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Total results: 548

Homonymous visual field loss and its impact on visual exploration: A supermarket study

Year: 2014

Authors: E Kasneci,K Sippel, M Heister

Purpose. : Homonymous visual field defects (HVFDs) may critically interfere with quality of life. The aim of this study was to assess the impact of HVFDs on a supermarket search task and to investigate the influence of visual search on task performance. Methods. : Ten patients with HVFDs (four with a right-sided [HR] and six with a left-sided defect [HL]), and 10 healthy-sighted, sex-, and age-matched control subjects were asked to collect 20 products placed on two supermarket shelves as quickly as possible. Task performance was rated as “passed” or “failed” with regard to the time per correctly collected item ( T C -failed = 4.84 seconds based on the performance of healthy subjects). Eye movements were analyzed regarding the horizontal gaze activity, glance frequency, and glance proportion for different VF areas. Results. : Seven of 10 HVFD patients (three HR, four HL) passed the supermarket search task. Patients who passed needed significantly less time per correctly collected item and looked more frequently toward the VFD area than patients who failed. HL patients who passed the test showed a higher percentage of glances beyond the 60° VF ( P < 0.05). Conclusion. : A considerable number of HVFD patients performed successfully and could compensate for the HVFD by shifting the gaze toward the peripheral VF and the VFD area. Translational Relevance. : These findings provide new insights on gaze adaptations in patients with HVFDs during activities of daily living and will enhance the design and development of realistic examination tools for use in the clinical setting to improve daily functioning.

Eye Tracking Glasses
Software

11 versions available

How do learners process information in lectures? the role of projected slides and type of note-taking

Year: 2014

Authors: C Wecker

Today’s lectures are typically supported by means of computer-based slide projections, and it is common for learners to take notes on printed handouts containing the lecturer’s slides. In a 2x2-factorial design involving 81 students, the effects of slide projection (absent vs. present) and type of note-taking (on empty sheets vs. on handouts) were investigated with respect to the learners’ processing of information and their knowledge about information presented on slides and about information presented orally immediately after a lecture and two weeks later after an additional review phase. Preliminary analyses indicate a beneficial effect of note-taking on handouts on knowledge about information presented on slides after the additional review phase, which appears to be mediated to a substantial extent by the processing of information presented on slides while watching the lecture. Hence the effect cannot be explained exclusively by the completeness of this information in the learners’ notes.

Simulator
Software

1 version available:

Masking Action Relevant Stimuli in dynamic environments–The MARS method

Year: 2014

Authors: L Rittger,A Kiesel,G Schmidt, C Maag

We present the novel MARS (Masking Action Relevant Stimuli) method for measuring drivers’ information demand for an action relevant stimulus in the driving scene. In a driving simulator setting, the traffic light as dynamic action relevant stimulus was masked. Drivers pressed a button to unmask the traffic light for a fixed period of time as often as they wanted. We compared the number of button presses with the number of fixations on the traffic light in a separate block using eye tracking. For the driving task, we varied the road environment by presenting different traffic light states, by adding a lead vehicle or no lead vehicle and by manipulating the visibility of the driving environment by fog or no fog. Results showed that these experimental variations affected the number of button presses as dependent measure of the MARS method. Although the number of fixations was affected qualitatively similar, changes were more pronounced in the number of fixations compared to the number of button presses. We argue that the number of button presses is an indicator for action relevance of the stimulus, complementing or even substituting the recording and analyses of gaze behaviour for specific research questions. In addition, using the MARS method did not change dynamic driving behaviour and driving with the MARS method was neither disturbing, nor difficult to learn. Future research is required to show the generalisability of the method to other stimuli in the driving scene.

Simulator
Software

10 versions available

Methodological aspects of EEG and body dynamics measurements during motion

Year: 2014

Authors: PMR Reis, F Hebenstreit, F Gabsteiger

EEG involves the recording, analysis, and interpretation of voltages recorded on the human scalp which originate from brain gray matter. EEG is one of the most popular methods of studying and understanding the processes that underlie behavior. This is so, because EEG is relatively cheap, easy to wear, light weight and has high temporal resolution. In terms of behavior, this encompasses actions, such as movements that are performed in response to the environment. However, there are methodological difficulties which can occur when recording EEG during movement such as movement artifacts. Thus, most studies about the human brain have examined activations during static conditions. This article attempts to compile and describe relevant methodological solutions that emerged in order to measure body and brain dynamics during motion. These descriptions cover suggestions on how to avoid and reduce motion artifacts, hardware, software and techniques for synchronously recording EEG, EMG, kinematics, kinetics, and eye movements during motion. Additionally, we present various recording systems, EEG electrodes, caps and methods for determinating real/custom electrode positions. In the end we will conclude that it is possible to record and analyze synchronized brain and body dynamics related to movement or exercise tasks.

Eye Tracking Glasses
Software

14 versions available

Quality evaluation of stereo 3DTV systems with open profiling of quality

Year: 2014

Authors: S Kepplinger, N Hottong

Current work describes two evaluations in two different locations investigating possible differences in the experience of quality of stereo 3DTV systems. Herein, the work presents the usage of the Open Profiling of Quality method. This method allows going beyond up to now considered distinctive features (e.g., glasses wear comfort, brightness…). During the first evaluation standardized display-settings were used for each tested system. In the second study all systems were tested with their provided factory settings. Other factors like test stimuli, play out technology, laboratory settings, and viewing position were strictly standardized. Additionally, influencing factors like spectacle frames and display design have been minimized by using same eyeglass frames (but different technology) and hiding the display chassis. The results of both evaluations show distinct influences of display technology on quality perception. This is affirmed by the quality describing attributes deriving from the open profiling of quality method beyond the quantitative quality rating. This influence has to be considered within subjective evaluation of quality in order to support test-retest reliability and user centered approaches on quality evaluation of stereo 3D visualization. Different quality perception of different display technologies was confirmed even under different TV settings.

Eye Tracking Glasses
Simulator

4 versions available

Re-test reliability and accuracy of the Dikablis eye-tracker when sitting, standing and walking

Year: 2014

Authors: S Stuart,L Alcock,B Galna,S Lord

The Dikablis eye-tracker is reliable for measurement of saccades in older adults with ~4° error. Error and reliability were influenced by saccade distance, direction, task familiarity, and task demand. Observation during testing also suggests that reliability may also be influenced by error derived from calibration quality, eye vs. field camera positioning, head unit movement and the ability to track the pupil through glasses or contact lenses. The Research was supported/funded by the National Institute for Health Research (NIHR) Newcastle Biomedical Research Unit based at Newcastle Hospitals NHS Foundation Trust and Newcastle University. The views expressed are those of the author(s) and not necessarily those of the NHS, the NIHR or the Department of Health.

Eye Tracking Glasses
Simulator

2 versions available

Reading tilted: Does the use of tablets impact performance? An oculometric study

Year: 2014

Authors: JL Perrin, D Paillé,T Baccino

Electronic devices such as tablets often imply new postural behavior in our everyday life and little is known about the influence of these postures on cognitive processes. In this study, postural aspects of reading on digital tablets are investigated to test whether reading speed or comprehension may be affected by different positions of the head or of the device. The first aim of this study is to evaluate the effect of a lateral tilt of the head and/or a tablet on reading performance. We found that a small amount of tilt did not impact reading, subjects were able to adapt to this situation. For each eye tracking metric, there was a strong correlation between every condition of head and tablet tilt (for each one, r > 0.73). Tilting the head or some particular visual stimuli can also lead to a specific movement of the eyes called cycloversion. A second experiment was designed to ascertain the presence of such eye movements when reading on tablet. It emerged that reading on a tablet induced this movement, which could explain, to a certain extent, the adaptation we observed in the first experiment.

Eye Tracking Glasses
Software

5 versions available

Starting to get bored: An outdoor eye tracking study of tourists exploring a city panorama

Year: 2014

Authors: P Kiefer,I Giannopoulos,D Kremer

Predicting the moment when a visual explorer of a place loses interest and starts to get bored is of considerable importance to the design of touristic information services. This paper investigates factors affecting the duration of the visual exploration of a city panorama. We report on an empirical outdoor eye tracking study in the real world with tourists following a free exploration paradigm without a time limit. As main result, the number of areas of interest revisited during a short period was found to be a good predictor for the total exploration duration.

Eye Tracking Glasses
Software

9 versions available

SteerPad Development and Evaluation of a Touchpad in the Steering Wheel from a User Experience Perspective

Year: 2014

Authors: V Swantesson, D Gunnarsson

Driver safety has since the birth of automobiles been paramount. In a time when technologies are changing the way people interact with the outside world, the vehicle industries need to keep up with these changes in terms of both safety and user experience. When trying to assess this complication, some of these technologies have been integrated into the cars, thus leading to more distractions while driving. This thesis describes this dilemma as the gap between automobile safety and in-vehicle infotainment. By the use of a touchpad installed on the right hand side of the steering wheel, the thesis has developed and evaluated a prototype interface that is located in the vehicles dashboard display with goals to lower driver distraction. This touchpad is developed with three main sources of interaction; swipes, tactile interaction and character recognition. By merging and combining these sources the thesis has successfully developed a test prototype to be used for evaluation. The prototype was tested against an already existing in-vehicle information system where a number of use cases and scenarios were used to test the systems in terms of usability and user experience. Guidelines on safety regulations set by NHTSA have been studied and applied to the projects development and user studies. Test results indicate that this technology has the potential to lower the driver distraction while still maintaining a high level of usability and user experience. Finally the thesis presents a number of suggestions and ideas in reference to further development and studies.

Simulator
Software

3 versions available

Temporal multimodal data synchronisation for the analysis of a game driving task using EEG

Year: 2014

Authors: A Sivanathan,T Lim,S Louchart, J Ritchie

Multimodal data channels such as bio-physiological signals are increasingly used in game-play studies to better understand players’ behaviours and their motivations. It is however difficult to perform any sort of conclusive analysis solely based on bio-physiological signals due to the complex nature of epistemic, semiotic and ergotic activities surrounding in-game activities and the artefacts facilitating player immersion. Thus a combined analysis of multiple data streams including in-game data and bio-physiological signals is indispensable to produce contextualised information from which a deep analysis of game mechanics and their effects can be performed. Precise synchronisation in capturing multiple streams is required to generate valid inter-stream correlations and meaningful information. Typically there are no automatic mechanisms built in the game architecture or in commercial data logging systems for multimodal data synchronisation and data fusion. This paper presents a novel and generic technique based on inducing identifiable signature pulses in data channels to accurately synchronise multiple temporal data streams. This technique is applied and its capabilities are exhibited using a driving game simulation as an exemplar. In this example, driver’s in-game behavioural data is synchronised and correlated with their temporal brain activity. The concept of simplex method borrowed from linear programming is used to correlate between the driving patterns and brain activity in this initial study is provided so as to allow studying/investigating user behaviour in relation to learning of the driving track.

Eye Tracking Glasses
Software

8 versions available