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Utility of High-Definition Fiber Tractography and Eye-Tracking for Measuring Outcome in Chronic Mild Traumatic Brain InjuryLindsey, Hannah M. 03 August 2020 (has links)
A complete understanding of the functional and structural impairments driving persistent post-concussive symptom (PCS) expression in approximately one-third of those who suffer from mild traumatic brain injury (mTBI) is essential for the development of effective treatment strategies and improving quality of life. While traditional outcome measures, such as neuropsychological testing and structural magnetic resonance imaging, are sensitive to the severe functional impairments and widespread tissue damage frequently seen after moderate-to-severe injuries, more advanced measures that are sensitive to the subtle changes in cognitive function and tissue microstructure that may underlie persistent PCS are necessary for the assessment of recovery from mTBI. Toward this end, the current study investigates the utility of eye-tracking analysis and high-definition fiber tractography (HDFT) as advanced measures of functional and microstructural outcome in 11 adults with chronic mTBI and varying levels of PCS (ages 20-60; mean time post-injury = 9.53 ± 6.74 years) in comparison to 10 healthy adults (ages 20-54). Performance on neuropsychological and eye-tracking tasks of processing speed, attention, and working memory, and HDFT-derived quantitative measures of the microstructural integrity of the forceps major, inferior fronto-occipital fasciculus, middle longitudinal fasciculus, and superior longitudinal fasciculus were compared between groups, and the results were used to define discriminatory functions for mTBI classification. The relationships between neuropsychological and eye-tracking measures of cognitive function and HDFT-derived measures of tract integrity were explored, as was the utility of these functional and structural measures for predicting persistent PCS in chronic mTBI. The results suggest that eye-tracking analysis may be more specific to cognitive impairments resulting from mTBI than neuropsychological testing, and HDFT is highly sensitive and specific to the subtle microstructural changes that persist chronically in this population. Furthermore, white matter integrity assessed using HDFT is more strongly associated with impairments in processing speed, attention, and memory indicated through eye-tracking analysis relative to performance on neuropsychological tests. Finally, although the predictive utility of eye-tracking and HDFT for the experience of persistent PCS was not demonstrated in the present sample, the possibility that these data are confounded by symptom exaggeration, comorbid mental health impairment, or lack of self-awareness for functional deficits cannot be ruled out, and future research using large, homogenous sample of mTBI is necessary to validate the present findings.
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Cognitive Food Processing in Binge-Eating Disorder: An Eye-Tracking StudySperling, Ingmar, Baldofski, Sabrina, Lüthold, Patrick, Hilbert, Anja 11 April 2019 (has links)
Studies indicate an attentional bias towards food in binge-eating disorder (BED), however, more evidence on attentional engagement and disengagement and processing of multiple attention-competing stimuli is needed. This study aimed to examine visual attention to food and non-food stimuli in BED. In n = 23 participants with full-syndrome and subsyndromal BED and n = 23 individually matched healthy controls, eye-tracking was used to assess attention to food and non-food stimuli during a free exploration paradigm and a visual search task. In the free exploration paradigm, groups did not differ in initial fixation position. While both groups fixated non-food stimuli significantly longer than food stimuli, the BED group allocated significantly more attention towards food than controls. In the visual search task, groups did not differ in detection times. However, a significant detection bias for food was found in full-syndrome BED, but not in controls. An increased initial attention towards food was related to greater BED symptomatology and lower body mass index (BMI) only in full-syndrome BED, while greater maintained attention to food was associated with lower BMI in controls. The results suggest food-biased visual attentional processing in adults with BED. Further studies should clarify the implications of attentional processes for the etiology and maintenance of BED.
