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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.
in list: Cognitive & Behavioural Psychology
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.
in list: Developmental Research
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
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
ABSTRACT
In this chapter, we present a framework to learn and predict regions of interest in videos, based on human eye movements. In our approach, the eye gaze information of several users are recorded as they watch videos that are similar, and belong to a particular application domain. This information is used to train a classifier to learn low-level video features from regions that attracted the visual attention of users. Such a classifier is combined with vision-based approaches to provide an integrated framework to detect salient regions in videos. Till date, saliency prediction has been viewed from two different perspectives, namely visual attention modeling and spatiotemporal interest point detection. These approaches have largely been vision-based. They detect regions having a predefined set of characteristics such as complex motion or high contrast, for all kinds of videos. However, what is ‘interesting’ varies from one application to another. By learning features of regions that capture the attention of viewers while watching a video, we aim to distinguish those that are actually salient in the given context, from the rest. The integrated approach ensures that both regions with anticipated content (top–down attention) and unanticipated content (bottom–up attention) are predicted by the proposed framework as salient. In our experiments with news videos of popular channels, the results show a significant improvement in the identification of relevant salient regions in such videos, when compared with existing approaches.
in list: Ophthalmology & Vision science
ABSTRACT
This paper discusses and evaluates an agent model that is able to manipulate the visual attention of a human, in order to support naval crew. The agent model consists of four submodels, including a model to reason about a subject’s attention. The model was evaluated based on a practical case study which was formally analysed and verified using automated checking tools. Results show how a human subject’s attention is manipulated by adjusting luminance, based on assessment of the subject’s attention. These first evaluations of the agent show a positive effect.
in list: Cognitive & Behavioural Psychology
ABSTRACT
Current research increasingly suggests that spatial cognition in humans is accomplished by many specialized mechanisms, each designed to solve a particular adaptive problem. A major adaptive problem for our hominin ancestors, particularly females, was the need to efficiently gather immobile foods which could vary greatly in quality, quantity, spatial location and temporal availability. We propose a cognitive model of a navigational gathering adaptation in humans and test its predictions in samples from the US and Japan. Our results are uniformly supportive: the human mind appears equipped with a navigational gathering adaptation that encodes the location of gatherable foods into spatial memory. This mechanism appears to be chronically active in women and activated under explicit motivation in men.
in list: Cognitive & Behavioural Psychology
ABSTRACT
Visual discomfort is a major problem for head-mounted displays and other stereo displays. One effect that is known to reduce visual comfort is double vision, which can occur due to high disparities. Previous studies suggest that adding artificial out-of-focus blur increases the fusional limits, where the left and right image can be fused without double vision. We investigate the effect of adding artificial out-of-focus blur on visual discomfort using two different setups. One uses a stereo monitor and an eye tracker to change the depth of focus based on the gaze of the user. The other one uses a video-see through head mounted display. A study involving 18 subjects showed that the viewing comfort when using blur is significantly higher in both setups for virtual scenes. However we can not confirm without doubt that the higher viewing comfort is only related to an increase of the fusional limits, as many subjects reported that double vision did not occur during the experiment. Results for additional photographed images that have been shown to the subjects were less significant. A first prototype of an AR system extracting a depth map from stereo images and adding artificial out-of-focus blur is presented.
in list: Ophthalmology & Vision science
ABSTRACT
Visual analytics is often based on the intuition that highly interactive and dynamic depictions of complex and multivariate databases amplify human capabilities for inference and decision-making, as they facilitate cognitive tasks such as pattern recognition, association, and analytical reasoning (Thomas and Cook 2005). But how do we know whether visual analytics really works? This article offers a generic evaluation approach combining theory- and data-driven methods based on sequence similarity analysis. The approach systematically studies users' visual interaction strategies when using highly interactive interfaces. We specifically ask whether the efficiency (i.e., speed) of users can be characterized by specific display interaction event sequences, and whether studying user strategies could be employed to improve the (interaction) design of the dynamic displays. We showcase our approach using a very large, fine-grained spatiotemporal dataset of eye movement recordings collected during a controlled human subject experiment with dynamic visual analytics displays. With this methodological approach based on empirical evidence, we hope to contribute to a deeper understanding of how people make inferences and decisions with highly interactive visualization tools and complex displays.
in list: HCI & Usability
ABSTRACT
Infants turn their own eyes to others’ focus of attention. This action is called joint visual attention. It is known that the action develops from reflexive to intentional. In the early developmental process, it is pointed out that infants become intentional agents. We constructed a computational model to study intentional agency. The computational model has two main mechanisms. One is to form a memory of relationships between directions of others’ gaze and objects gazed at. The other is to associate the direction of others’ gaze with a target object. We suppose that the mechanisms realize an immature intentional agency. To demonstrate the mechanisms, we develop a robot to implement the computational model, and construct an experimental environment for human-robot interaction. We first test the experimental environment with the robot which produces only reflexive action. As a result, a participant in the test showed actions to explore the gaze object of the robot simply because the robot turned to face a different area from the person’s gaze. From the result we noticed a problem. When the robot gazes at a different object than the one the person looked at, we cannot distinguish between two possible causes. One is a mistaken reading of the person’s gaze. The other is an association with a different target object from the person’s gaze. We propose a solution to solve the problem by using a measurement device for the focus of the person’s gaze, and discuss a working hypothesis to demonstrate the function of our constructed mechanisms.
