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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
331

Embedded System Design of Low-Power Wearable Bioelectronic Devices

Hopper, Matthew S. 21 March 2018 (has links)
The miniaturization of electronics in modern times has enabled the possibility of creating a “continuity of care” using small wearable bioelectronic devices. Using wearable devices, such as the Fitbit or Garmin fitness trackers, allows for the exchange of data between devices which can be used to improve the accuracy of data analysis and thus patient health. In this thesis work, three wearable bioelectronic devices are proposed: an EOG-based eye-gaze tracking assistive technology device for the physically disabled to control a computer cursor, a battery-operated miniaturized polysomnograph that can store and transmit data wirelessly to sleep technicians and a trauma-detecting personal locator beacon. The first two system designs are outlined and simulated, followed by the testing of a prototype while the third system is a proposed design that will be reduced to practice at a later date. With continued development needed in the signal processing algorithms, the eye-gaze tracking computer mouse demonstrated capability and repeatable results. The wearable sleep sensor system also demonstrated capability and provided data with high signal-to-noise ratios on most channels before any filtering, allowing for comparable signal quality to conventional polysomnography devices.
332

EYE TRACKING IN USABILITY : A methodology study

Hedlund, John January 2018 (has links)
The usability group at RISE Research Institute of Sweden primarily perform usability evaluations for their clients. Usability evaluations are performed on launched products as well as early prototypes, the purpose of these evaluations is to detect problems and give suggestions on how they can be solved. The usability group offers a variety of usability evaluations, such as expert evaluations where experts assess the usability of a product and user tests were participants are observed when preforming tasks with a product. Eye tracking is a relatively new tool that measures eye movement; this tool is used within the usability group at RISE today, mostly as a compliment in usability tests. No extensive analysis is made of the data collected using eye tracking, due to lack of time, resources and knowledge. The purpose of this project is to investigate whether and, if so, how eye tracking can be used efficiently to evaluate usability in user tests. At the start of the project a literature study, an analysis of the current state was carried out along with a practical exploration of the eye tracking technology and associated analysis tools. Based on the information gathered in the first part of the project, two directions were selected. A qualitative approach, with the aim of exploring and explaining why a usability issue arises, and a quantitative approach with the aim to compare two equivalent products and determining which one of them is best in a usability perspective. Early in the project challenges with the collection and evaluating eye tracking data were identified. These challenges were largely related to how a usability test is conducted. In order to further explore how to best perform a usability test using eye tracking, a pilot study was conducted in which the test object was a microwave oven. The goal of the pilot study was to develop a test setup to be able to collect eye tracking data with minimal impact on factors affecting the eye tracking data. Examples of factors are "think aloud" and that the test moderator asks questions during when the participant perform a task. Based on the insights from the pilot study, the test setup was further developed, and both a qualitative and quantitative method of data collection and analysis was developed. The test setup and the two methods were evaluated in a usability test with two clock radios. The results of the tests in this project show that the qualitative analysis of eye tracking data can gather detailed data on how a person searches for information when performing a given task. By looking at the eye movement pattern, you can get indications of shortcomings in the information layout of a particular product. Eye tracking allows you to understand why a person fails a task by checking if the test person saw the desired information without interpreting it or if the person completely missed the information that was necessary to complete the task. The quantitative analysis of eye tracking data could not detect any differences between the products tested to indicate differences in the overall usability. The conclusion is that a qualitative analysis is the most effective way to utilize eye tracking in usability tests of consumer products. / Usability-gruppen på RISE Research Institute of Sweden arbetar främst med att utvärdera användbarhet på produkter för olika kunder. Användbarhets-utvärderingar utförs på lanserade produkter så väl som tidiga prototyper. Syftet med dessa utvärderingar är att upptäcka problem relaterade till användbarhet och komma med förslag på hur problemen kan lösas. Usability-gruppen erbjuder en rad olika typer av utvärderingar av produkter, exempelvis expertutvärderingar där produktens användbarhet bedöms av experter, och användartester där man observerar när en testperson använder en produkt. Eye tracking är ett relativt nytt verktyg som mäter ögonrörelser, detta verktyg används inom usability- gruppen på RISE idag som ett komplement vid använbarhets-tester. Då man saknar tid, resurser och till viss del kunskap om verktygets tillämpning används eye tracking idag endast som ett passivt verktyg. Med detta menas att man samlar in data utan att utföra några djupare analyser. Syftet med detta examensarbete är att undersöka om och i så fall hur eye tracking kan användas på ett effektivt sätt för att utvärdera användbarhet i användartester. I starten av projektet genomfördes en litteraturstudie, en nulägesanalys samt praktisk utforskning av tekniken och tillhörande analysverktyg. Baserat på den information som samlades in i första delen av projektet valdes två inriktningar. En kvalitativ inriktning, med målet att utforska och förklara varför ett visst användbarhetsproblem uppstår, och en kvantitativ inriktning med målet att jämföra två likvärdiga produkter och bestämma vilken av dessa som har bäst användbarhet. Tidigt identifierades även utmaningar med insamling och utvärdering av eye tracking-data, dessa utmaningar visade sig till stor del bero på hur ett användartest genomförs. För att vidare utforska hur man bäst genomför ett användbarhets-test med hjälp av eye tracking gjordes därför en så kallad pilotstudie där testobjektet var en mikrovågsugn. Målet med denna var att hitta ett testupplägg för att samla in eye tracking-data med minimal påverkan av omgivande faktorer som påverkar datan. Exempel på faktorer skulle kunna vara att testpersonen får ”tänka högt” eller att testledaren ställer frågor under genomförandet av en uppgift. Baserat på insikterna från pilotstudien vidareutvecklades testupplägget, och både en kvalitativ såväl som kvantitativ metod för datainsamling och analys togs fram. Testupplägget och de två metoderna utvädrades genom ett användbarhetstest där två olika klockradios testades. Resultaten från testerna som genomförts i projektet visar att man med kvalitativ analys av eye tracking data kan samla in detaljerade data på hur en person letar efter information vid utförande av en given uppgift. Genom att titta på ögonens rörelsemönster kan man få indikationer på brister i informationslayouten på en viss produkt. Med hjälp av eye tracking kan man förstå varför en person misslyckas med en uppgift genom att se om testpersonen såg den önskade informationen utan att tolka den eller om personen helt missade den information som var nödvändig för att klara uppgiften. Den kvantitativa analysen av eye tracking data kunde inte påvisa några skillnader mellan de produkter som testades för att indikera skillnader i användbarhet. Slutsatsen är att en kvalitativ analys är det effektivaste sättet att nyttja eye tracking vid användbarhetstester av konsumentprodukter.
333