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Worldspace HeatmapsKrishnan Sherly, Rishi, Guo, Mengwei, Liu, Guanting January 2021 (has links)
Many games are set in 3D worlds and have shifting camera viewpoints. In this study, we attempt to create and evaluate a Proof-of-Concept Worldspace Heatmap System that accounts for the shifting camera views in 3D game worlds, in an attempt to improve user testing processes. We test the system by conducting a stimulated recall user study, in which we examine the areas in a game that drew the attention of the participants, with the help of heatmaps placed in the game world. Our results include observations of several behavior patterns and participant evaluations of the Worldspace Heatmap System. We observed multiple indications in the data we gathered, that such a system can be useful for obtaining player behavior insights and for enhancing user testing processes, especially if some of the limitations are overcome.
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Investigation of Embedded Brand Placement within Esports / Undersökning av inbäddad varumärkesplacering inom EsportsLundberg, Carl Alexandros, Smith, Lola January 2021 (has links)
The video game and esports industry has grown exponentially over the past few years.“During recent years, esports have become one of the most rapidly growing forms ofnew media driven by the growing provenance of online games and onlinebroadcasting technologies” (Hamari and Sjöblom, 2017). Sponsors have identifiedmarketing opportunities in this rapidly growing advertising medium. Brand placementin esports is gaining momentum as a means to target audiences in an indirect andengaging way. In our study we have defined embedded brand placement in the contextof video games and esports as the practice of including a brand name, signage or otherforms of trademark merchandise integrated naturally within the game and in return,visibly featured in the esport broadcast. The aim of this study was to examine howembedded brand placement performed during different spectating scenarios whichpossess different distraction levels and in-game dynamics (audio and visual). Ourstudy explores the effectiveness of embedded brand placement within esports byemploying an eye tracking methodology as well as a brand recall exercise inconnection to participant's prior involvement with the video game, League of Legendsand the respective esports scene. The practical implications from the results of thisstudy hope to assist advertisers in making a better informed decision aboutcollaborating with esport events and uncover a better perception in regards to howthey might expect their advertising messages to perform. Through our study, we havesuccessfully contributed to the foundation of research surrounding embedded brandplacements within esports through our investigation of practical factors affecting towhich extent viewers are able to consume these advertising messages. These factorsbeing prior involvement, how differing spectating scenarios, distractions and in-gamedynamics affect fixations on advertising messages and finally how the above factorscontribute to overall brand recall as well as long-term versus short-term brandrecollection.
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Development of Test Method for Evaluation of Interactive Media : A comparison between two different test methods / Utveckling av en testmetod för interaktiv media : En jämförelse mellan två olika testmetoderLutonda, Egide January 2021 (has links)
This study addresses a usability testing method and the development of a new testing procedure that includes eye-tracking. By correcting errors within the system before it reaches the end-user contributes to satisfied customers, high quality, and a useful system. Testing is all-important in identifying errors in the test procedure to be sure to capture issues in the system being tested. The aim of the thesis is to analyze and examine the testing methods used in the company and present how the development of a new testing method should be suitable for the company. The traditional testing method is compared with a new testing method that includes eye-tracking. The empirical material was generated by usability testing. Other methods such as background questionnaire, observation, interview, review thinking-aloud, and pilot test were also used. In the conclusion of the study, it was found that the traditional testing method met the criteria of how a usability test should be conducted. Another conclusion was that the new testing method helps to clearly see and identify usability problems that may be present in a system. / Denna studie behandlar en testmetod för användbarhet och vikten av att ta fram en ny utvecklad testmetod med hjälp av eye-tracking. Genom att korrigera fel inom systemet innan det når fram till slutanvändaren bidrar nöjda kunder, hög kvalitet och ett användbart system. Syftet med uppsatsen är att analysera och utreda testmetoder som används i företaget samt kartlägga hur utvecklingen av en ny testmetod ska vara passande till verksamheten. Detta jämför jag med den nuvarande testmetoden med implementering av eye-tracking. Uppsatsens undersökningsfrågor är således: Hur kan företagets nuvarande testmetod förbättras? Hur lätt är det för företaget att använda den nya testmetoden? Är den nya testmetoden mer användbar för företaget jämfört med deras nuvarande metod? Det empiriska materialet har framställts genom användbarhetstester. Även andra metoder, såsom bakgrundsenkät, observation, intervju, retrospektiv granskning och pilottest har använts. I studiens slutsats har det framkommit att den nuvarande testmetoden uppnår kriterier på hur en användbarhetstest ska genomföras. Ytterligare slutsats har varit att den nya testmetoden bidrar med att tydligt se och identifiera användbarhetsproblem som kan finnas i ett system.
