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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.
371

Traitement des visages par les jeunes enfants avec un TSA : études en suivi du regard / Face processing in young children with ASD : an eye-tracking perspective

Guillon, Quentin 18 November 2014 (has links)
De par la richesse et la nature des informations qu’il véhicule, le visage joue un rôle essentiel dans les interactions sociales. Les difficultés que manifestent dès le plus jeune âge les personnes présentant un Trouble du Spectre de l’Autisme (TSA) sur le plan de l’interaction sociale ont conduit à s’intéresser aux modalités de traitement du visage dans cette population. Les travaux de cette thèse ont pour but d’explorer le traitement du visage chez les jeunes enfants avec un TSA, âgés de 24 à 60 mois, au moyen de la technique de suivi du regard. Dans la première étude, nous montrons que les jeunes enfants avec un TSA, comme les enfants typiques, sont sensibles à la visagéité d’un objet, ce qui suggère un traitement de la configuration de premier ordre. Ce résultat suggère que la nature des représentations faciales dans les TSA n’est pas qualitativement différente de celle des personnes typiques. Dans la seconde étude, nous testons la présence d’un biais du regard vers l’hémichamp visuel gauche en réponse à un visage présenté en vision centrale. Les résultats de cette étude indiquent que les jeunes enfants avec un TSA ne présentent pas ce biais du regard, ce qui pourrait refléter une altération de la dominance hémisphérique droite pour le traitement du visage dans les TSA. Enfin, dans la troisième étude, l’analyse du parcours visuel des jeunes enfants avec un TSA sur les visages révèle une exploration atypique concentrée au niveau de la région des yeux. Dans l’ensemble, ces études suggèrent que même si les enfants avec un TSA traitent les visages à partir de leur configuration, la manière d’y parvenir pourrait être différente. Des études futures devront spécifier les mécanismes du traitement configural du visage dans les TSA. / Faces are important for social interactions as they convey important information about social environment. Impairment in social interactions is one of the core symptoms of Autism Spectrum Disorders (ASD) and has been related to atypical face processing. Here, we investigated face processing in preschool children with ASD using eye-tracking methodology. In the first study, we showed that young children with ASD, just like typically developing children are sensitive to face-like objects suggesting that processing first order configuration is intact in ASD. According to these results, the nature of facial representation might be qualitatively similar between groups. In the second study, we tested the presence of a left gaze bias in response to faces presented at central vision. A lack of left gaze bias was found in young children with ASD, reflecting atypical right hemispheric lateralization for face processing. Finally, the third study analyzed the visual scanning of static faces and showed an abnormal exploration pattern limited to the eyes. Overall, these studies argue for the presence of configural face processing in preschoolers with ASD despite differences in strategy from typically developing children. Futures studies will have to specify the mechanisms underlying atypical configural face processing in ASD.
372

Avaliação de desempenho de algoritmos de estimação do olhar para interação com computadores vestíveis / Performance evaluation of eye tracking algorithms for wearable computer interaction

