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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.
in list: HCI & Usability
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
In order to improve human-computer interaction, eyetracking, physiological measures and task recognition are used to assess the content and quality of interaction in an ecommerce application with User Generated Content. Results are analyzed in conjunction with users’ verbalization and their subjective assessment of attitudes
toward the product and their wish to contribute.
in list: HCI & Usability
ABSTRACT
There is a growing amount of evidence suggesting that individuals with autism have difficulty with categorization. One basic cognitive ability that is necessary for categorization and may underlie difficulties with categorization is the ability to abstract and represent categorical information with a central representation or prototype. The current study examined prototype formation abilities in individuals with autism with social (faces) and non-social (dot patterns) stimuli using behavioral methodologies and eye-tracking in high functioning adults with autism and matched controls. Individuals with autism were found to have difficulty forming prototypes of both faces and dot patterns. Relationships were found between performance on the prototype tasks and measures of intelligence, symptoms of autism, and measures of low-level perceptual functioning in the individuals with autism. The eye-tracking data did not reveal any between group differences in the general pattern of attention to the faces or dot patterns during the familiarization period indicating that the difficulties with prototype formation were not due to attentional factors. The results of the current study are consistent with previous studies that have found a deficit in prototype formation and indicate that these deficits exist with both familiar social stimuli such as faces and novel non-social stimuli such as dot patterns.
in list: Neuropsychology
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
Research demonstrates that individuals with autism process facial information in a different manner than typically developing individuals. Several accounts of the face recognition deficit in individuals with autism have been posited with possible underlying mechanisms as the source of the deficit in face recognition skills. The current study proposed a new account that individuals with autism are less sensitive at perceiving configural manipulations between faces than typically developing individuals leading to their difficulty recognizing faces. A change detection task was used to measure perceptual sensitivity to varying levels of configural manipulations involving the eye and mouth regions. Participants with and without autism, matched on chronological age, verbal IQ, performance IQ, full scale IQ, visual acuity, and gender, studied upright and inverted faces in a delayed same/different face recognition test. An eye tracker recorded eye gaze throughout the experiment. Results revealed a significant group difference with respect to detection accuracy. The control group was more accurate at detecting subtle changes between upright faces than the autism group, particularly with manipulations to the spatial relation of eyes. Furthermore, an analysis of detection accuracy within groups revealed that a greater proportion of participants in the control group were better at detecting differences at subtler levels of spatial manipulations. Eye tracking results revealed a significant group difference in number of fixations to relevant vs. irrelevant areas of interest; however, both groups utilized eye information more than mouth information to detect changes in both upright and inverted faces.
Furthermore, there was some indication that eye gaze differed within groups, with a small proportion of individuals in both the autism and control groups demonstrating a bias to look more toward the mouth than eyes. Results are discussed with respect to featural vs. configural processing in autism and the use of eye vs. m
in list: Developmental Research
ABSTRACT
With the advent of a digital economy, an emphasis on digital products and services has emerged. Those who are not using current technologies will become excluded, however, from this revolution. Older adults represent one such group in danger of exclusion. In some cases, older adults have been disinterested in new technologies. In other cases, however, the technologies fail to take into consideration the strengths and weaknesses of older users that would promote this usability. This paper examines components of information search by younger and older adults. These are considered in terms of long-term implications of designing for older users, with current problems viewed as foreshadowing future trends.
in list: HCI & Usability
ABSTRACT
The usage of eye gaze tracking is a new and fast developing field of marketing research. Our case study is considering the effectiveness of point of sale outplacements, and the shelf appliances of a specific men’s cosmetic product. We invited a total of 50 male Hungarian subjects ranging in age from 18 to 24 to participate in the study. Areas of interest (AOI) and fixation duration have been recorded with Tobii X 120 eye tracker. For the purpose of the analysis iMotions’ Attention Tool 3.0 software was applied. The eye tracking data have been combined pre- and post interviews in order
to analyze consumer behavior and identify outplacement and shelf appliance design.