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A Neuro-Cognitive Perspective of Program ComprehensionPeitek, Norman 06 May 2022 (has links)
Background: Software is an integral part of today's world with an outlook of ever-increasing importance. Maintaining all of these software artifacts is a major challenge for software engineering. A future with robust software primarily relies on programmers' ability to understand existing source code, because they spend most of their time on it.
Program comprehension is the cognitive process of understanding source code. Since program comprehension is an internal cognitive process, it is inherently difficult to observe and measure reliably. Decades of research have developed fundamental models of program comprehension, but there still are substantial knowledge gaps in our understanding of program comprehension.
Novel psycho-physiological and neuroimaging measures provide an additional perspective on program comprehension which promise new insights to program comprehension. Recently, these measures have been permeating software engineering research. The measures include eye tracking and physiological sensors, but also neuroimaging measures, such as functional magnetic resonance imaging (fMRI), which allow researchers to more objectively observe cognitive processes.
Aims: This dissertation aims to advance software engineering by better understanding program comprehension. We apply and refine the use of psycho-physiological and neuroimaging measures. The goals are twofold:
First, we develop a framework for studying program comprehension with neuroimaging, psycho-physiological, eye tracking, and behavioral methods. For neuroimaging, we focus on functional magnetic resonance imaging (fMRI), as it allows researchers to unravel cognitive processes in high detail. Our framework offers a detailed, multi-modal view on program comprehension that allows us to examine even small effects.
Second, we shed light on the underlying cognitive process of program comprehension by applying our experiment framework. One major focus is to understand experienced programmers' efficient top-down comprehension. We also link programmers' cognition to common code complexity metrics.
Method and Results: To fulfill our goals, we conduct a series of empirical studies on program comprehension. In these studies, we use and combine fMRI, psycho-physiological, and eye-tracking measures. Throughout the experiments, we develop and refine a multi-modal experiment framework to shed light onto program comprehension with a neuro-cognitive perspective. We demonstrate that the framework provides a reliable approach to quantify and to investigate programmers' cognitive processes.
We explore the neuro-cognitive perspective of program comprehension to validate and extend established program-comprehension models. We show that programmers using top-down comprehension require less cognitive effort, but use the same network of brain areas.
We also demonstrate how our developed experiment framework and fMRI as a measure can be used in software engineering to provide objective data in long-standing debates. For example, we show that commonly used, but criticized code complexity metrics indeed only have a limited predictive power on the required cognitive effort to understand source code.
Conclusion: In our interdisciplinary research, we show how neuroimaging methods, such as fMRI, in combination with psycho-physiological, eye tracking and behavioral measures, is beneficial to software-engineering research. This dissertation provides a foundation to further investigate the neuro-cognitive perspective to programmers' brains, which is a critical contribution to the future of software engineering. / Hintergrund: Software ist ein fester Bestandteil der heutigen Welt mit einer immer wichtiger werdenden Bedeutung. Das moderne Leben ist infolgedessen zunehmend von funktionierender und möglichst fehlerfreier Software abhängig. Deshalb ist die Pflege aller Software-Artefakte eine wichtige und große Herausforderung für das Software-Engineering. Eine Zukunft mit robuster Software hängt in erster Linie von der Fähigkeit ab, den vorhandenen Quellcode zu verstehen, da damit die meiste Zeit verbracht wird.