Fernando Omar Aluani 08 December 2017 (has links)
Cada vez mais o rastreamento do olhar tem sido usado para interação humano-computador em diversos cenários, como forma de interação (usualmente substituindo o mouse, principalmente para pessoas com deficiências físicas) ou estudo dos padrões de atenção de uma pessoa (em situações como fazendo compras no mercado, olhando uma página na internet ou dirigindo um carro). Ao mesmo tempo, dispositivos vestíveis tais quais pequenas telas montadas na cabeça e sensores para medir dados relativos à saúde e exercício físico realizado por um usuário, também têm avançado muito nos últimos anos, finalmente chegando a se tornarem acessíveis aos consumidores. Essa forma de tecnologia se caracteriza por dispositivos que o usuário usa junto de seu corpo, como uma peça de roupa ou acessório. O dispositivo e o usuário estão em constante interação e tais sistemas são feitos para melhorar a execução de uma ação pelo usuário (por exemplo dando informações sobre a ação em questão) ou facilitar a execução de várias tarefas concorrentemente. O uso de rastreadores de olhar em computação vestível permite uma nova forma de interação para tais dispositivos, possibilitando que o usuário interaja com eles enquanto usa as mãos para realizar outra ação. Em dispositivos vestíveis, o consumo de energia é um fator importante do sistema que afeta sua utilidade e deve ser considerado em seu design. Infelizmente, rastreadores oculares atuais ignoram seu consumo e focam-se principalmente em precisão e acurácia, seguindo a ideia de que trabalhar com imagens de alta resolução e frequência maior implica em melhor desempenho. Porém tratar mais quadros por segundo ou imagens com resolução maior demandam mais poder de processamento do computador, consequentemente aumentando o gasto energético. Um dispositivo que seja mais econômico tem vários benefícios, por exemplo menor geração de calor e maior vida útil de seus componentes eletrônicos. Contudo, o maior impacto é o aumento da duração da bateria para dispositivos vestíveis. Pode-se economizar energia diminuindo resolução e frequência da câmera usada, mas os efeitos desses parâmetros na precisão e acurácia da estimação do olhar não foram investigados até o presente. Neste trabalho propomos criar uma plataforma de testes, que permita a integração de alguns algoritmos de rastreamento de olhar disponíveis, tais como Starburst, ITU Gaze Tracker e Pupil, para estudar e comparar o impacto da variação de resolução e frequência na acurácia e precisão dos algoritmos. Por meio de um experimento com usuários analisamos o desempenho e consumo desses algoritmos sob diversos valores de resolução e frequência. Nossos resultados indicam que apenas a diminuição da resolução de 480 para 240 linhas (mantendo a proporção da imagem) já acarreta em ao menos 66% de economia de energia em alguns rastreadores sem perda significativa de acurácia. / Eye tracking has been used more and more in human-computer interaction in several scenarios, as a form of interaction (mainly replacing the mouse for the physically handicapped) or as a means to study attention patterns of a person (performing activities such as grocery shopping, reading web pages or driving a car). At the same time, wearable devices such as small head-mounted screens and health-related sensors, have improved considerably in these years, finally becoming accessible to mainstream consumers. This form of technology is defined by devices that an user uses alongside his body, like a piece of clothing or accessory. The device and the user are in constant interaction and such systems are usually made to improve the user\'s ability to execute a task (for example, by giving contextualized information about the task in question) or to facilitate the parallel execution of several tasks. The use of eye trackers in wearable computing allows a new form of interaction in these devices, allowing the user to interact with them while performing another action with his hands. In wearable devices, the energy consumption is an important factor of the system which affects its utility and must be considered in its design. Unfortunately, current eye trackers ignore energy consumption and instead mainly focus on precision and accuracy, following the idea that working with higher resolution and higher frequency images will improve performance. However, processing more frames, or larger frames, per second require more computing power, consequentially increasing energy expense. A device that is more economical has several benefits, such as less heat generation and a greater life-span of its components. Yet the greatest impact is the increased battery duration for the wearable devices. Energy can be saved by lowering the frequency and resolution of the camera used by the tracker, but the effect of these parameters in the precision and accuracy of eye tracking have not been researched until now. In this work we propose an eye tracking testing platform, that allows integration with existing eye tracking algorithms such as Starburst, ITU Gaze Tracker and Pupil, to study and compare the impact of varying the resolution and frequency of the camera on accuracy and precision of the algorithms. Through a user experiment we analyzed the performance and consumption of these algorithms under various resolution and frequency values. Our result indicate that only lowering the resolution from 480 to 240 lines (keeping the image aspect ratio) already amounts to a 66% energy economy in some trackers without any meaningful loss of accuracy.
373

EyeSwipe: text entry using gaze paths / EyeSwipe: entrada de texto usando gestos do olhar

