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Impact of Leading Line Composition on Visual Cognition: An Eye-Tracking Study.
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-12-13 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.5.2
Hsien-Chih Chuang, Han-Yi Tseng, Chia-Yun Chiang

Leading lines, a fundamental composition technique in photography, are crucial to guiding the viewer's visual attention. Leading line composition is an effective visual strategy for influencing viewers' cognitive processes. However, in-depth research on the impact of leading line composition on cognitive psychology is lacking. This study investigated the cognitive effects of leading line composition on perception and behavior. The eye movement behaviors of 34 participants while they viewed photographic works with leading lines were monitored through eye-tracking experiments. Additionally, subjective assessments were conducted to collect the participants' perceptions of the images in terms of aesthetics, complexity, and directional sense. The results revealed that leading lines significantly influenced the participants' attention to key elements of the work, particularly when prominent subject elements were present. This led to greater engagement, longer viewing times, and enhanced ratings on aesthetics and directional sense. These findings suggest that skilled photographers can employ leading lines to guide the viewer's gaze and create visually compelling and aesthetically pleasing works. This research offers specific compositional strategies for photography applications and underscores the importance of leading lines and subject elements in enhancing visual impact and artistic expression.

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引用次数: 0
Eye Movement and Recall of Visual Elements in Eco-friendly Product.
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-12-06 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.4.6
Jing Li, Myun Kim

This study aims to explore the distribution of visual attention on sustainability graphics when viewing an eco-friendly product and the recall of sustainability information afterward. Twenty-five students majoring in environmental studies and twenty-five students from non-environmental majors participated in the study. They were further divided into a higher group and a lower group based on their sustainability level. Participants viewed diagrams of an eco-trash boat design with sustainability graphics and a 15-page design description. Their eye-movement data and verbal reports on the recall of sustainability information were collected. Higher sustainability group had higher fixation count in sustainability graphics. Non-environmental majors had a shorter time to first fixation to sustainability graphics, and there was an interaction effect. Environmental students detected graphics faster in the lower group, but the opposite occurred in the higher group. Higher-sustainability non-environmental students were quicker, while the reverse was true for environmental students. In terms of recalling sustainability graphics, the higher group scored higher, while environmental majors scored higher in recalling sustainability features. In the recall coding, the most frequently mentioned terms were "green," "plant," "vivid," and "eco." The study offers new insights into sustainable development and provides design recommendations for eco-product designers.

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引用次数: 0
The interference effect of low-relevant animated elements on digital picturebook comprehension in preschoolers: An eye-movement study. 低相关动画元素对学龄前儿童数字绘本理解的干扰效应:一项眼动研究。
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-12-06 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.4.1
Nina Liu, Chen Chen, Yingying Liu, Shan Jiang, QianCheng Gao, Ruihan Wu

Digital picture-book (DPB) with animated elements can enhance children's engagement, but irrelevant animations may interfere with their comprehension. To determine the effect of the relevance of animated elements on preschoolers' comprehension, an experimental study was conducted. Thirtythree preschoolers between the aged 4-5 years engaged with DPB in three conditions: high- and lowrelevant animations and a static control while listening to the story; their eye movements were recorded simultaneously. The study found that preschoolers had lower comprehension when exposed to low-relevant animation, but had comparable scores to the static condition with high-relevant animation. The results of eye-movement analysis showed that children who focused less on highrelevant or more on low-relevant elements had poorer comprehension. Those exposed to low-relevant animations looked less at high-relevant elements and more at low-relevant elements than those in the static and high-relevant conditions. These results suggested that low-relevant animations in DPB interfered with children's comprehension by directing their visual attention away from crucial, highrelevant elements and more to less relevant elements. Therefore, designers creating DPBs, as well as parents and caregivers selecting DPBs for children, should consider the importance of the relevance of animated elements. And the corresponding mechanism of animation effect in DPB comprehension was discussed.

