Publication Hub Archive

UX Analysis

You have reached the Ergoneers Publication Hub for:

Field of Application > UX Analysis

Find all Publications here:

Publication Hub

Total results: 534

Handbook of Behavioral and Cognitive Geography

Year: 2018

Authors: M Raubal, DR Montello

Geographic information technologies facilitate people’s decision making in space and time. Providing useful and usable decision support requires that the users’ cognition is taken into account during the design of such technology and when specifying the various interaction processes between humans and technologies. This chapter provides an overview of geographic information technologies, explains why cognition is important for these technologies, and examines research and methods for investigating cognitive aspects during people’s use of geographic information technologies. Examples demonstrate the importance of cognition for geographic information technologies.

Eye Tracking Glasses
Simulator

4 versions available

Head-mounted eye gaze tracking devices: An overview of modern devices and recent advances

Year: 2018

Authors: M Cognolato,M Atzori,H Müller

An increasing number of wearable devices performing eye gaze tracking have been released in recent years. Such devices can lead to unprecedented opportunities in many applications. However, staying updated regarding the continuous advances and gathering the technical features that allow to choose the best device for a specific application is not trivial. The last eye gaze tracker overview was written more than 10 years ago, while more recent devices are substantially improved both in hardware and software. Thus, an overview of current eye gaze trackers is needed. This review fills the gap by providing an overview of the current level of advancement for both techniques and devices, leading finally to the analysis of 20 essential features in six head-mounted eye gaze trackers commercially available. The analyzed characteristics represent a useful selection providing an overview of the technology currently implemented. The results show that many technical advances were made in this field since the last survey. Current wearable devices allow to capture and exploit visual information unobtrusively and in real time, leading to new applications in wearable technologies that can also be used to improve rehabilitation and enable a more active living for impaired persons.

Eye Tracking Glasses
Simulator
Software

8 versions available

How to warn drivers in various safety-critical situations–Different strategies, different reactions

Year: 2018

Authors: S Winkler, J Kazazi,M Vollrath

Technological advances allow supporting drivers in a multitude of occasions, ranging from comfort enhancement to collision avoidance, for example through driver warnings, which are especially crucial for traffic safety. This psychological driving simulator experiment investigated how to warn drivers visually in order to prevent accidents in various safety-critical situations. Collision frequencies, driving behavior and subjective evaluations of situation criticality, warning understandability and helpfulness of sixty drivers were measured in two trials of eight scenarios each (within-subjects factors). The warning type in the head-up display (HUD) varied (between-subjects) in its strategy (attention-/reaction-oriented) and specificity (generic/specific) over four warning groups and a control group without a warning. The results show that the scenarios differed in their situation criticality and drivers adapted their reactions accordingly, which underlines the importance of testing driver assistance systems in diverse scenarios. Besides some learning effects over the trials, all warned drivers showed faster and stronger brake reactions. Some warning concepts were understood better than others, but all were accepted. Generic warnings were effective, yet the warning strategy should adapt to situation requirements and/or driver behavior. A stop symbol as reaction generic warning is recommendable for diverse kinds of use cases, leading to fast and strong reactions. However, for rather moderate driver reactions an attention generic approach with a caution symbol might be more suitable. Further research should investigate multi-stage warnings with adaptive strategies for application to various situations including other modalities and false alarms.

Simulator
Software

7 versions available

Influence of vehicle speed on the characteristics of driver’s eye movement at a highway tunnel entrance during day and night conditions: A pilot study

Year: 2018

Authors: L Qin, LL Dong, WH Xu, LD Zhang

The aim of this study was to investigate how vehicle speed influences the characteristics of driver’s eye movement at highway tunnel entrances during day and night. In this study, six drivers’ eye movement data (from 200 m before tunnel entrance to 200 m inside tunnel entrance) under five predetermined vehicle speeds (40, 50, 60, 70 and 80 km/h) in the daytime and three predetermined vehicle speeds (40, 60 and 80 km/h) in the nighttime were recorded using the non-intrusive Dikablis Professional eye-tracking system. Pupil size, the average fixation duration time and the average number of fixation were analyzed and then the influence of the vehicle speed on these parameters was evaluated by means of IBM SPSS Statistics 20.0. The results for pupil size in daytime increased when approaching the tunnel entrance, while as for nighttime, pupil size decreased when approaching the tunnel entrance and then increased after entering the tunnel. The pupil size in daytime has a significant negative correlation with vehicle speed, while the pupil size in nighttime did not show a significant association with vehicle speed. Furthermore, the average fixation duration in daytime increased when entering the tunnel, and had a significant negative correlation with vehicle speed. Also, the average number of fixations in daytime decreased when entering the tunnel and has a significant negative correlation with vehicle speed. However, the average fixation duration and the average number of fixations in nighttime did not show any significant association with vehicle speed. Moreover, limitations and future directions of the study are discussed for the further investigation.

