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Immersion visuelle tridimensionnelle haute performance par suivi du mouvement des yeux / 3D visual augmented immersion with eyes trackingAurat, David 30 May 2016 (has links)
Les simulateurs sont de plus en plus intégrés dans le milieu industriel car ils facilitent les processus de fabrication et de test des objets. Dans ces simulateurs, comme dans d’autres domaines d’application de la réalité virtuelle, des écrans stéréoscopiques sont utilisés afin de rapprocher la vision sur écran de la vision naturelle. Toutefois, l’ajout de la stéréoscopie pose des problèmes au niveau physiologique, comme le conflit vergence-accommodation. Ce conflit est une des causes majeures de fatigue visuelle en vision stéréoscopique.Dans une première partie nous allons nous intéresser aux différentes méthodes permettant de réduire les effets du conflit vergence-accommodation. Puis, nous proposerons, expérimenterons et validerons un nouveau traitement : l’ajout d’un flou en vision périphérique. Ce traitement nous a permis de réduire la fatigue visuelle. Nous avons de plus trouvé que plus la zone nette est petite, plus le traitement est efficace.La deuxième partie de ce manuscrit sera consacrée à l’amélioration de la perception des formes en vision stéréoscopique artificielle. L’apport principal sera la prise en compte du point de regard dans le processus de rendu afin de reproduire l’impact de la direction du regard sur la perception de l’environnement et ainsi améliorer la perception de l’environnement virtuel. Cela génère des parallaxes verticales en vision périphérique. Cette nouvelle méthode de rendu permet d’améliorer la perception des formes lorsque celles-ci sont proches de l’utilisateur. / Simulators are more and more used in industry because they help for making and testing objects. Like in other domains, simulators use stereoscopic screen to get closer natural vision and artificial vision. However, stereoscopy create some physiological problems like vergence-accommodation conflict. This conflict is one of the main cause of visual strain while viewing stereoscopic contents. In a first part, we will see some methods to reduce visual fatigue due to vergence-accommodation conflict. Then, we will propose, test and validate a new method: a blur in peripheral vision. This treatment reduce eye strain. In addition, we found out that the smaller the sharp area is, the more effective the treatment is. In the second part, we will focus on the shape perception in stereoscopic vision and how to improve it. The main contribution will be to take into account the user’s gaze point in the rendering process to reproduce the effect of the gaze direction in natural vision and improve the perception of the virtual environment. This camera convergence create deformations – called vertical parallaxes – on the screen in peripheral vision. This new method improve shape perception if objects are located close to the user.
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Mobile Robot Navigation using Gaze Contingent Dynamic InterfaceAhmed, Zaheer, Shahzad, Aamir January 2010 (has links)
Using eyes as an input modality for different control environments is a great area of interest for enhancing the bandwidth of human machine interaction and providing interaction functions when the use of hands is not possible. Interface design requirements in such implementations are quite different from conventional application areas. Both command-execution and feedback observation tasks may be performed by human eyes simultaneously. In order to control the motion of a mobile robot by operator gaze interaction, gaze contingent regions in the operator interface are used to execute robot movement commands, with different screen areas controlling specific directions. Dwell time is one of the most established techniques to perform an eye-click analogous to a mouse click. But repeated dwell time while switching between gaze-contingent regions and feedback-regions decreases the performance of the application. We have developed a dynamic gaze-contingent interface in which we merge gaze-contingent regions with feedback-regions dynamically. This technique has two advantages: Firstly it improves the overall performance of the system by eliminating repeated dwell time. Secondly it reduces fatigue of the operator by providing a bigger area to fixate in. The operator can monitor feedback with more ease while sending commands at the same time.