Comprehension of complex animation : cueing, segmentation and 2D / 3D presentations / Comprehension d'animations complexes : signalisation, segmentation et présentations en 2D et 3D

Putri, Dian Kemala 25 November 2011 (has links)
Pas de résumé en français / The goal of our studies was to test the effect of segmentation, cueing, and 2D/3D presentations to foster complex animation rocessing. The material was an upright mechanical piano system. We used an eye tracking system which provides information about learners’ attention direction during the animation processing. We analyzed the effect of the format presentations and the eye movements during learning. Based on animation and multimedia research background, four experiments were conducted. In the first experiment the effect of the presentation of simplified external representations on learning from complex animation was investigated. Experiment two and three aimed at studying the cognitive processes involved in learning to complex mechanism system with new cueing techniques with spatial-temporal colored tokens. In the fourth experiment, 2D and 3D presentation of the same animated content were compared. Results of these experiments showed that (1) the use of a dual format presentation is better for developing a dynamic mental model from the animation than a single format, (2) the signaling strategies using cued tokens of dual format can guide efficiently learner’s building of mental model and can enhance learner’s comprehension of complex system, (3) a sequential format presentation followed by an animation format presentation helps the learner to understand the key stages of a dynamic process and to create a high quality mental model, (4) 3D animation presentation is better than 2D animation presentation to direct attention on relevant component of the animation. For depth processing, comprehension with 3D animation presentation is better than 2D animation format. Eye tracking measures provided insights into how people understood and learned complex systems. The analysis of eye tracking also contributed to the understanding of the subject’s perceptual processing during learning. Overall, results provide a significant contribution in the field of learning with complex animation. Recommendations in the ergonomics area for the design of animations are proposed.
334

Atraktivita layoutu časopisů ve vztahu k nákupnímu chováním

Lukasová, Martina January 2014 (has links)
The diploma thesis defines how the graphical information of magazine front pages influences consumer's decision making. Subsequently, the thesis also deals with the suggestion of optimal layout of elements for magazines. Due to above mentioned, the research aims on consumers whose age is ranging from 19 up to 26 years and they study at Mendel University in Brno. Nowadays knowledge and approaches to this topic are covered in theoretical part. In terms of the subject of the thesis the qualitative research were performed. It was based on two tech-niques -- the first one is called eye tracker and latter is in-depth interviewing. In the thesis there are also described individual phases of research and data received. On the basis of obtained information there was done the analysis of general preferences, colour, typography, photos and pictures depicted at the front page. The summarization of research results can be found in the final part of the diploma thesis
335