带有动画元素的数字绘本(DPB)可以提高儿童的参与度,但不相关的动画可能会干扰他们的理解。为了确定动画元素的相关性对学龄前儿童理解能力的影响,我们进行了一项实验研究。33名4-5岁学龄前儿童在三种情况下参与DPB:高相关性和低相关性动画和静态控制,同时听故事;他们的眼球运动同时被记录下来。研究发现,学龄前儿童在观看低相关性动画时理解力较低,但与观看高相关性动画的静态条件下的得分相当。眼动分析的结果表明,对高相关性元素关注较少或对低相关性元素关注较多的儿童理解能力较差。与静态和高相关条件下相比,那些观看低相关动画的人更少关注高相关元素,而更多关注低相关元素。这些结果表明,DPB中的低相关性动画干扰了儿童的理解,将他们的视觉注意力从关键的、高相关性的元素转移到不相关的元素上。因此,设计儿童动画动画的设计师,以及为儿童选择儿童动画动画的家长和看护人,都应该考虑到动画元素相关性的重要性。并对动画效应在DPB理解中的作用机理进行了探讨。
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引用次数: 0
Intelligent Standalone Eye Blinking Monitoring System for Computer Users.
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-12-06 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.5.1
Ahmad A Jiman, Amjad J Abdullateef, Alaa M Almelawi, Khan M Yunus, Yasser M Kadah, Ahmad F Turki, Mohammed J Abdulaal, Nebras M Sobahi, Eyad T Attar, Ahmad H Milyani

Purpose: Working on computers for long hours has become a regular task for millions of people around the world. This has led to the increase of eye and vision issues related to prolonged computer use, known as computer vision syndrome (CVS). A main contributor to CVS caused by dry eyes is the reduction of blinking rates. In this pilot study, an intelligent, standalone eye blinking monitoring system to promote healthier blinking behaviors for computer users was developed using components that are affordable and easily available in the market. Methods: The developed eye blinking monitoring system used a camera to track blinking rates and operated audible, visual and tactile alarm modes to induce blinks. The hypothesis in this study is that the developed eye blinking monitoring system would increase eye blinks for a computer user. To test this hypothesis, the developed system was evaluated on 20 subjects. Results: The eye blinking monitoring system detected blinks with high accuracy (95.9%). The observed spontaneous eye blinking rate was 43.1 ± 14.7 blinks/min (mean ± standard deviation). Eye blinking rates significantly decreased when the subjects were watching movie trailers (25.2 ± 11.9 blinks/min; Wilcoxon signed rank test; p<0.001) and reading articles (24.2 ± 12.1 blinks/min; p<0.001) on a computer. The blinking monitoring system with the alarm function turned on showed an increase in blinking rates (28.2 ± 12.1 blinks/min) compared to blinking rates without the alarm function (25.2 ± 11.9 blinks/min; p=0.09; Cohen's effect size d=0.25) when the subjects were watching movie trailers. Conclusions: The developed blinking monitoring system was able to detect blinking with high accuracy and induce blinking with a personalized alarm function. Further work is needed to refine the study design and evaluate the clinical impact of the system. This work is an advancement towards the development of a profound technological solution for preventing CVS.

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引用次数: 0
Computational approaches to apply the String Edit Algorithm to create accurate visual scan paths.
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-11-15 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.4.4
Ricardo Palma Fraga, Ziho Kang

Eye movement detection algorithms (e.g., I-VT) require the selection of thresholds to identify eye fixations and saccadic movements from gaze data. The choice of threshold is important, as thresholds too low or large may fail to accurately identify eye fixations and saccades. An inaccurate threshold might also affect the resulting visual scan path, the time-ordered sequence of eye fixations and saccades, carried out by the participant. Commonly used approaches to evaluate threshold accuracy can be manually laborious, or require information about the expected visual scan paths of participants, which might not be available. To address this issue, we propose two different computational approaches, labeled as "between-participants comparisons" and "within-participants comparisons." The approaches were evaluated using the open-source Gazebase dataset, which contained a bullseyetarget tracking task, where participants were instructed to follow the movements of a bullseye-target. The predetermined path of the bullseye-target enabled us to evaluate our proposed approaches against the expected visual scan path. The approaches identified threshold values (220°/s and 210°/s) that were 83% similar to the expected visual scan path, outperforming a 30°/s benchmark threshold (41.5%). These methods might assist researchers in identifying accurate threshold values for the IVT algorithm or potentially other eye movement detection algorithms.