Eye Tracking Glasses
Simulator

12 versions available

Introduction matters: Manipulating trust in automation and reliance in automated driving

Year: 2018

Authors: M Körber, E Baseler,K Bengler

Trust in automation is a key determinant for the adoption of automated systems and their appropriate use. Therefore, it constitutes an essential research area for the introduction of automated vehicles to road traffic. In this study, we investigated the influence of trust promoting (Trust promoted group) and trust lowering (Trust lowered group) introductory information on reported trust, reliance behavior and take-over performance. Forty participants encountered three situations in a 17-min highway drive in a conditionally automated vehicle (SAE Level 3). Situation 1 and Situation 3 were non-critical situations where a take-over was optional. Situation 2 represented a critical situation where a take-over was necessary to avoid a collision. A non-driving-related task (NDRT) was presented between the situations to record the allocation of visual attention. Participants reporting a higher trust level spent less time looking at the road or instrument cluster and more time looking at the NDRT. The manipulation of introductory information resulted in medium differences in reported trust and influenced participants' reliance behavior. Participants of the Trust promoted group looked less at the road or instrument cluster and more at the NDRT. The odds of participants of the Trust promoted group to overrule the automated driving system in the non-critical situations were 3.65 times (Situation 1) to 5 times (Situation 3) higher. In Situation 2, the Trust promoted group's mean take-over time was extended by 1154 ms and the mean minimum time-to-collision was 933 ms shorter. Six participants from the Trust promoted group compared to no participant of the Trust lowered group collided with the obstacle. The results demonstrate that the individual trust level influences how much drivers monitor the environment while performing an NDRT. Introductory information influences this trust level, reliance on an automated driving system, and if a critical take-over situation can be successfully solved.

Eye Tracking Glasses
Simulator

14 versions available

Investigating the extent realistic moulage impacts on immersion and performance among undergraduate paramedicine students in a simulation-based trauma …

Year: 2018

Authors: BW Mills,AK Miles, T Phan, PMC Dykstra

Introduction: Many healthcare education commentators suggest that moulage can be used in simulation to enhance scenario realism. However, few studies investigate to what extent using moulage in simulation impacts learners. We undertook a mixed-methods pilot study investigating how moulage influences student immersion and performance in simulation. Methods: Fifty undergraduate paramedicine students were randomized into two groups completing a trauma-based scenario with or without patient moulage. Task immersion was determined via a self-report questionnaire (National Aeronautics and Space Administration Task Load Index), eye-tracking, and postsimulation interviews. Performance was measured via independent observation of video by two paramedic clinical educators and time-to-action—when students first applied pressure to the primary wound. Results: Eye-tracking suggested that students attended to the thigh wound more often with the inclusion of moulage than without. National Aeronautics and Space Administration Task Load Index data suggested that the inclusion of moulage heightened students' feeling of being rushed throughout the scenario. This elicited an expedited performance of tasks with moulage present compared with not. Students experienced greater immersion with the inclusion of moulage. However, including moulage enhanced scenario difficulty to the extent that overall clinical performance was negatively affected. However, no differences were found when more heavily weighting items felt to contribute most to the survivability of the patient. Conclusions: Including moulage engendered immersion and a greater sense of urgency and did not sacrifice performance of key life-saving interventions. As a result of undertaking this pilot project, we suggest that a large-scale randomized controlled trial is feasible and should be undertaken before implementing change to curricula.