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Passive gaze-contingent techniques relation to system latency / Passiva blickberoende teknikers relation till system latensThunström, Robin January 2014 (has links)
Interactive 3D computer graphics requires a lot of computational resources to render a high quality frame. Typically the process of rendering a frame assumes a naïve approach that the whole frame can be perceived by the user in uniform detail. This is often not true, within 2° horizontal eccentricity from point of gaze is where one can primarily perceive details. Adjusting the quality of a frame based on the visual acuity can increase rendering performance by a factor of five to six at the resolution 1920x1080 without sacrificing perceived quality (Guenter et al., 2012a). Doing so without the user being aware of the manipulation requires a highly sophisticated system with low system latency able to update the display fast enough. The current study aims to answer what system latency is required to support passive gaze-contingent techniques that requires close to real-time gaze data. A unique experiment design was developed exposing test subjects to different system latencies by varying eye-tracker and monitor frequency. The outcome from the current study with 20 participants indicates a configuration with the estimated worst case system latency of 60ms is capable of hiding manipulation for 55% of the participants. Lowering the worst case system latency to 42ms and 95% of the participants reported that they could not detect any change. The study concludes that the configuration with estimated worst case system latency of 42ms is able to support passive gaze-contingent techniques. / Interaktiv 3D datorgrafik kräver mycket dataresurser för att producera en högkvalitativ bildruta. Den typiska processen att producera en bildruta antar det naiva antagandet att hela bildrutan kan uppfattas av användaren i enhetlig detalj. Detta antagande är ofta inte sant. Mänskliga ögat kan uppfatta detaljer i 2° horisontell vinkel från blickfokus med minskande detaljrikedom i ökande vinkel. Att anpassa kvaliteten på en bildruta baserat på detta kan öka renderingsprestanda med en faktor 5-6 vid upplösningen 1920x1080, utan att minska på den subjektivt upplevda kvaliteten (Guenter et al., 2012a). Att kunna göra det utan att användaren är medveten om manipulation kräver ett mycket sofistikerat system med låg system latens för att uppdatera displayen tillräckligt snabbt. Denna studie syftar till att svara på vad för system latens som krävs för att stödja tekniker som kräver nära realtid blick uppgifter. Studien presenterar ett unikt experiment där testpersoner exponeras för olika system latenser genom att variera både skärm och ögonspårnings frekvenser. Resultatet från studien som baseras på 20 deltagare visar att en konfiguration med estimerad värsta fall system latens på 60ms kan dölja manipulation för 55% av deltagarna. Vid 42ms system latens i värsta fall uppgav 95% av deltagarna att de inte kunde upptäcka någon förändring. Studien drar slutsatsen att konfigurationen med beräknade värsta fall systemet latens på 42ms kan stödja passiva blickberoende tekniker. / <p>Mobile: 073-2420226 Email: robin@thunstroem.com</p>
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Olive Oil Market Trends -The Importance of An Appealing Packaging Design / Trenderna p� olivoljemarknaden - vikten av en tilltalande f�rpackningsdesignHübinette, Matilda, Jonas, Jenny January 2013 (has links)
I denna kandidatuppsats besvaras frågan om vilka designlösningar på förpackningen till en olivolja som i butikssammanhang positionerar sig som mer exklusiv och därmed bidrar till att målgruppen inhandlar produkten. För att ta reda på detta har observationer på sådana olivoljeflaskor gjorts i tre utvalda butiker. Utifrån dessa observationer har sedan en trendanalys gjorts. Med utgångspunkt ur trendanalysen har ett designarbete gjorts där fyra olika olivoljeförpackningar tagits fram baserade på element som används på en majoritet av dagens olivoljeförpackningar som positionerar sig som mer exklusiva. Förpackningarna är 3D-modeller modellerade i 3D Studio Max och etiketterna har skapats i Illustrator och Photoshop och har i den sistnämnda programvaran sammanfogats med förpackningarna. Med hjälp av bärbar eye-trackingutrustning fick fyra deltagare se de framtagna förpackningarna och med blicken svara på frågor angående dessa. Förpackningarna visades med hjälp av en projektor på en vägg, i naturlig storlek och uppradade på en simulerad butikshylla. Efter detta intervjuades deltagarna genom att använda kvalitativa frågor angående deras åsikter om olivoljeförpackningarna. Resultaten visar att varumärkesnamnets utformning är viktigt samt att en förpackning till en olivolja som positionerar sig som mer exklusiv bör vara gjord av glas, vara mjuk och följsam, samt innehålla ett mönster på etiketten. Form och mönster är de element som verkar vara de mest minnesvärda elementen och för att locka målgruppen är det viktigt med en förpackning som sticker ut på butikshyllan. En alltför innovativ form är inte att rekommendera medan en innovativ etikett kan vara fördelaktig. Tidigare erfarenheter har en betydelse vid val av förpackning och varumärkesnamn, produktbeskrivare och produktnamn bör tydligt uttryckas. Det är även fördelaktigt om designlösningen får konsumenten att vilja använda förpackningen som en del av köksinredningen. Färger, ovanliga för denna typ av produkt, kan skapa ett positivt ”hyllintryck” och färger som associeras till positivitet, värme, sol och energi kan i synnerhet locka konsumenter inom målgruppen. Symmetri i utformningen av etiketter för olivoljor som positionerar sig som mer exklusiva är fördelaktigt liksom användningen av en ljus nyans i etiketten i kontrast till ett mörkare textelement och/eller grafiskt element. / In this bachelor thesis the question regarding which design solutions, concerning the packaging to an up-market olive oil, contribute to the target group purchasing the product. To find out, observations on the up-market olive oil packaging of today was made in three selected stores. Based on the observations a trend analysis was made. With this analysis as a base, a design task, where four different olive oil packages were produced. These packages were based on elements frequently used on the present olive oil packaging. The packages are 3D-models made in 3D Studio Max and the labels were made in Illustrator and Photoshop. The labels were then merged with the packages using Photoshop. Using portable eye-tracking equipment, four participants were shown the four different olive oil packages, and got to answer questions concerning these packages, by using their eyes. The packages were shown through a projector, on a plain wall, in natural size and lined up on a simulated store shelf. Afterwards the participants answered qualitative questions regarding their opinions concerning olive oil packaging. The results show that the formation of the brand name is of importance and that a packaging for an up-market olive oil should be made out of glass, have a streamlined shape and a label that contains a pattern. The most memorable elements seem to be shape and pattern and in order to attract the target group, it is important to use a packaging design that stands out on the store shelf. An overly innovative shape is not to be recommended, but an innovative label can be beneficial. Prior experiences are of importance when choosing a packaging and brand name, product descriptor and product name should clearly be expressed. It is also beneficial if the design solution makes the consumer want to use the packaging as a part of the interior design in the kitchen. Colors unusual for this type of product can be used to create a positive ‘shelf impact’ and colors associated with positivity, warmth, sun and energy can especially tempt the consumers of the target group. Symmetry in the layout of the labels for up-market olive oil is beneficial as well as the use of a light color tone on the label in contrast to a darker text element and/or graphic element.