Andrew Toshiaki Nakayama Kurauchi 30 January 2018 (has links)
People with severe motor disabilities may communicate using their eye movements aided by a virtual keyboard and an eye tracker. Text entry by gaze may also benefit users immersed in virtual or augmented realities, when they do not have access to a physical keyboard or touchscreen. Thus, both users with and without disabilities may take advantage of the ability to enter text by gaze. However, methods for text entry by gaze are typically slow and uncomfortable. In this thesis we propose EyeSwipe as a step further towards fast and comfortable text entry by gaze. EyeSwipe maps gaze paths into words, similarly to how finger traces are used on swipe-based methods for touchscreen devices. A gaze path differs from the finger trace in that it does not have clear start and end positions. To segment the gaze path from the user\'s continuous gaze data stream, EyeSwipe requires the user to explicitly indicate its beginning and end. The user can quickly glance at the vicinity of the other characters that compose the word. Candidate words are sorted based on the gaze path and presented to the user. We discuss two versions of EyeSwipe. EyeSwipe 1 uses a deterministic gaze gesture called Reverse Crossing to select both the first and last letters of the word. Considering the lessons learned during the development and test of EyeSwipe 1 we proposed EyeSwipe 2. The user emits commands to the interface by switching the focus between regions. In a text entry experiment comparing EyeSwipe 2 to EyeSwipe 1, 11 participants achieved an average text entry rate of 12.58 words per minute (wpm) with EyeSwipe 1 and 14.59 wpm with EyeSwipe 2 after using each method for 75 minutes. The maximum entry rates achieved with EyeSwipe 1 and EyeSwipe 2 were, respectively, 21.27 wpm and 32.96 wpm. Participants considered EyeSwipe 2 to be more comfortable and faster, while less accurate than EyeSwipe 1. Additionally, with EyeSwipe 2 we proposed the use of gaze path data to dynamically adjust the gaze estimation. Using data from the experiment we show that gaze paths can be used to dynamically improve gaze estimation during the interaction. / Pessoas com deficiências motoras severas podem se comunicar usando movimentos do olhar com o auxílio de um teclado virtual e um rastreador de olhar. A entrada de texto usando o olhar também beneficia usuários imersos em realidade virtual ou realidade aumentada, quando não possuem acesso a um teclado físico ou tela sensível ao toque. Assim, tanto usuários com e sem deficiência podem se beneficiar da possibilidade de entrar texto usando o olhar. Entretanto, métodos para entrada de texto com o olhar são tipicamente lentos e desconfortáveis. Nesta tese propomos o EyeSwipe como mais um passo em direção à entrada rápida e confortável de texto com o olhar. O EyeSwipe mapeia gestos do olhar em palavras, de maneira similar a como os movimentos do dedo em uma tela sensível ao toque são utilizados em métodos baseados em gestos (swipe). Um gesto do olhar difere de um gesto com os dedos em que ele não possui posições de início e fim claramente definidas. Para segmentar o gesto do olhar a partir do fluxo contínuo de dados do olhar, o EyeSwipe requer que o usuário indique explicitamente seu início e fim. O usuário pode olhar rapidamente a vizinhança dos outros caracteres que compõe a palavra. Palavras candidatas são ordenadas baseadas no gesto do olhar e apresentadas ao usuário. Discutimos duas versões do EyeSwipe. O EyeSwipe 1 usa um gesto do olhar determinístico chamado Cruzamento Reverso para selecionar tanto a primeira quanto a última letra da palavra. Levando em consideração os aprendizados obtidos durante o desenvolvimento e teste do EyeSwipe 1 nós propusemos o EyeSwipe 2. O usuário emite comandos para a interface ao trocar o foco entre as regiões do teclado. Em um experimento de entrada de texto comparando o EyeSwipe 2 com o EyeSwipe 1, 11 participantes atingiram uma taxa de entrada média de 12.58 palavras por minuto (ppm) usando o EyeSwipe 1 e 14.59 ppm com o EyeSwipe 2 após utilizar cada método por 75 minutos. A taxa de entrada de texto máxima alcançada com o EyeSwipe 1 e EyeSwipe 2 foram, respectivamente, 21.27 ppm e 32.96 ppm. Os participantes consideraram o EyeSwipe 2 mais confortável e rápido, mas menos preciso do que o EyeSwipe 1. Além disso, com o EyeSwipe 2 nós propusemos o uso dos dados dos gestos do olhar para ajustar a estimação do olhar dinamicamente. Utilizando dados obtidos no experimento mostramos que os gestos do olhar podem ser usados para melhorar a estimação dinamicamente durante a interação.
374

Liens entre les habiletés rythmiques et les compétences de décodage en lecture : associer les périodicités oculaires au chunking perceptif en parole lue