Product placement a jeho vliv na chování spotřebitele

Slováčková, Tereza January 2015 (has links)
SLOVÁČKOVÁ, T. Product placement and its influence on consumer behaviour. Brno, 2015. 205 p. Master thesis. Mendel University in Brno, Faculty of Business and Economics. Thesis supervisor: Ing. Martin Souček, PhD. This diploma thesis deals with product placement in Czech environment and its influence on consumer behavior. Methods of eye-tracking and in-depth interviews have been used in the practical part of this thesis. Based on the results of the con-ducted research, marketing recommendations with possible practical application were created.
336

Vliv obalů a etiket bezlepkových potravin na chování spotřebitele

Havlík, Tomáš January 2016 (has links)
This diploma thesis is analysing the influence of packaging and labelling on the behaviour of gluten-free consumers. The research is focused on consumers in the age of 18-40 in the Czech Republic who frequently buy gluten-free products. The goal of this thesis is to create general marketing recommendations for creating and designing the packaging of gluten-free products in order to provide the best buying experience for the customers. Questionnaire survey, eye tracking and in-depth interviews were used as the research techniques to reach this goal.
337

MUSIC TO OUR EYES: ASSESSING THE ROLE OF EXPERIENCE FOR MULTISENSORY INTEGRATION IN MUSIC PERCEPTION

Graham, Robert Edward 01 December 2017 (has links)
Based on research on the “McGurk Effect” (McGurk & McDonald, 1976) in speech perception, some researchers (e.g. Liberman & Mattingly, 1985) have argued that humans uniquely interpret auditory and visual (motor) speech signals as a single intended audiovisual articulatory gesture, and that such multisensory integration is innate and specific to language. Our goal for the present study was to determine if a McGurk-like Effect holds true for music perception as well, as a domain for which innateness and experience can be disentangled more easily than in language. We sought to investigate the effects of visual musical information on auditory music perception and judgment, the impact of music experience on such audiovisual integration, and the possible role of eye gaze patterns as a potential mediator for music experience and the extent of visual influence on auditory judgments. 108 participants (ages 18-40) completed a questionnaire and melody/rhythm perception tasks to determine music experience and abilities, and then completed speech and musical McGurk tasks. Stimuli were recorded from five sounds produced by a speaker or musician (cellist and trombonist) that ranged incrementally along a continuum from one type to another (e.g. non-vibrato to strong vibrato). In the audiovisual condition, these sounds were paired with videos of the speaker/performer producing one type of sound or another (representing either end of the continuum) such that the audio and video matched or mismatched to varying degrees. Participants indicated, on a 100-point scale, the extent to which the auditory presentation represents one end of the continuum or the other. Auditory judgments for each sound were then compared based on their visual pairings to determine the impact of visual cues on auditory judgments. Additionally, several types of music experience were evaluated as potential predictors of the degree of influence visual stimuli had on auditory judgments. Finally, eye gaze patterns were measured in a different sample of 15 participants to assess relationships between music experience and eye gaze patterns, and eye gaze patterns and extent of visual on auditory judgments. Results indicated a reliable “musical McGurk Effect” in the context of cello vibrato sounds, but weaker overall effects for trombone vibrato sounds and cello pluck and bow sounds. Limited evidence was found to suggest that music experience impacts the extent to which individuals are influenced by visual stimuli when making auditory judgments. The support that was obtained, however, indicated the possibility for diminished visual influence on auditory judgments based on variables associated with music “production” experience. Potential relationships between music experience and eye-gaze patterns were identified. Implications for audiovisual integration in the context of speech and music perception are discussed, and future directions advised.
338

An "active vision" computational model of visual search for human-computer interaction

Halverson, Timothy E., 1971- 12 1900 (has links)
xx, 191 p. : ill. (some col.) A print copy of this thesis is available through the UO Libraries. Search the library catalog for the location and call number. / Visual search is an important part of human-computer interaction (HCI). The visual search processes that people use have a substantial effect on the time expended and likelihood of finding the information they seek. This dissertation investigates visual search through experiments and computational cognitive modeling. Computational cognitive modeling is a powerful methodology that uses computer simulation to capture, assert, record, and replay plausible sets of interactions among the many human processes at work during visual search. This dissertation aims to provide a cognitive model of visual search that can be utilized by predictive interface analysis tools and to do so in a manner consistent with a comprehensive theory of human visual processing, namely active vision. The model accounts for the four questions of active vision, the answers to which are important to both practitioners and researchers in HCI: What can be perceived in a fixation? When do the eyes move? Where do the eyes move? What information is integrated between eye movements? This dissertation presents a principled progression of the development of a computational model of active vision. Three experiments were conducted that investigate the effects of visual layout properties: density, color, and word meaning. The experimental results provide a better understanding of how these factors affect human- computer visual interaction. Three sets of data, two from the experiments reported here, were accurately modeled in the EPIC (Executive Process-Interactive Control) cognitive architecture. This work extends the practice of computational cognitive modeling by (a) informing the process of developing computational models through the use of eye movement data and (b) providing the first detailed instantiation of the theory of active vision in a computational framework. This instantiation allows us to better understand (a) the effects and interactions of visual search processes and (b) how these visual search processes can be used computationally to predict people's visual search behavior. This research ultimately benefits HCI by giving researchers and practitioners a better understanding of how users visually interact with computers and provides a foundation for tools to predict that interaction. This dissertation includes-both previously published and co-authored material. / Adviser: Anthony J. Hornof
339

