences between expert and non-expert Web users and the practical challenges involved in working with non-expert users.
in list: HCI & Usability
ABSTRACT
For a single operator to effectively control multiple robots, operator situation awareness is a critical component of the human-robot system. There are three levels of situation awareness: perception, comprehension, and projection into the future [1]. We focus on the perception level to develop a theoretic model of the perceptual-cognitive processes underlying situation awareness. Eye movement measures were developed as indicators of cognitive processing and these measures were used to account for operator situation awareness on a supervisory control task. The eye movement based model emphasizes the importance of visual scanning and attention allocation as the cognitive processes that lead to operator situation awareness and the model lays the groundwork for real-time prediction of operator situation awareness.
in list: Cognitive & Behavioural Psychology
ABSTRACT
We propose a person authentication system using eye movement signals. In security scenarios, eye-tracking has earlier been used for gaze-based password entry. A few authors have also used physical features of eye movement signals for authentication in a task-dependent scenario with matched training and test samples. We propose and implement a task-independent scenario whereby the training and test samples can be arbitrary. We use short-term eye gaze direction to construct feature vectors which are modeled using Gaussian mixtures. The results suggest that there are personspecific features in the eye movements that can be modeled in a task-independent manner. The range of possible applications extends beyond the security-type of authentication to proactive and user-convenience systems.
in list: HCI & Usability
ABSTRACT
A challenging goal today is the use of computer networking and advanced monitoring technologies to extend human intellectual capabilities in medical decision making. Modern commercial eye trackers are used in many of research fields, but the improvement of eye tracking technology, in terms of precision on the eye movements capture, has led to consider the eye tracker as a tool for vision analysis, so that its application in medical research, e.g. in ophthalmology, cognitive psychology and in neuroscience has grown considerably. The improvements of the human eye tracker interface become more and more important to allow medical doctors to increase their diagnosis capacity, especially if the interface allows them to remotely administer the clinical tests more appropriate for the problem at hand. In this paper, we propose a client/server eye tracking system that provides an interactive system for monitoring patients eye movements depending on the clinical test administered by the medical doctors. The system supports the retrieval of the gaze information and provides statistics to both medical research and disease diagnosis.
in list: Medical research
ABSTRACT
We developed and studied an experimental system, RealTourist, which lets a user to plan a conference trip with the help of a remote tourist consultant who could view the tourist’s eye-gaze superimposed onto a shared map. Data collected from the experiment were analyzed in conjunction with literature review on speech and eye-gaze patterns. This inspective, exploratory research identified various functions of gaze-overlay on shared spatial material including: accurate and direct display of partner’s eye-gaze, implicit deictic referencing, interest detection, common focus and topic switching, increased redundancy and ambiguity reduction, and an increase of assurance, confidence, and understanding. This study serves two purposes. The first is to identify patterns that can serve as a basis for designing multimodal human-computer dialogue systems with eye-gaze locus as a contributing channel. The second is to investigate how computer-mediated communication can be supported by the display of the partner’s eye-gaze.
in list: HCI & Usability
ABSTRACT
The design of robust and high-performance gaze-tracking systems is one of the most important objectives of the eye-tracking community. In general, a subject calibration procedure is needed to learn system parameters and be able to estimate the gaze direction accurately. In this paper, we attempt to determine if subject calibration can be eliminated. A geometric analysis of a gaze-tracking system is conducted to determine user calibration requirements. The eye model used considers the offset between optical and visual axes, the refraction of the cornea, and Donder's law. This paper demonstrates the minimal number of cameras, light sources, and user calibration points needed to solve for gaze estimation. The underlying geometric model is based on glint positions and pupil ellipse in the image, and the minimal hardware needed for this model is one camera and multiple light-emitting diodes. This paper proves that subject calibration is compulsory for correct gaze estimation and proposes a model based on a single point for subject calibration. The experiments carried out show that, although two glints and one calibration point are sufficient to perform gaze estimation (error approximately 1 degree), using more light sources and calibration points can result in lower average errors.
in list: Eye Tracking Technology
ABSTRACT
This internship thesis intends to facilitate cognitive experiments for gameplay experience studies. To achieve this a psychophysiological logging framework was developed, which automatically reports the occurrence of specific game events to a log file and to the parallel port. Via the parallel port the communication with psychophysiological systems is possible. Thus, psychophysiological data can be correlated with in-game data in real-time. In addition, this framework is able to log viewed game objects via an eye tracker integration. This gives some information on how certain game elements affect the player’s attention. For the development of this system the Source SDK, the game engine of Half-Life 2, has been used. Consequently, custom-built Half-Life 2 levels had to be developed, which are suitable for cognitive experiments. In this context, tools for level editing will be introduced. This thesis shapes the basis for further research work in the area of psychophysiological software development and is intended to facilitate this for future scholars facing these issues.
in list: HCI & Usability
Abstract
This paper describes the measurement of cognitive workload using the Networked Evaluation System (NES). NES is a unique network of coordinated eye-tracking systems that allows monitoring of groups of decision makers working together in a single environment. Two implementations are described. The first is a military application with teams of officers working together on a simulated joint relief mission, and the second is a fatigue study with teams of individuals working together in a simulated lunar search and recovery mission.
Google books link:
http://books.google.com/books?hl=en&lr=&id=VbAQtY7CA9oC&oi=fnd&pg=PT278&ots=M_X86a8L4w&sig=TtFivSKuCHB5v1WZkoVBwKez6Ao#v=onepage&q=NES&f=false
in list: Cognitive & Behavioural Psychology
Abstract
The Attention Responsive Technology (ART) system is designed to enable control of the environment by individuals for whom movement is difficult or undesirable. This paper reports additional development of the ART system through replacing its initial head-mounted eye-tracking technology with a remotely mounted tracking system. The new system can release the user from the need to wear any head-mounted equipment, thus improving user comfort and acceptability. Instead, eye tracking cameras and the scene camera are situated in a fixed position some small distance from the user; these then allow tracking of the user’s eye gaze and field of view, respectively. This system would suit many situations in which the user remains seated, for example, in a wheelchair or before a workstation onto which the cameras can be mounted.
in list: HCI & Usability , Eye Control
This paper demonstrates significant improvement in the performance of a computer vision system by incorporating the results of an experiment on human visual perception. This system was designed to solve a problem existing in the cork industry: the automatic classification of cork samples according to their quality. This is a difficult problem because cork is a natural and heterogeneous material. An eye-tracker was used to analyze the gaze patterns of a human expert trained in cork classification, and the results identified visual features of cork samples used by the expert in making decisions. Variations in lightness of the cork surface proved to be a key feature, and this finding was used to select the features included in the final system: defects in the sample (thresholding), size of the biggest defect (morphological operations), and four Laws textural features, all working on a Neuro-Fuzzy classifier. The results obtained from the final system show lower error rates than previous systems designed for this application.
in list: Ophthalmology & Vision science
Selected Tags
Related Tags
Top Contributors
Groups interested in system
-
The "must have" list of free applications
The best free applications t...
Items: 32 | Visits: 3535
Created by: Joel Bennett
-
Health Care Reports
Summary health care reports ...
Items: 13 | Visits: 161
Created by: liveinfreedom .
Highlighter, Sticky notes, Tagging, Groups and Network: integrated suite dramatically boosting research productivity. Learn more »
Join Diigo