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Blicken i fokus : En ögonrörelsestudie om alternativ fokusanvändningBrandberg, Oscar, Ljungberg, Thomas January 2018 (has links)
Syftet för den här studien är att ta reda på hur och till vilken grad filmskapare kan styra tittarens perception genom skärpeanvändning utan att tittaren upplever sig kontrollerad. Metoden för studien har varit att genomföra ett experiment med eye-tracking för att ta reda på studiens problemställning och om våra hypoteser stämmer överens med verkligheten. Problemet vi ser och vill ta reda på är att kamerans fokus är olik människans, och hur man som filmskapare kan utveckla användandet av fokus i bildproduktion. Resultatet är att skärpan har en tydlig roll i hur vi ser på rörliga bilder och att den kan styra tittaren till en viss grad. Vår slutsats är att man kan styra tittaren med hjälp av fokusförändringar, men att vi behöver gå vidare med studien för att till exempel söka svar på var gränsen går för att kunna leda tittarens uppmärksamhet genom alternativ skärpeanvändning; utan att få personen att känna sig styrd.
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An eye-tracking study on synonym replacement / En ögonrörelsestudie på synonymutbyteSvensson, Cassandra January 2015 (has links)
As the amount of information increase, the need for automatic textsimplication also increase. There are some strategies for doing thatand this thesis has studied two basic synonym replacement strategies.The rst one is called word length and is about always choosinga shorter synonym if it is possible. The second one is called wordfrequency and is about always choosing a more frequent synonym if itis possible. Three dierent versions of them were tried. The rst onewas about just choosing the shortest or most frequent synonym. Thesecond was about only choosing a synonym if it was extremely shorteror more frequent. The last was about only choosing a synonym if itmet the requirements for being replaced and was on synonym level 5.Statistical analysis of the data revealed no signicant dierence. Butsmall trends showed that always choosing a more frequent synonymthat is of level 5 seemed to make the text a bit easier.
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Keeping an Eye on the Context : An Eye Tracking Study of Cohesion Errors in Automatic Text Summarization / Med ett öga på sammanhanget : En ögonrörelsestudie av kohesionsfel i automatiska textsammanfattningarRennes, Evelina January 2013 (has links)
Automatic text summarization is a growing field due to the modern world’s Internet based society, but to automatically create perfect summaries is not easy, and cohesion errors are common. By the usage of an eye tracking camera, this thesis studies the nature of four different types of cohesion errors occurring in summaries. A total of 23 participants read and rated four different texts and marked the most difficult areas of each text. Statistical analysis of the data revealed that absent cohesion or context and broken anaphoric reference (pronouns) caused some disturbance in reading, but that the impact is restricted to the effort to read rather than the comprehension of the text. Erroneous anaphoric reference (pronouns) was not detected by the participants which poses a problem for automatic text summarizers, and other potential disturbing factors were detected. Finally, the question of the meaningfulness of keeping absent cohesion or context as a separate error type was raised.