in list: Cognitive & Behavioural Psychology
ABSTRACT
Cognitive interference resulting from simultaneous exposure to both an interactive advertisement and a program context may lead to less attention devoted to the ad. Using eye tracking, we study how a thematically (in)congruent program affects visual attention to an interactive ad, and how congruence moderates the effect on viewing attention of cognitive load resulting from time pressure. A congruent program leads to more ad viewing time and more gaze jumps between ad and program than an incongruent one. Time pressure significantly reduces ad viewing time in the congruent context, while it does not affect viewing time in the incongruent situation.
in list: Cognitive & Behavioural Psychology
ABSTRACT
This invention provides methods, system, and apparatus for assessing and/or diagnosing a neurobehavioural disorder in a subject. The methods, systems, and apparatus include the subject freely observing a visual scene, without having to carry out a task or follow specific instructions. In one embodiment, a computational model is used to select one or more feature in a visual scene and generate a spatial map having first map values that are predictive of eye movement end points of a hypothetical observer relative to the one or more feature. A subject's eye movements are recorded while the subject freely observes the visual scene, and a difference between second map values that correspond to the subject's eye movement endpoints and a set of map values selected randomly from the first map values is quantified, wherein the difference is indicative of a neurobehavioural disorder in the subject. Neurobehavioural disorders such as Parkinson's disease, Alzheimer's disease, Huntington's disease, fetal alcohol spectrum disorder, attention deficit hyperactivity disorder, schizophrenia, autism, Tourette syndrome, and progressive supranuclear palsy may be assessed and/or diagnosed.
in list: Patents
CONTEXT
Early identification efforts are essential for the early treatment of the symptoms of autism but can only occur if robust risk factors are found. Children with autism often engage in repetitive behaviors and anecdotally prefer to visually examine geometric repetition, such as the moving blade of a fan or the spinning of a car wheel. The extent to which a preference for looking at geometric repetition is an early risk factor for autism has yet to be examined.
OBJECTIVES
To determine if toddlers with an autism spectrum disorder (ASD) aged 14 to 42 months prefer to visually examine dynamic geometric images more than social images and to determine if visual fixation patterns can correctly classify a toddler as having an ASD.
DESIGN
Toddlers were presented with a 1-minute movie depicting moving geometric patterns on 1 side of a video monitor and children in high action, such as dancing or doing yoga, on the other. Using this preferential looking paradigm, total fixation duration and the number of saccades within each movie type were examined using eye tracking technology.
SETTING
University of California, San Diego Autism Center of Excellence.
PARTICIPANTS
One hundred ten toddlers participated in final analyses (37 with an ASD, 22 with developmental delay, and 51 typical developing toddlers).
MAIN OUTCOME MEASURE
Total fixation time within the geometric patterns or social images and the number of saccades were compared between diagnostic groups.
RESULTS
Overall, toddlers with an ASD as young as 14 months spent significantly more time fixating on dynamic geometric images than other diagnostic groups. If a toddler spent more than 69% of his or her time fixating on geometric patterns, then the positive predictive value for accurately classifying that toddler as having an ASD was 100%.
CONCLUSION
A preference for geometric patterns early in life may be a novel and easily detectable early signature of infants and toddlers at risk for autism.
in list: Developmental Research
ABSTRACT
In most coordinated multiple view geovisualization systems a visual effect is used to mark observations across views when a user brushes with a mouse or other input device. This transient visual effect is called highlighting and is the focus of our recent research efforts. Current geovisualization systems make use of colored outlines or fills to mark highlighted observations, but there remain a wide range of alternatives to color that have yet to be implemented or compared in terms of user performance.
This paper describes the results of an experiment we developed to compare the performance of two highlighting methods (color and leader lines). Our approach makes use of an eye-tracking system to capture users’ gaze patterns while they answer questions that require attention to highlighted observations. The overall goal of our research is to explore whether or not there are good alternatives to color-based methods for highlighting in multiple views. In the following sections we briefly describe the motivation behind our work, the methodology we developed to compare highlighting methods, and preliminary results from our first experiments.
in list: HCI & Usability
ABSTRACT
Users' visual search on a Web page is impacted by information forms, information layout, Internet advertisements (ads for short), etc. Text and picture are two important forms of expressing the information on Web pages, and it is generally through the two forms of title that users can search their desired information. This study investigates the effect of the two basic information forms and floating ads on visual search using eye-tracking. By analyzing the visual search time and pupil diameter, the results show that it is easier to find the picture than the text; whether the target is text or picture, floating ads do not significantly impact people's visual search time, however, it would make people bored.