ABSTRACT
Children with dyslexia and attention deficit disorders often have problems in short term memory, yet can benefit from learning strategies for remembering. In this paper, we describe the design of a multimedia educational game called Memory Challenge to help children with Specific Learning Difficulties (SpLDs) learn strategies for memory and to develop their cognitive skills. We focus in our approach on the involvement of children with SpLDs and domain specialists and practitioners in the design process. Involving various
participants from our target population (native Arabic-speaking users) in different stages of our design process was effective in obtaining an insight into the needs of people with SpLDs and has contributed to the design with actionable implications.
in list: HCI & Usability
ABSTRACT
Eye movement recordings produce large quantities of spatio-temporal data, and are more and more frequently used as an aid to gain further insight into human thinking in usability studies in GIScience domain among others. After reviewing some common visualization methods for eye movement data, the limitations of these methods are discussed. This paper proposes an approach that enables the use of the Space-Time-Cube (STC) for representation of eye movement recordings. Via interactive functions in the STC, spatio-temporal patterns in eye movement data could be analyzed. A case study is presented according to proposed solutions for eye movement data analysis. Finally, the advantages and limitations of using the STC to visually analyze eye movement recordings are summarized and discussed.
in list: General Eye Tracking
ABSTRACT
Introducing distortions into perspective views is a popular technique to direct our visual attention to specific objects, as seen in hand-drawn illustrations and cartoon animations. This type of image expression, called nonperspective projection, is feasible in visual communication, because the human visual system can reconstruct the target three-dimensional (3D) scene correctly provided that the corresponding image distortions are within a certain perceptual tolerance. In this paper, we develop a perceptual approach to guiding the design of such nonperspective images by referring to the 3D perception induced by pictorial depth cues. We formulate an acceptable tolerance by investigating how we perceive image distortion according to the change in the configuration of depth cues. The obtained formulation is then incorporated into our new algorithm, with which we can automatically control plausible image deformation by simply modifying the positions and sizes of specific objects in a scene.
in list: Ophthalmology & Vision science
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
Motion parallax (MP) is a kinetic, monocular cue to depth that relies on both retinal image motion and a pursuit eye movement signal. With MP, depth sign is based on the direction of the smooth pursuit eye movement signal: Retinal motion in the same direction as the pursuit signal is perceived nearer than fixation. Retinal motion in the opposite direction is perceived farther away than fixation (M. Nawrot & Joyce, 2006). In previous research to understand the development of MP in infants we (E. Nawrot, Mayo, & M. Nawrot, 2009) used an infant control habituation procedure with an MP stimulus to determine the average age of dishabituation to a depth-reversed test stimulus. Dishabituation to the change in depth sign is evidence for depth discrimination from MP. Now, our goal is to determine when the developing smooth pursuit system has sufficiently matured in infancy and then directly measure pursuit eye movements in relation to a motion parallax task. We presented 12-20 week-old infants with both a depth-from-MP task and a visual tracking task designed to elicit smooth pursuit (SP). The MP stimulus and procedure is identical to previous research (E. Nawrot, Mayo, & M. Nawrot, 2009). Tracking is elicited with a schematic “happy-face” that translates at 10 deg/sec. Eye movements are recorded using a Tobii systems X120 Eye Tracker. We expect to find that SP gain (eye velocity/target velocity) increases across this age range and pursuit maturity will correlate with the onset of sensitivity to MP. Data collected from 16 infants so far supports the hypothesis that depth from MP requires maturation of SP. In general, younger infants demonstrate more saccadic and lower gain eye movements, without MP, while older infants demonstrate more smooth pursuit tracking of the stimulus and MP.