Programmverständnis ist der kognitive Prozess des Verstehens von Quellcode. Da dieser kognitive Prozess intern abläuft, ist ein zuverlässiges Beobachten und ein genaues Messen mit erheblichen Schwierigkeiten verbunden. Jahrzehntelange Forschung hat zwar grundlegende Modelle des Programmverständnisses entwickelt, aber das Bild von Programmverständnis weist noch immer erhebliche Wissenslücken auf.
Neuartige psychophysiologische und nicht-invasive human-bildgebende Verfahren bieten zusätzliche Perspektiven auf das Programmverständnis, die neue Erkenntnisse versprechen. In den letzten Jahren haben diese Erfassungsmöglichkeiten die Software-Engineering-Forschung durchdrungen. Zu den Messverfahren gehören Eyetracking und physiologische Sensoren, aber auch nicht-invasive Human-Bildgebung, wie die funktionelle Magnetresonanztomographie (fMRT). Diese innovativen Messverfahren ermöglichen es Forschenden, kognitive Prozesse objektiver und genauer zu verfolgen und auszuwerten.
Ziele: Diese Dissertation zielt darauf ab, Software-Engineering durch ein besseres Erfassen des Programmverständnisses voranzubringen. Dafür werden psychophysiologische und nicht-invasive human-bildgebende Verfahren angewendet und verfeinert. Es werden zwei Ziele verfolgt:
Zum einen wird ein Framework für Experimente zum Programmverständnis, die mit Human-Bildgebung, Psychophysiologie, Eyetracking und Verhaltensmethoden durchgeführt werden, entwickelt. Bei der Human-Bildgebung erfolgt die Konzentration auf die funktionelle Magnetresonanztomographie (fMRT), da sie kognitive Prozesse mit hoher Detailschärfe entschlüsseln kann. Das entwickelte Framework bietet eine detaillierte, multimodale Sicht auf das Programmverständnis, die es ermöglicht, auch kleine Effekte zu untersuchen.
Zum anderen wird der zugrunde liegende kognitive Prozess des Programmverständnisses durch den Einsatz des aufgestellten Frameworks analysiert. Ein Hauptaugenmerk liegt dabei auf dem Erfassen des effizienten Top-Down-Verstehens von Quellcode. Zusätzlich wird die Kognition beim Programmieren mit gängigen Komplexitätsmetriken von Quellcode verknüpft und im Zusammenhang ausgewertet.
Methodik und Ergebnisse: Um die Ziele zu erreichen, werden eine Reihe empirischer Studien zum Programmverständnis durchgeführt. In diesen Studien werden fMRT, Psychophysiologie sowie Eyetracking verwendet und miteinander kombiniert. Während der Experimente erfolgt eine Entwicklung und Verfeinerung eines multimodalen Experimentframework, um das Programmverständnis mit einer neurokognitiven Perspektive zu beleuchten. Es wird dokumentiert, dass das entwickelte Framework einen zuverlässigen Ansatz bietet, um kognitive Prozesse beim Programmieren zu quantifizieren und zu untersuchen.
Weiterhin wird die neurokognitive Perspektive des Programmverständnisses erforscht, um etablierte Programmverständnismodelle zu validieren und zu erweitern. Im Kontext dessen wird belegt, dass das Top-Down-Verständnis das gleiche Netzwerk von Gehirnbereichen aktiviert, aber zu geringerer kognitiver Last führt.
Es wird demonstriert, wie das entwickelte Experimentframework und fMRT als Messverfahren im Software-Engineering verwendet werden können, um in langjährigen Debatten objektive Daten zu bieten. Dabei wird insbesondere gezeigt, weshalb gängige, aber in Frage gestellte Komplexitätsmetriken von Quellcode tatsächlich nur eine begrenzte Vorhersagekraft auf die erforderliche kognitive Last beim Verstehen von Quellcode haben.