ABSTRACT
Eye-movement research on expert visual artists suggests that experts in this particular domain differ from novices in their strategies for encoding to-be-rendered stimuli. However, it remains unclear if such differences are specific to the domain of expertise or independent of it (i.e., if the different strategies are utilized only in relation to perception with goals specific to rendering, or if they generalize to visual perception of any stimulus with perceptual goals other than rendering). Experiment 1 examined eye-movement strategies utilized by experts and novices when rendering familiar and novel stimuli. Experiment 2 examined performance in a recognition task that also utilized novel stimuli. Results suggest that experts possess both domain-specific and domain-independent advantages, in that they have more efficient visual encoding abilities both when rendering and not. The results of a concurrent analysis suggest a link between the encoding advantage and schizotypy, which is correlated with creative advantage, as well as with a neural profile of left hypofrontality. Implications for a two-stage model of creativity are discussed.
in list: Neuropsychology
ABSTRACT
Many tasks require attention switching. For example, searching for information on one sheet of paper and then entering this information onto another one. With paper we see that people use fingers or objects as placeholders. Using these simple aids, the process of switching attention between displays can be simplified and speeded up. With large or multiple visual displays we have many tasks where both attention areas are on the screen and where using a finger as a placeholder is not suitable. One way users deal with this is to use the mouse and highlight their current focus. However, this also has its limitations -- in particular in environments where there is no pointing device. Our approach is to utilize the user's gaze position to provide a visual placeholder. The last area where a user fixated on the screen (before moving their attention away) is highlighted; we call this visual reminder a Gazemark. Gazemarks ease orientation and the resumption of the interrupted task when coming back to this display. In this paper we report on a study where the effectiveness of using Gazemarks was investigated, in particular we show how they can ease attention switching. Our results show faster completion times for a resumed simple visual search task when using this technique. The paper analyzes relevant parameters for the implementation of Gazemarks and discusses some further application areas for this approach.
in list: HCI & Usability
ABSTRACT
Generation Y (age 18–31) is a very large and economically powerful generation, containing eighty-two million people and spending $200 billion annually. It is not surprising that companies are interested in gaining the patronage of this group, particularly via the web. Surprisingly, very little research into making web pages appealing to this important demographic has been done. This paper addresses this need through two separate studies. The first, an online survey, provides evidence that our proposed score for predicting the visual appeal of web pages reflects the self report measure of what pages Generation Y likes. To refine these findings, an eye tracking study is conducted using the pages that were most and least liked in Study I. Participants’ eye movement is tracked while browsing these pages, providing evidence of what attracts their attention. The results of these two studies suggest that Generation Y may prefer pages that include a main large image, images of celebrities, little text, and a search feature. This research has important implications.
in list: HCI & Usability
ABSTRACT
We examined the role of visual attention in the multiple object tracking (MOT) task by measuring the amplitude of the N1 component of the event-related potential to probe flashes presented on targets, distractors, or empty background areas. We found evidence that visual attention enhances targets and suppresses distractors (Experiments 1 and 3). However, we also found that when tracking load was light (two targets and two distractors), accurate tracking could be carried out without any apparent contribution from the visual attention system (Experiment 2). Our results suggest that attentional selection during MOT is flexibly determined by task demands, as well as tracking load, and that visual attention may not always be necessary for accurate tracking.
in list: Cognitive & Behavioural Psychology
ABSTRACT
Human infants develop a variety of attentional mechanisms that allow them to extract relevant information from a cluttered ultimodal world. We know that both social and nonsocial cues shift infants’ attention, but not how these cues differentially affect learning of multimodal events. Experiment 1 used social cues to direct 8- and 4-month-olds’ attention to two audiovisual events (i.e., animations of a cat or dog accompanied by particular sounds) while identical distractor events played in another location. Experiment 2 directed 8-month-olds’ attention with colorful flashes to the same events. Experiment 3 measured baseline learning without attention cues both with the familiarization and test trials (no cue condition) and with only the test trials (test control condition). The 8-month-olds exposed to social cues showed specific learning of audiovisual events. The 4-month-olds displayed only general spatial learning from social cues, suggesting that specific learning of audiovisual events from social cues may be a function of experience. Infants cued with the colorful flashes looked indiscriminately to both cued locations during test (similar to the 4-month-olds learning from social cues) despite attending for equal duration to the training trials as the 8-month-olds with the social cues. Results from Experiment 3 indicated that the learning effects in Experiments 1 and 2 resulted from exposure to the different cues and multimodal events. We discuss these findings in terms of the perceptual differences and relevance of the cues.
in list: Developmental Research
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