Rossier-Bisaillon, Antonin 12 1900 (has links)
Plusieurs études documentent des liens entre des habiletés dans des tâches liées au rythme et certaines compétences de base en lecture. Par exemple, des corrélations significatives sont observées chez des enfants et des adolescents entre des scores en décodage de la lecture et le niveau de réussite dans des tests qui impliquent de se synchroniser à une cadence ou une séquence rythmique. De plus, il est connu que la dyslexie s’accompagne souvent de plusieurs difficultés sur le plan rythmique, et des études récentes en électroencéphalographie (EEG) et magnétoencéphalographie (MEG) ont proposé que ces lacunes soient reliées à des patrons d’activité atypiques dans les oscillations neuronales de basse fréquence du système nerveux central. Comment expliquer que le rythme et la lecture soient ainsi liés sur le plan développemental? Dans plusieurs études, on fait référence à la conscience phonologique comme variable médiatrice pour comprendre cette association de façon indirecte. À la différence de ces théories, le présent mémoire propose une explication plus directe du lien entre rythme et lecture, dans laquelle on met l’accent sur le rôle intrinsèque du rythme pour le chunking d’information verbale en lecture à voix haute ou silencieuse. Pour tester cette hypothèse, on a mené une expérience durant laquelle 43 participants et participantes ont lu des textes alors que leur voix et leurs mouvements oculaires étaient enregistrés par un appareil d’oculométrie. Les résultats montrent que le rythme implicite d’un texte est suivi de façon stricte dans la lecture orale des participants, indépendamment d’amorces rythmiques auditives présentées avant le texte. De plus, certaines mesures probabilistes de fixations oculaires concordent avec ce comportement de la voix, suggérant que l’échantillonnage visuel d’un texte puisse générer une forme de comportement rythmique séquentiel. On termine en discutant des implications de ces résultats de recherche pour les théories de la lecture. / Numerous studies have documented links between abilities in tasks involving rhythm and some basic reading skills. For instance, significant correlations are observed between children or adolescent’s reading skills and their performance on tasks on motor synchronization to an auditory cadence or rhythmic sequence. Moreover, it is known that dyslexia is often accompanied by difficulties at the rhythmic level, and recent studies in electroencephalography (EEG) and magnetoencephalography (MEG) have suggested that these deficits may result from atypical patterns of activity in low-frequency neuronal oscillations of the central nervous system. How can these developmental links between rhythm and reading be explained? In some studies, phonological awareness is used to understand this association, hence proposing an indirect explanation relying on a third variable to make sense of the phenomenon. Unlike these theories, the present work proposes a more direct explanation of the link between rhythm and reading, where the emphasis is put on the intrinsic role of rhythm for the perceptual chunking of verbal information in oral or silent reading. To test this hypothesis, an experiment is presented in which 43 participants had to read sentences orally while their voice and eye-movements were recorded by an eye-tracking system. Results show that the implicit rhythm of the text is strictly followed in the participants’ oral reading, independently of a rhythmic priming that was presented before the text. In addition, probabilistic measures of eye fixations resemble the voice’s rhythmic chunks, highlighting possible rhythmic properties of visual sampling for text reading. We conclude by discussing the implications of these results for theories of reading.
375

Exploitation de la multimodalité pour l'analyse de la saillance et l'évaluation de la qualité audiovisuelle / Exploitation of multimodality for saliency analysis and audiovisual quality assessment

Sidaty, Naty 11 December 2015 (has links)
Les données audiovisuelles font partie de notre quotidien que ce soit pour des besoins professionnels ou tout simplement pour le loisir. Les quantités pléthoriques de ces données imposent un recours à la compression pour le stockage ou la diffusion, ce qui peut altérer la qualité audio-visuelle si les aspects perceptuels ne sont pas pris en compte. L’état de l’art sur la saillance et la qualité est très riche, ignorant souvent l’existence de la composante audio qui a un rôle important dans le parcours visuel et la qualité de l’expérience. Cette thèse a pour objectif de contribuer à combler le manque d’approches multimodales et ce, en suivant une démarche expérimentale dédiée. Les travaux associés se déclinent en deux parties : l’attention audiovisuelle et la qualité multimodale. Tout d'abord, afin de comprendre et d’analyser l’influence de l’audio sur les mouvements oculaires humains, nous avons mené une expérimentation oculométriques impliquant un panel d’observateurs, et exploitant une base de vidéos construite pour ce contexte. L'importance des visages a ainsi été confortée mais en particulier pour les visages parlants qui ont une saillance accrue. Sur la base de ces résultats, nous avons proposé un modèle de saillance audiovisuelle basé sur la détection des locuteurs dans la vidéo et exploitant les informations de bas niveau spatiales et temporelles. Par la suite, nous avons étudié l’influence de l’audio sur la qualité multimodale et multi-­supports. A cette fin, des campagnes d’évaluations psychovisuelles ont été menées dans l’optique de quantifier la qualité multimodale pour des applications de streaming vidéo où différents dispositifs de visualisation sont utilisés. / Audiovisual information are part of our daily life either for professional needs or simply for leisure purposes. The plethoric quantity of data requires the use of compression for both storage and transmission, which may alter the audiovisual quality if it does not account for perceptual aspects. The literature on saliency and quality is very rich, often ignoring the audio component playing an important role in the visual scanpath and the quality of experience. This thesis aims at contributing in overing the lack of multimodal approaches, by following a dedicated experimental procedures. The proposed work is twofold: visual attention modelling and multimodal quality evaluation. First, in order to better understand and analyze the influence of audio on humain ocular movements, we run several eyetracking experiments involving a panel of observers and exploiting a video dataset constructed for our context. The importance of faces has been confirmed, particularly for talking faces having an increased saliency. Following these results, we proposed an audiovisual saliency model based on locutors detection in video and relying on spatial and temporal low-­level features. Afterward, the influence of audio on multi-modal and multi-devices quality has been studied. To this end, psychovisual experiments have been conducted with the aim to quantify the multimodal quality in the context of video streaming applications where various display devices could be used.
376