in list: Ophthalmology & Vision science
ABSTRACT
In categorization, emphasizing task-relevant information is critical for efficient performance. Such attentional optimization can occur concurrently with learning category structures, or may be delayed until after the categories have been mastered. Thus far, delayed attentional optimization has only been found in rule-based categories. The present studies use eye-tracking to investigate attentional optimization in rule-based (RB) and information integration (II) categories. Because working memory capacity is thought to reflect the ability to suppress task-irrelevant information, we also examined the relationship between Aospan performance and attentional optimization. We found that delayed attentional optimization is not a universal characteristic of RB categories, and that working memory predicts early attentional learning in simple categories, but predicts speed of category learning in complex categories. Working memory capacity's influence on optimization and performance does not differ between RB and II learning.
in list: Cognitive & Behavioural Psychology
ABSTRACT
We measured the eye movements of participants who watched 6-minute movie in stereoscopic and non-stereoscopic form. We analyzed four shots of the movie. The results indicate that in a 2D movie viewers tend to look at the actors, as most of the eye movements are clustered there. The significance of the actors start at the beginning of a shot, as the eyes of the viewer focus almost immediately to them. In S3D movie the eye movement patterns were more widely distributed to other targets. For example, complex stereoscopic structures and structures nearer than the actor captured the interest and eye movements of the participants. Also, the tendency to first look at the actors was diminished in the S3D shots. The results suggests that in a S3D movie there are more eye movements which are directed to wider array of objects than in a 2D movie.
in list: Ophthalmology & Vision science
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
To enable people with motor impairments to use gaze control to play online games and take part in virtual communities, new interaction techniques are needed that overcome the limitations of dwell clicking on icons in the games interface. We have investigated gaze gestures as a means of achieving this. We report the results of an experiment with 24 participants that examined performance differences between different gestures. We were able to predict the effect on performance of the numbers of legs in the gesture and the primary direction of eye movement in a gesture. We also report the outcomes of user trials in which 12 experienced gamers used the gaze gesture interface to play World of Warcraft. All participants were able to move around and engage other characters in fighting episodes successfully. Gestures were good for issuing specific commands such as spell casting, and less good for continuous control of movement compared with other gaze interaction techniques we have developed.
in list: Eye Control
ABSTRACT
With a growing number of computer devices around us, and the increasing time we spend for interacting with such devices, we are strongly interested in finding new interaction methods which ease the use of computers or increase interaction efficiency. Eye tracking seems to be a promising technology to achieve this goal. This thesis researches interaction methods based on eye-tracking technology. After a discussion of the limitations of the eyes regarding accuracy and speed, including a general discussion on Fitts’ law, the thesis follows three different approaches on how to utilize eye tracking for computer input. The first approach researches eye gaze as pointing device in combination with a touch sensor for multimodal input and presents a method using a touch sensitive mouse. The second approach examines people’s ability to perform gestures with the eyes for computer input and the separation of gaze gestures from natural eye movements. The third approach deals with the information inherent in the movement of the eyes and its application to assist the user. The thesis presents a usability tool for recording of interaction and gaze activity. It also describes algorithms for reading detection. All approaches present results based on user studies conducted with prototypes developed for the purpose.
in list: HCI & Usability
ABSTRACT
This paper describes a study that seeks to explore the correlation between eye movements and the interpretation of geometric shapes. This study is intended to inform the development of an eye tracking interface for computational tools to support and enhance the natural interaction required in creative design.
A common criticism of computational design tools is that they do not enable manipulation of designed shapes according to all perceived features. Instead the manipulations afforded are limited by formal structures of shapes. This research examines the potential for eye movement data to be used to recognise and make available for manipulation the perceived features in shapes.
The objective of this study was to analyse eye movement data with the intention of recognising moments in which an interpretation of shape is made. Results suggest that fixation duration and saccade amplitude prove to be consistent indicators of shape interpretation.
in list: Ophthalmology & Vision science
ABSTRACT
This paper introduces a Real Time Eye Movement Identification (REMI) protocol designed to address challenges related to the implementation of the eye-gaze guided computer interfaces. The REMI protocol provides the framework for 1) eye position data processing such as noise removal, smoothing, prediction and handling of invalid positional samples 2) real time eye movement identification into the basic eye movement types 3) mapping of the classified eye movement data to interface actions such as object selection.
in list: Eye Control
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