Schlussfolgerung: In interdisziplinärer Forschung wird nachgewiesen, dass nicht-invasive human-bildgebende Verfahren wie die fMRT, kombiniert mit Psychophysiologie, Eyetracking sowie Verhaltensmethoden für die Software-Engineering-Forschung von erheblichem Vorteil sind. Diese Dissertation bietet eine belastbare Grundlage für die weitere Untersuchung der neurokognitiven Perspektive auf das Gehirn von Programmierern. Damit wird ein entscheidender Beitrag für ein erfolgreiches Software-Engineering geleistet.
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Attention Guidance for Immersive Virtual EnvironmentsDezsi, Szilveszter, Benjamin, Sejdic January 2019 (has links)
The current push from the industry for Head-Mounted Display based wearable computers to the masses for everyday use suggests that academia's goals of a tight human and computer integration is achievable. Although promising, many interaction challenges remain to achieve a deep integration. Primarily that of active cognitive support in the form of focusing user attention. This thesis investigates to what degree a system can unobtrusively, perhaps even subliminally, guide attention of a user by directing their gaze from a current point to a selected point in a virtual environment. A subjective evaluation is made regarding the characteristics of visual sensory stimuli in order to possibly achieve an unobtrusive (or even subliminal) gaze guidance. The attention guidance system developed is deployed in a controlled experiment with 30 participants. Participants are asked to fire a longbow at targets in a virtual reality environment while their point of gaze is monitored with an eye-tracker. The experiment produced interesting results, but no conclusive evidence that the system was able actively guide a user's attention nor influence their choice could be observed. The conclusion of this thesis is that further development is needed towards a system that is capable of objectively calibrating the stimuli characteristics for each individual participant.
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Strategie práce s obecně geografickou mapou jako zdrojem informací / Strategies of use of general geographic map as a source of informationTrokšiar, David January 2021 (has links)
The main topic of this thesis are map skills, and the key point of interest are strategies used for map analysis. General reference map was found as a suitable map given its frequent use in the school atlases. The main goal of this study is evaluation of the general reference map analysis strategies in terms of their dimensions, i. e. their repertoire, distribution, efficiency, and adaptability. 20 upper secondary school students participated in an eye-tracking experiment that consisted of the test and the follow-up questionnaire. The eye-tracking data were analyzed qualitatively and quantitatively to obtain information about the strategy dimensions. Results showed that students used broad repertoire of strategies when analyzing the general reference map and they pointed to the most chosen strategies as well. In some cases, students used more than one strategy to solve the task and thus the most frequent strategy combinations were detected. The efficiency of strategies was evaluated based on the students' success rate and the length of the solving cycle which was affected by the type of elements, respectively map content, used for solving the task. The ability to adapt to specific task demand was proven by addition of elements needed into the strategy or using entirely different strategy type. The...