Prediction in aging language processing

Cheimariou, Spyridoula 01 May 2016 (has links)
This thesis explores how predictions about upcoming linguistic stimuli are generated during real-time language comprehension in younger and older adults. Previous research has shown humans' ability to use rich contextual information to compute linguistic prediction during real-time language comprehension. Research in the modulating factors of prediction has shown, first, that predictions are informed by our experience with language and second, that these predictions are modulated by cognitive factors such as working memory and processing speed. However, little is known about how these factors interact in aging in which verbal intelligence remains stable or even increases, whereas processing speed, working memory, and inhibitory control decline with age. Experience-driven models of language learning argue that learning occurs across the life span instead of terminating once representations are learned well enough to approximate a stable state. In relation to aging, these models predict that older adults are likely to possess stronger learned associations, such that the predictions they generate during on-line processing may be stronger. At the same time, however, processing speed, working memory, and inhibitory control decline as a function of age, and age-related declines in these processes may reduce the degree to which older adults can predict. Here, I explored the interplay between language and cognitive factors in the generation of predictions and hypothesized that older adults will show stronger predictability effects than younger adults likely because of their language experience. In this thesis, I provide evidence from reading eye-movements, event-related potentials (ERPs), and EEG phase synchronization, for the role of language experience and cognitive decline in prediction in younger and older English speakers. I demonstrated that the eye-movement record is influenced by linguistic factors, which produce greater predictability effects as linguistic experience advances, and cognitive factors, which produce smaller predictability effects as they decline. Similarly, the N400, an ERP response that is modulated by a word's predictability, was also moderated by cognitive factors. Most importantly, older adults were able to use context efficiently to facilitate upcoming words in the ERP study, contrary to younger adults. Further, I provide initial evidence that coherence analysis may be used as a measure of cognitive effort to illustrate the facilitation that prediction confers to language comprehenders. The results indicate that for a comprehensive account of predictive processing research needs to take into account the role of experience acquired through lifetime and the declines that aging brings.
377

Contribución a la evaluación emocional en el diseño de productos mediante la integración de tecnologías de seguimiento de la mirada (Eye-tracking), diferenciales semánticos y potenciales evocados (ERPs)

Rojas López, Juan Carlos 20 June 2016 (has links)
[EN] The main objective of this thesis is contribute to emotional assessments of design product through three tools: differential semantic (DS), Eye-tracking (ET) and Event-related potential (ERP). Together these three tools will evaluate the methodology in four experiments developed by this thesis.The first experiment proposes an objective evaluation to compare a real product with a virtual representation. Both stimuli was evaluated separately with the same conditions by a single sample. This experiment proposes two assessments: (1) the DS intervention to quantify subjective elements for real and virtual bottle comparison. (2) ET applying to quantified the differences with virtual and real bottle. The results obtained by the two tools exposes 3 effects: (1) DS indicated a 70% of similitude between them. (2) DS indicated a difference evoked by visual quality. (3) ET indicated a 66% of similitude in the vision behavior for the two stimuli. The second experiment use a ceramic flooring as a stimulus in different decorative contexts to make an assessment. The stimulus was designed with two elements: (1) A scenario with the same ceramic flooring with different decoration style. (2) A bipolar semantic scale below the scenarios. This experiment proposes two assessments: (1) DS intervention to quantify the perception of flooring inside the scenarios with 9 bipolar scale and 3 scale related with decoration impression. (2) ET measure to find visual differences between stimuli biased by scenario impression and participant gender. The findings for DS, indicated that ceramic flooring was better valued with adjectives related to the concept of "modern" inside of modern decoration. The findings for ET, exposed a significant difference in the way men and women visualize. Furthermore, the inverted attention on flooring correlates with specific adjectives related with decoration used. The third experiment focuses on preference prediction or liking, using vision tracking and assessment rank. This experiment used a two independent sample of participants (children) for 2 type of stimuli. A series of isotypes and toys was created with three aesthetic dimension. The experiment are composed by two phases: (1) apply an assessment methodology-centered in a particular stimuli arrangement to be selected by vision. (2) Each stimuli used in the first phase was evaluated by a liking scale to determine which was the more liked. The findings described two aspects for this experiment: (1) The participant vision predict a subconscious selection until 1.5 seconds before conscious choice was made. (2) The perception of aesthetic dimensions and the assessment rank was biased by gender. The last experiment proposes a complete analysis with the three tools. The methodology focuses on capture the ERPs applied to healthy food packaging (boiled ham and turkey breast). This experiment possess a high degree of complexity to propose a quantification of cognitive process related with semantic product perception. The experiment uses the comparison of priming (adjectives) that describe positive or negative a target (packaging). A categorization was made in two groups of pairs of target (ham and turkey and packaging with sticker promotion or not [with and without a promotion sticker]). Simultaneously, a vision tracking was made to observed graphic elements. The findings describes several effects. For ET measure, the main areas of interest observed in the packaging during the semantic assessment (positive or negative adjective) were: the product photographic, the attribute information and the sticker promotion. For ERPs measure, the semantic positive effect was congruent with the healthiest packaging perceived (turkey breast) while the semantic negative effect was congruent with less healthy (boiled ham). For the packaging with sticker promotion, the semantic positive effect was congruent with them while the semantic negative effects was congruence with no sticker promotion. / [ES] El objetivo general de esta tesis es contribuir a la evaluación emocional del diseño de producto mediante las tres herramientas: diferenciales semánticos (DS), Eye-tracking (ET) y Potenciales relacionados con eventos (Event-related Potential, ERP). Estas tres herramientas validarán las aportaciones para la tesis en cuatro experimentos de la tesis. El primer experimento evalúa una comparación de un producto real frente una versión virtual del mismo. El experimento plantea dos evaluaciones: (1) El uso de DS para cuantificar elementos subjetivos de la comparativa de la botella real y virtual. (2) El uso de ET para cuantificar las diferencias de visualización entre la botella real y la virtual. Los resultados obtenidos fueron: (2) Los DS muestran un 70% de similitud entre los estímulos. (2) Los DS muestras una diferencia en términos de calidad visual de los estímulos. (3) El ET muestra un 66% de similitud de la mirada para los estímulos. El segundo experimento evalúa la percepción de un pavimento cerámico en diferentes contextos decorativos. Los estímulos generados contenían dos elementos: (1) Una imagen con el pavimento y las decoraciones. (2) Una escala bipolar de adjetivos descriptivos. El experimento plantea dos evaluaciones: (1) El uso de DS para cuantificar la percepción del pavimento dentro de las decoraciones, con 9 escalas bipolares y 3 escalas relacionadas con la decoración. (2) El uso de ET para encontrar diferencias de visualización entre estímulos sesgados por la valoración del escenario y género de los participantes. Los resultados encontrados para los DS muestran que el pavimento cerámico fue mejor valorado con adjetivos relacionados al concepto de moderno dentro del escenario de decoración moderna. El ET expone una diferente forma de mirar entre hombres y mujeres y la atención invertida en el pavimento se correlaciona con ciertos adjetivos. El tercer experimento se enfoca en anticipar la preferencia o gusto por medio de la visión, contrastada con la valoración de los estímulos expuestos. Se generaron una serie de isotipos y juguetes con tres dimensiones estéticas. Este experimento se compone de dos partes: (1) usar una metodología de evaluación centrada en una distribución de estímulos con una composición particular para una elección por visión. (2) Cada estímulo utilizado en la primera parte, se valoró por medio de una escala de gusto para determinar cuál era el más gustado. Los resultados encontrados describen dos aspectos del experimento: (1) La visión del participante anticipa una elección subconsciente hasta 1.5 segundos antes de la elección consciente de un producto. (2) La percepción de las dimensiones estéticas y su valoración fueron sesgadas por el género. El último experimento plantea un análisis completo con las tres herramientas. La metodología se centra en la captura de los ERPs aplicados a envases de comida saludable. Este experimento posee un grado de complejidad mayor que los anteriores, al plantear una cuantificación del proceso cognitivo relacionado con la percepción semántica de un producto. El experimento plantea una comparación de adjetivos (priming) que describen positivamente o negativamente los envases (target). Para esta metodología se categorizaron dos grupos de dos parejas de target Simultáneamente, se hizo una captura de visión por medio del ET para ver que gráficos fueron los más observados durante toda la experimentación. Los resultados para ET, se encontró que las principales zonas de interés observadas en los envases durante el contexto de la evaluación semántica fueron: las fotografías, la información de atributos y la promoción que se añade al envase. Para los ERPs se encontró que la carga semántica positiva era congruente con el envase del producto más saludable (pechuga de pavo) mientras que la carga semántica negativa para el otro (jamón cocido). Para los envases con la etiqueta de promoción se en / [CAT] L'objectiu general d'aquesta tesi és contribuir a l'avaluació emocional del disseny de producte mitjançant les tres eines: diferencials semàntics (DS), Eye-tracking (ET) i Potencials relacionats amb esdeveniments (Event-related Potential, ERP). En conjunt aquestes tres eines validaran les aportacions en quatre experiments. El primer experiment planteja avaluar objectivament una comparació d'un producte real front una versió virtual del mateix. L'experiment planteja dues avaluacions: (1) L'ús de DS per a quantificar elements subjectius per a la comparativa de la botella real i virtual. (2) L'ús de ET per a quantificar les diferències de visualització entre la botella real i la virtual. Els resultats obtinguts de les dues eines exposen 3 efectes: (2) Els DS mostren un 70% de similitud entre els dos estímuls. (2) Els DS mostres una diferència en termes de qualitat visual dels estímuls. (3) El mesurament de ET mostra un 66% de similitud de la mirada per als dos estímuls. El segon experiment planteja avaluar la percepció d'un paviment ceràmic en diferents contextos decoratius. Els estímuls generats contenien dos elements: (1) Un escenari on es presentava el mateix paviment ceràmic amb diferents tipus de decoracions. (2) Una escala bipolar d'adjectius descriptius. L'experiment planteja dues avaluacions: (1) L'ús de DS per a quantificar la percepció del paviment dins de les decoracions, amb 9 escales bipolars i 3 escales relacionades amb la decoració. (2) L'ús de ET per a trobar diferències de visualització entre estímuls esbiaixats per la valoració de l'escenari i gènere dels participants. Els resultats oposats per als DS mostren que el paviment ceràmic va ser millor valorat amb adjectius relacionats al concepte de modern dins de l'escenari de decoració moderna. Les dades de ET exposen una diferent forma de mirar entre homes i dones i l'atenció invertida en el paviment es correlaciona concordes amb la decoració utilitzada. El tercer experiment planteja un anticipar la preferència o gust per mitjà de la visió, contrastada amb la valoració dels estímuls exposats. Es van generar una sèrie de isotipus i joguines amb tres dimensions estètiques. Aquest experiment es compon de 2 parts: (1) utilitzar una metodologia d'avaluació centrada en una distribució d'estímuls amb una composició particular per a una elecció per visió. (2) Cada estímul utilitzat en la primera part, es va valorar per mitjà d'una escala de gust per a determinar quin era el més agradat. Els resultats oposats descriuen dos aspectes de l'experiment: (1) La visió del participant anticipa una elecció subconscient fins a 1.5 segons abans de l'elecció conscient d'un producte. (2) La percepció de les dimensions estètiques i la seua valoració van ser esbiaixades pel gènere. L'últim experiment se centra en la captura dels ERPs aplicats a envasos de menjar saludable (pernil cuit i pit de pollastre). Aquest experiment posseeix un grau de complexitat major que els anteriors, en plantejar una quantificació del procés cognitiu relacionat amb la percepció semàntica d'un producte. L'experiment planteja una comparació d'adjectius (priming) que descriuen positiva o negativament els envasos (target). Per a aquesta metodologia es van categoritzar dos grups de dues parelles de target (pernil cuit amb pit de pollastre i envàs amb una etiqueta de promoció o sense ella). Simultàniament, es va fer una captura de visió per mitjà del ET per observats elements gràfics. Els resultats obtinguts descriuen diversos aspectes. Per ET, es va trobar que les principals zones d'interès observades en els envasos durant el context de l'avaluació semàntica van ser: Les fotografies, la informació d'atributs i la promoció que s'afig a l'envàs. Per ERPs es va trobar que la càrrega semàntica positiva era congruent amb l'envàs del producte més saludable (pit de pollastre). Per als envasos amb l'etiqueta de promoció es va trobar que la / Rojas López, JC. (2016). Contribución a la evaluación emocional en el diseño de productos mediante la integración de tecnologías de seguimiento de la mirada (Eye-tracking), diferenciales semánticos y potenciales evocados (ERPs) [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/66140 / TESIS
378

Machine Learning Classification of Facial Affect Recognition Deficits after Traumatic Brain Injury for Informing Rehabilitation Needs and Progress

Syeda Iffat Naz (9746081) 07 January 2021 (has links)
A common impairment after a traumatic brain injury (TBI) is a deficit in emotional recognition, such as inferences of others’ intentions. Some researchers have found these impairments in 39\% of the TBI population. Our research information needed to make inferences about emotions and mental states comes from visually presented, nonverbal cues (e.g., facial expressions or gestures). Theory of mind (ToM) deficits after TBI are partially explained by impaired visual attention and the processing of these important cues. This research found that patients with deficits in visual processing differ from healthy controls (HCs). Furthermore, we found visual processing problems can be determined by looking at the eye tracking data developed from industry standard eye tracking hardware and software. We predicted that the eye tracking data of the overall population is correlated to the TASIT test. The visual processing of impaired (who got at least one answer wrong from TASIT questions) and unimpaired (who got all answer correctly from TASIT questions) differs significantly. We have divided the eye-tracking data into 3 second time blocks of time series data to detect the most salient individual blocks to the TASIT score. Our preliminary results suggest that we can predict the whole population's impairment using eye-tracking data with an improved f1 score from 0.54 to 0.73. For this, we developed optimized support vector machine (SVM) and random forest (RF) classifier.
379

Autism, Alexithymia, and Anxious Apprehension: A Multimethod Investigation of Eye Fixation

Stephenson, Kevin G. 01 July 2018 (has links)
Reduced eye fixation and deficits in emotion identification accuracy have been commonly reported in individuals with autism spectrum disorder (AS), but are not ubiquitous. There is growing evidence that emotion processing deficits may be better accounted for by comorbid alexithymia (i.e., difficulty understanding and describing one's emotional state), rather than AS symptoms per se. Another possible explanation is anxiety, which is often comorbid with AS; emotion processing difficulties, including attentional biases, have also been observed in anxiety disorders, suggesting that anxiety symptoms may also influence emotion processing within AS. The purpose of the current study was to test the role of dimensional symptoms of autism, anxious apprehension (AA), and alexithymia in mediating eye fixation across two different facial processing tasks with three adult samples: adults diagnosed with autism (AS; n = 30), adults with clinically-elevated anxiety without autism (HI-ANX; n = 29), and neurotypical adults without high anxiety (NT; n = 46). Experiment 1 involved participants completing an emotion identification task involving short video clips. Experiment 2 was a luminescence change detection task with an emotional-expression photo paired with a neutral-expression photo. Joy, anger, and fear video and photo stimuli were used. Dimensional, mixed-effects models showed that symptoms of autism, but not alexithymia, predicted lower eye fixation across two separate face processing tasks. There were no group differences or significant dimensional effects for accuracy. Anxious apprehension was negatively related to response time in Experiment 1 and positively related to eye fixation in Experiment 2. An attentional avoidance of negative emotions was observed in the NT and HI-ANX group, but not the AS group. The bias was most pronounced at lower levels of AS symptoms and higher levels of AA symptoms. The results provide some evidence for a possible anxiety-related subtype in AS, with participants endorsing high autism symptoms, but low anxious apprehension, demonstrating more classic emotion processing deficits of reduced eye fixation.
380

The Effects of Native Advertising Disclosure and Advertising Recognition on Perceptions of News Story and News Website Credibility: A Consumer Neuroscience Approach

Mule, Jessica Loko 14 September 2021 (has links)
The use of Native Advertising has sparked ethical concerns, due to its controversial nature inherent in its definition - a paid form of advertising that disguises persuasive communications as the editorial content of the publishing media outlet. The growing popularity of Native Advertising practices over the past decade in online news publishing has contributed towards the increasingly blurred lines between commercial and editorial content which in turn engenders feelings of deception in consumers and threatens to lower the trustworthiness of news publishers as an objective source. Therefore, the purpose of this study was to undertake theory testing guided by the tenets of the Persuasion Knowledge Model [PKM] (Friestad & Wright, 1994) to uncover insights on whether disclosure serves as an effective measure in publishers' efforts of mitigating the potential of consumer deception. In particular, this study investigated the relationships between: (1) effect of disclosure label positioning on advertising recognition; (2) mediating influence of visual attention on the aforementioned relationship; and (3) effect of advertising recognition on Inference of Manipulation [IMI] and perceptions of the online news publishers' credibility. The study used a quantitative multi-methodology research approach. An innovative Neuromarketing approach was undertaken through a psychophysiological-based analysis of visual attention to disclosure, measured as Fixation (ms/m) using eye-tracking technology, in addition to self-reported measures obtained via an online survey. In line with similar past studies, this study used convenience non-probability sampling and random assignment of participants to experimental groups, on a sample of 87 students between the ages of 20-29 years from the University of Cape Town (UCT). Findings showed no significant difference in the likelihood of advertising recognition, neither between the groups presented with a disclosure and those not, nor between the varying positions of disclosure. Additionally, advertising recognition had a positive influence on perceptions of credibility, contrary to theory and evidence from past studies (described in the Literature Review). Thus, it was concluded that disclosure and advertising recognition are necessary antecedents for critical processing and formation of judgement, but by themselves are not sufficient for perceived transparency and subsequent evaluations of the publisher's credibility. This study presents design implications for practitioners in the online news publishing industry and marketers: the perceived utility of the sponsored content, along with sponsorship transparency through disclosure, plays an important role in minimizing the negative influence of advertising recognition on perceived credibility.

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