Social perception in Autism : An eye tracking and pupillometric study / Social Perception in Autism : An eye tracking and pupillometry study

Frost, Morgan January 2018 (has links)
Typically developing humans innately place subjective value on social information and orient attention to it. This can be shown through eye tracking and pupillometry, a method used to show attentional engagement. Social brain development and social preference is present from infancy, and is thought to rely on a carefully balanced network of neurotransmitters and neural connections. Autism Spectrum Disorder (ASD) presents altered neural systems which cause individuals to perceive and process social information differently, but the neurophysiology of this difference remains unclear. Previous research shows atypical gaze patterns, hyperarousal, and lack of orienting to social stimuli in ASD. Since autism is highly comorbid and shares traits with other neurodevelopmental disorders, it is difficult to distinguish aspects of these social processing differences. This study used a group of 35 neuropsychiatric patients to investigate how individuals with autism process social and non-social scenes. Eye tracking and pupillometry measures were collected while participants observed images of natural scenes with or without a person. Participants with autism did not show a pupillary response to social images and were slower to fixate on the face  region than the other participants. Additionally there were correlations between clinical measures of social functioning and the length of time it took to fixate to faces. The results highlight important distinctions of social processing in autism. This thesis proposes a new perspective of looking at the social deficits present in autism spectrum disorder. It suggests reframing the current discussion from two leading hypotheses to a unified approach and formally considering the limitations of differing types of stimuli.
340

“Seeing through consumers’ eyes”: exploring online restaurant selection behaviors using eye-tracking technology

Li, Xiaoye January 1900 (has links)
Doctor of Philosophy / Department of Hospitality Management / Junehee Kwon / With the advancement of the Internet and information technology, consumers have access to a massive amount of information before purchase. In the hospitality industry, consumers frequently search online information to make decisions. However, there has been limited hospitality research exploring the actual information search behaviors in the online setting. The purpose of this research was to assess the actual information search behaviors of consumers when choosing restaurants through consumer review websites. To accomplish the purpose, three mixed-methods were used including eye-tracking experiments (Phase I), qualitative, retrospective think-aloud (RTA) interviews (Phase II), and a scenario-based survey (Phase III). In the eye-tracking experiments, 30 participants were recruited and instructed to conduct restaurant search tasks. Variables included fixation duration, fixation count, and visit count, indicating how long and how often consumers’ attention had been attracted to certain information areas. The eye-tracking data was also visualized through heat maps and gaze plots. Following eye-tracking experiments, RTA interviews were conducted to investigate the underlying thinking process of consumers. A playback of the recorded eye-tracking video was presented to each participant while participants verbalized their thinking process and reasoning of information search behaviors. The interviews were recorded, transcribed, and analyzed through grounded-theory model to identify important information elements. To overcome the limited generalizability of the eye-tracking experiments and interviews, a scenario-based survey was created, and seven hypotheses were developed to evaluate impacts of online reviews, images, and advertisements on consumers’ interests and restaurant visit intentions based on the results of Phases I and II. Restaurant selection scenarios were provided to the participants to look through screenshots of webpages in order to mimic the online environment. The online survey company Amazon MTurk was used for data collection. A total of 406 usable survey responses were collected and analyzed using descriptive statistics, one-sample Chi-square tests, and visualized heat maps. Eye-tracking experiment results revealed that images, consumer reviews, and filter functions were the top information areas to which consumers paid considerable attention. Advertisements in Yelp also received much attention from participants, but during RTA interviews, advertisements were found to be less impactful for consumers’ decision-making than the number of reviews, images with food items, and consumer reviews. Five out of seven hypotheses in Phase III were supported, indicating that it was mostly consistent with findings of the eye-tracking experiments and interviews (Phase I and II). Specifically, consumers’ interests and intentions to visit restaurants were greater for restaurants with a higher number of reviews, food images, and without advertisements. Consumers also were more interested in extremely rated reviews and preferred evenly-distributed image groups. This study contributes to the existing hospitality literature related to consumer behavior with the utilization of the innovative, combined methods of eye-tracking technology, RTA interviews, and scenario-based survey. This approach allowed the researcher to obtain a holistic view of actual consumer behavior, thinking process accompanying the behavior as well as the verification with large sample. Consumer review websites and restaurateurs were provided with specific recommendations to enhance the online user experience and improve customer satisfaction, respectively.

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