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The effect of product familiarity on consumers' attention to online advertisements : An eye-tracking experiment.Trel, Marion January 2017 (has links)
Purpose - The purpose of this research was to study millennial consumers' attention to online advertisements published by streetwear companies on social media. The aim was to investigate differences between consumers' attention to familiar products and unfamiliar products. Three hypotheses were constructed to test whether product familiarity affects consumers´ attention to advertisements: H1: Consumers who are familiar with the products are more likely to look at them in advertisements than consumers who are unfamiliar with the products. H2: Consumers who are familiar with the products will spend more time looking at them in advertisements than consumers who are unfamiliar with the products. H3: Consumers who are familiar with the products will find them faster from advertisements than consumers who are unfamiliar with the products. Method - The study applied between-subjects design by dividing 40 participants in two matched groups based on their gender. Both groups had 10 male and 10 female participants. During the eye-tracking experiment, participants in Group 1 were shown three product photos for two seconds and three advertisements containing the same products for four seconds. Participants in Group 2 were only presented with three advertisements for four seconds. The results of the study are presented in two parts. Firstly, heatmaps give an illustrative overview of the findings and Statistical analysis presents the results of statistical tests. Chi-square test was performed to test the first hypothesis and independent-samples t-tests were performed to test the second and third hypotheses. Results - The results of the study show that people who were familiar with the products were more likely to look at them in advertisements than consumers who were unfamiliar with the products. Also, people who were familiar with the products spent more time looking at them compared to people who were unfamiliar with the products. However, previous exposure to products did not result in faster identification of the products from advertisements.
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Automated usability analysis and visualisation of eye tracking dataDe Bruin, Jhani Adre January 2014 (has links)
Usability is a critical aspect of the success of any application. It can be the deciding factor
for which an application is chosen and can have a dramatic effect on the productivity of
users. Eye tracking has been successfully utilised as a usability evaluation tool, because of
the strong link between where a person is looking and their cognitive activity. Currently,
eye tracking usability evaluation is a time–intensive process, requiring extensive human
expert analysis. It is therefore only feasible for small–scale usability testing.
This study developed a method to reduce the time expert analysts spend interpreting
eye tracking results, by automating part of the analysis process. This was accomplished
by comparing the visual strategy of a benchmark user against the visual strategies of the
remaining participants. A comparative study demonstrates how the resulting metrics
highlight the same tasks with usability issues, as identified by an expert analyst. The
method also produces visualisations to assist the expert in identifying problem areas on
the user interface.
Eye trackers are now available for various mobile devices, providing the opportunity to
perform large–scale, remote eye tracking usability studies. The proposed approach makes
it feasible to analyse these extensive eye tracking datasets and improve the usability of
an application. / Dissertation (MSc)--University of Pretoria, 2014. / Computer Science / unrestricted
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Compréhension et stratégies d’exploration des documents pédagogiques illustrés / Understanding and eye-tracking strategies of illustrated pedagogical documentsMétayer, Natacha 13 January 2016 (has links)
Il est aujourd’hui plus aisé de proposer dans un même document d’apprentissage de nombreuses sources d’information présentées sous des formats différents. Si présenter plusieurs médias peut apporter des bénéfices en termes de performances d’apprentissage, traiter efficacement ces différentes sources d’information est une activité complexe. C’est pourquoi, proposer des documents guidant l’apprenant lors de sa consultation peut s’avérer nécessaire afin de favoriser la construction d’un modèle mental de qualité. Les études empiriques menées au cours de cette thèse se sont attachées à déterminer quels formats étaient les plus efficaces tout en augmentant progressivement le guidage au sein du document. Ainsi, ont été testés : la position de l’illustration par rapport au texte, l’effet de la consigne, la segmentation du texte et l’introduction d’un guidage via un contraste figure/fond. De plus, afin d’apporter de nouveaux éléments de réflexion quant à la manière dont les individus explorent un document d’apprentissage et l’impact de ces stratégies sur les performances, les mouvements oculaires des apprenants ont été enregistrés. Les résultats obtenus ont mis en évidence que les modifications du format de présentation des informations avaient un impact sur les stratégies de consultation du document notamment sur l’augmentation des transitions oculaires effectuées entre les textes et les illustrations. Cependant, seule la segmentation du texte sous forme de paragraphes sémantiques a permis d’obtenir des bénéfices en termes de compréhension. / It is easier today to offer in one informative document many sources of information presented in different formats. Presenting various media can bring benefits in terms of learning performance, but dealing effectively with these different sources of information is complex. Therefore, offering documents guiding the learner when he is reading may be necessary to promote the construction of a qualitative mental model. Empirical studies that are conducted during this thesis endeavour to determine which formats are most effective while gradually increasing guidance within the document. Thus, four items are tested: the position of the picture relative to the text, the effect of the instructions, the text segmentation and the introduction of a guidance through a figure-ground contrast. Moreover, in order to bring new elements of reflection about how people explore an informative document and the impact of these strategies on performance, the eye movements of the learners were recorded. The results showed that changes in the format of information have an impact on the strategies of consultation of the document, including the increasing eye transitions between texts and illustrations. However, only the segmentation of the text in the form of semantic paragraphs brought benefits in terms of understanding
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