Eye Tracking Glasses
Simulator

5 versions available

Looking for Holograms? Viewing Behaviour in Viewport-limited Augmented Reality

Year: 2018

Authors: N Kaulitz

Augmented reality allows perception of and interaction with virtual objects in the real world. Especially with head mounted displays, with which a user sees the world through a glasses like augmented reality device, the augmentations become ubiquitous. This creates the opportunity for new ways of interacting with digital content. However, first we need to know how users interact with these systems to design pleasant user experiences. The view behaviour of users is a core part of their interaction with an any system. Interacting with digital content which is embedded into the real world is bound to change the way users look at the world. We presume that the user’s view behaviour is also influenced by the limited field of view of current generation’s head mounted displays. In these devices, augmentations can only be seen in a limited area in the centre of a user’s visual field. In this thesis, we present a study in which we tested how an augmented reality headset changes the view behaviour. Participants were asked to search for objects in a designated area. They either wore an eye tracker or a head mounted augmented reality display. Afterwards, we compared where participants looked, how long they needed to complete the objective and different aspects of the viewing behaviour, such as height distribution of areas looked at and how fast they moved on average. In general, we found that the head movement while wearing an augmented reality headset resembles the eye movement under normal conditions, although the movements were slower over all. Additionally, completing the search task took longer when participants wore an augmented reality headset. As our study was designed to do fundamental research, these results can not be applied directly on augmented reality application design. However, our results show the existence of effects that can be explored further in future work.

Eye Tracking Glasses
Software

1 version available:

One way to guide them all: Wayfinding strategies and the examination of gender-specific navigational instructions in a real-driving context

Year: 2018

Authors: R Schoedel,S Hilbert,M Bühner,C Stachl

Previous research suggests that men outperform women when they are required to use Euclidean information such as distances for orientation tasks, whereas women are superior in the use of landmarks. Our study examines whether this finding stands up to a test if it is put into an application context. Besides comparing self-reported wayfinding strategies between gender groups, we investigated if auditory instructions in navigation systems can be adjusted to potential gender differences in order to improve performance and to decrease distraction from the driving-task. Participants (N = 76) respond to a questionnaire for wayfinding strategy use and take part in a real-world 20 min, standardized driving task. Driving behavior as well as glance and blink data are recorded via data-logging and eye-tracking. Overall, male and female orientation behavior is much more similar than indicated by previous research. Both men and women predominantly report to use landmark rather than Euclidean information. Correspondingly, even though they selectively respond to distance-versus landmark-based auditory navigational instructions when navigating while driving, the utilization of landmarks as navigation queries results in a lower visual distraction and mental workload for both, men and women. Driving performance is not selectively affected. Our results indicate that the use of landmarks as auditory navigational cues can make driving both safer and more comfortable for men and women. Consequently, in-car navigation systems can benefit from the implementation of landmark navigation prompts.

Eye Tracking Glasses
Simulator

9 versions available

Perceptual adjustment of eyeball rotation and pupil size jitter for virtual characters

Year: 2018

Authors: S Jörg, A Duchowski,K Krejtz

Eye motions constitute an important part of our daily face-to-face interactions. Even subtle details in the eyes’ motions give us clues about a person’s thoughts and emotions. Believable and natural animation of the eyes is therefore crucial when creating appealing virtual characters. In this article, we investigate the perceived naturalness of detailed eye motions, more specifically of jitter of the eyeball rotation and pupil diameter on three virtual characters with differing levels of realism. Participants watched stimuli with six scaling factors from 0 to 1 in increments of 0.2, varying eye rotation and pupil size jitter individually, and they had to indicate if they would like to increase or decrease the level of jitter to make the animation look more natural. Based on participants’ responses, we determine the scaling factors for noise attenuation perceived as most natural for each character when using motion-captured eye motions. We compute the corresponding average jitter amplitudes for the eyeball rotation and pupil size to serve as guidelines for other characters. We find that the amplitudes perceived as most natural depend on the character, with our character with a medium level of realism requiring the largest scaling factors.

Eye Tracking Glasses

2 versions available

Perceptual evaluation of synthetic gaze jitter

Year: 2018

Authors: K Krejtz, A Duchowski, H Zhou,S Jörg

Eye movements are an essential part of non-verbal behavior. Non-player characters, as they occur in many games, communicate with the player through dialogue and non-verbal behavior and can have a strong influence on player experience or even on gameplay. In this paper, we evaluate a procedural model designed to synthesize the subtleties of eye motion. More specifically, our model adds microsaccadic jitter and pupil unrest both modeled by 1/f^α or pink noise to the saccadic main sequence. In a series of perceptual two-alternative forced-choice experiments, we explore the perceived naturalness of different parameters of pink noise by comparing synthesized motions to rendered motion of recorded eye movements at extreme close shot and close shot distances. Our results show that, on average, animations based on a procedural model with pink noise were perceived and evaluated as highly natural, whereas data-driven motion without any jitter or with unfiltered jitter were consistently selected as the least natural in appearance.

Eye Tracking Glasses
Software

1 version available: