Spelling suggestions: "subject:"gaze guidance"" "subject:"maze guidance""
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Gaze guidance through head-mounted Augmented Reality displayKullberg, Viktor, Lindqvist, Emil January 2019 (has links)
Mänskligt beslutfattande är en viktig faktor i design processen för system och objekt. Medden snabba utvecklingen av området förstärkt verklighet är det nu möjligt att simuleradigitala gränssnitt överallt. Det finns flera användningsområden både inom industin ochallmänheten där det realiseras med allt ifrån mobiltelefoner till smarta glasögon. I dennauppsats tas ett system fram för att testa hur visuell styrning kan implementeras med hjälpav huvudmonterad förstärkt verklighet. Subtil ledning undersöks också om det kan användas som en digital knuff i huvudmonterad förstärkt verklighet. För att undersöka dettatas en prototyp fram. Genom utveckling av denna prototyp kan ett kontrollerat experimentet genomföras och visuell styrning samt subtil ledning undersökas. Experimentet föratt undersöka visuell styrning är Posner cueing task. Genom att använda ögonspårningsutrustning, kan man mäta reaktionstiderna för sackader hos användarna. Resultatet visaren signifikant skillnad i reaktonstid när vår subtila ledning används. Slutsatsen av dennauppsats är att subtil ledning kan användas som en digital knuff i huvudmonterad förstärktverklighet och denna rapport kan användas för vidare forskning inom visuell styrning iförstärkt verklighet med huvudmonterade bildskärmar. / Human decision making is an important factor in the design process for systems anditems. With the fast developing of Augmented Reality it is now possible to simulate digitalinterfaces everywhere. This allows for several application areas both within the industryand for the public and it can be implemented with everything from cellphones to smartglasses. In this thesis, it is investigated how subtle gaze guidance can be implemented usingwearable Augmented Reality technology. Subtle cuing is also investigated to see if it canbe used as a digital nudge in head-worn Augmented Reality environment. To investigatethis, a prototype is developed. By developing a prototype that can perform a controlledexperiment, the visual guidance and subtle cueing can be examined with a Posner cueingtask. By using eye trackers, saccadic reaction times of the participants are measured andexamined. The result shows a significant change in reaction time when using our subtleguidance than without. The conclusion is that subtle cueing can be used as a digital nudgein a head-worn Augmented Reality environment and this thesis can be used for furtherstudies within visual guidance in Augmented Reality with a head-mounted display.
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Scene exploration during development : influence of perceptual features and semantic context on visual attention / Exploration de scènes visuelles au cours du développement : influence des caractéristiques perceptuelles et des contextes sémantiques sur l'attention visuelleHelo, Andrea 10 November 2016 (has links)
L'objectif de cette thèse est d'étudier le développement des mécanismes sous-tendant l'exploration d'une scène visuelle. Les résultats montrent que les stratégies d'attention ambiante et focale émergent vers l'âge de 12 mois. La saillance détermine davantage les mouvements oculaires chez les enfants de moins de 6 ans que chez les plus âgés. En outre, les objets sémantiquement inconsistants avec le contexte visuel attirent similairement le regard des jeunes enfants et des adultes. Cependant, seuls les enfants sont plus rapidement attirés par les objets à saillance élevée que par ceux à saillance réduite. L'effet du niveau de vocabulaire sur l'analyse des scènes visuelles se trouve uniquement dans la condition objets consistants. Toutefois, la latence et la topographie des PEs sont modulées selon le niveau de vocabulaire. Nos résultats suggèrent que le contrôle des mouvements oculaires liés à l'analyse d'une scène visuelle se développe de la petite enfance jusqu'à l'enfance. Bien que les modes ambiant et focal soient présents durant la petite enfance, l'exploration d'une scène visuelle est surtout influencée par le mode focal. De plus, les jeunes enfants utilisent - semblablement aux adultes - le contexte visuel pour orienter leur attention visuelle. Aux stades précoces du développement, la saillance paraît un facteur déterminant pour l'allocation du regard. L'attention visuelle est également influencée par les compétences linguistiques des jeunes enfants. / This dissertation investigated developmental mechanism underlying scene exploration. The results showed that ambient and focal attention strategies emerge by 12 months of age. Saliency guided eye movements more in children younger than 6 years compared with older children. Additionally, objects that were semantically inconsistent with the scene context equally attracted the gaze in young children and adults. Children were, however, attracted faster to high salient than to low salient objects. High-producers looked longer to consistent objects than low-producers while both groups looked equally long to inconsistent objects. The N400 ERP component was more pronounced for inconsistent than for consistent scene-word pairs. Low-producers exhibited a later N400 effect over the right frontal recording sites while in high-producers the N400 effect was observed earlier over the left frontal sites. Our results suggest that eye movement control during scene viewing mature from infancy to childhood. Even though ambient and focal modes are present in early infancy, scene exploration is dominated by focal mode. Additionally, young children use scene context, similarly to adults, in guidance of their visual attention. However, during early stages of development saliency has a stronger effect on gaze allocation compared with adults. Visual attention was also influenced by linguistic skills in young children.
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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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