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Development of a robust active infrared-based eye tracking systemCoetzer, Reinier Casper 18 July 2012 (has links)
Eye tracking has a number of useful applications ranging from monitoring a vehicle driver for possible signs of fatigue, providing an interface to enable severely disabled people to communicate with others, to a number of medical applications. Most eye tracking applications require a non-intrusive way of tracking the eyes, making a camera-based approach a natural choice. However, although significant progress has been made in recent years, modern eye tracking systems still have not overcome a number of challenges including eye occlusions, variable ambient lighting conditions and inter-subject variability. This thesis describes the complete design and implementation of a real-time camera-based eye tracker, which was developed mainly for indoor applications. The developed eye tracker relies on the so-called bright/dark pupil effect for both the eye detection and eye tracking phases. The bright/dark pupil effect was realised by the development of specialised hardware and near-infrared illumination, which were interfaced with a machine vision camera. For the eye detection phase the performance of three different types of classifiers, namely neurals networks, SVMs and AdaBoost were directly compared with each other on a dataset consisting of 17 individual subjects from different ethnic backgrounds. For the actual tracking of the eyes, a Kalman filter was combined with the mean-shift tracking algorithm. A PC application with a graphical user interface (GUI) was also developed to integrate the various aspects of the eye tracking system, which allows the user to easily configure and use the system. Experimental results have shown the eye detection phase to be very robust, whereas the eye tracking phase was also able to accurately track the eyes from frame-to-frame in real-time, given a few constraints. AFRIKAANS : Oogvolging het ’n beduidende aantal toepassings wat wissel van die deteksie van bestuurderuitputting, die voorsiening van ’n rekenaarintervlak vir ernstige fisies gestremde mense, tot ’n groot aantal mediese toepassings. Die meeste toepassings van oogvolging vereis ’n nie-indringende manier om die oë te volg, wat ’n kamera-gebaseerde benadering ’n natuurlike keuse maak. Alhoewel daar alreeds aansienlike vordering gemaak is in die afgelope jare, het moderne oogvolgingstelsels egter nogsteeds verskeie uitdagings nie oorkom nie, insluitende oog okklusies, veranderlike beligtingsomstandighede en variansies tussen gebruikers. Die verhandeling beskryf die volledige ontwerp en implementering van ’n kamera-gebaseerde oogvolgingsstelsel wat in reële tyd werk. Die ontwikkeling van die oogvolgingsstelsel maak staat op die sogenaamde helder/donker pupil effek vir beide die oogdeteksie en oogvolging fases. Die helder/donker pupil effek was moontlik gemaak deur die ontwikkeling van gespesialiseerde hardeware en naby-infrarooi illuminasie. Vir die oogdeteksie fase was die akkuraatheid van drie verskillende tipes klassifiseerders getoets en direk vergelyk, insluitende neurale netwerke, SVMs en AdaBoost. Die datastel waarmee die klassifiseerders getoets was, het bestaan uit 17 individuele toetskandidate van verskillende etniese groepe. Vir die oogvolgings fase was ’n Kalman filter gekombineer met die gemiddelde-verskuiwings algoritme. ’n Rekenaar program met ’n grafiese gebruikersintervlak was ontwikkel vir ’n persoonlike rekenaar, sodat al die verskillende aspekte van die oogvolgingsstelsel met gemak opgestel kon word. Eksperimentele resultate het getoon dat die oogdeteksie fase uiters akkuraat en robuust was, terwyl die oogvolgings fase ook hoogs akuraat die oë gevolg het, binne sekere beperkinge. Copyright / Dissertation (MEng)--University of Pretoria, 2011. / Electrical, Electronic and Computer Engineering / unrestricted
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Automatic object detection and tracking for eye-tracking analysisCederin, Liv, Bremberg, Ulrika January 2023 (has links)
In recent years, eye-tracking technology has gained considerable attention, facilitating analysis of gaze behavior and human visual attention. However, eye-tracking analysis often requires manual annotation on the objects being gazed upon, making quantitative data analysis a difficult and time-consuming process. This thesis explores the area of object detection and object tracking applied on scene camera footage from mobile eye-tracking glasses. We have evaluated the performance of state-of-the-art object detectors and trackers, resulting in an automated pipeline specialized at detecting and tracking objects in scene videos. Motion blur constitutes a significant challenge in moving cameras, complicating tasks such as object detection and tracking. To address this, we explored two approaches. The first involved retraining object detection models on datasets with augmented motion-blurred images, while the second one involved preprocessing the video frames with deblurring techniques. The findings of our research contributes with insights into efficient approaches to optimally detect and track objects in scene camera footage from eye-tracking glasses. Out of the technologies we tested, we found that motion deblurring using DeblurGAN-v2, along with a DINO object detector combined with the StrongSORT tracker, achieved the highest accuracies. Furthermore, we present an annotated dataset consisting of frames from recordings with eye-tracking glasses, that can be utilized for evaluating object detection and tracking performance.
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