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引用次数: 0
Reading comics: The effect of expertise on eye movements.
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-11-15 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.4.5
Hong Yang

The theory of expertise suggests that there should be observable differences in the eye movement patterns between experts and non-experts. Previous studies have investigated how expertise influences eye movement patterns during cognitive tasks like reading. However, the impact of expertise on eye movements in comics, a multimodal form of text, remains unexplored. This article reports on a study that uses eye tracking to examine patterns in the ways that experts and non-experts read comics. Expert participants (14) with experience in reading comics than non-expert participants (17). When controlling for variables such as layout and text quantity, we found significant differences in visual scanning between experts and non-experts. Experts exhibited more frequent saccades and greater amplitude of saccades. Further analysis revealed distinct strategies in processing text and image content between the two groups: the interaction between expertise level and content type in specific AOI showed significant differences across multiple visual measurement metrics, including Average duration of fixations, number of fixations, and number of saccades within AOI. These findings not only support the applicability of the expertise level theory in the field of comic reading but also provide a new perspective for understanding the reading processing of multimodal texts.

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引用次数: 0
An Eye-Tracking-Based Investigation on the Principle of Closure in Logo Design.
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-10-10 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.4.3
Han-Yi Tseng, Hsien-Chih Chuang

This study employs subjective evaluation and eye movement experiments to explore the application and conveyance of logo graphics design, which conforms to the Gestalt principle of closure, to understand the psychological process of this principle in the perception of a logo. The study found that there is no significant difference between completely enclosed logos and unenclosed ones that conform to the principle of closure in their influence on sightline behavior due to the effects of closure, but the subjective evaluation favors unenclosed logos as more attractive and comfortable to perceive, which agrees with modern logo design trends. In addition, the sightline distribution of the image-type logos is more scattered and has the most extended fixation duration. In contrast, the sightline distribution of text-type logos is more concentrated. Designers who understand the principle of closure can intentionally incorporate imperfection into logo design, triggering the automatic mental filling of gaps and instilling new meaning and visual effect into a design.

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引用次数: 0
Intelligent Evaluation Method for Design Education and Comparison Research between visualizing Heat-Maps of Class Activation and Eye-Movement. 设计教育的智能评价方法以及班级激活热图与眼动可视化的比较研究。
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-10-10 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.2.1
Jia Jiayi, Zhao Tianjiao, Yang Junyu, Wang Qian

The evaluation of design results plays a crucial role in the development of design. This study presents a design work evaluation system for design education that assists design instructors in conducting objective evaluations. An automatic design evaluation model based on convolutional neural networks has been established, which enables intelligent evaluation of student design works. During the evaluation process, the CAM is obtained. Simultaneously, an eye-tracking experiment was designed to collect gaze data and generate eye-tracking heat maps. By comparing the heat maps with CAM, an attempt was made to explore the correlation between the focus of the evaluation's attention on human design evaluation and the CNN intelligent evaluation. The experimental results indicate that there is some certain correlation between humans and CNN in terms of the key points they focus on when conducting an evaluation. However, there are significant differences in background observation. The research results demonstrate that the intelligent evaluation model of CNN can automatically evaluate product design works and effectively classify and predict design product images. The comparison shows a correlation between artificial intelligence and the subjective evaluation of human eyes in evaluation strategy. Introducing artificial intelligence into the field of design evaluation for education has a strong potential to promote the development of design education.

设计成果评价在设计发展中起着至关重要的作用。本研究提出了一种用于设计教育的设计作品评价系统,帮助设计教师进行客观评价。该系统建立了一个基于卷积神经网络的自动设计评价模型,可对学生的设计作品进行智能评价。在评价过程中,可获得 CAM。与此同时,还设计了眼动追踪实验来收集注视数据并生成眼动追踪热图。通过将热图与 CAM 进行对比,尝试探索评价的关注点集中在人类设计评价与 CNN 智能评价之间的相关性。实验结果表明,人类和 CNN 在进行评估时关注的重点存在一定的相关性。但在背景观察方面存在明显差异。研究结果表明,CNN 的智能评价模型可以自动评价产品设计作品,并有效地对设计产品图像进行分类和预测。对比结果表明,人工智能与人眼主观评价在评价策略上存在相关性。将人工智能引入设计教育评价领域,对促进设计教育的发展具有很强的潜力。
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引用次数: 0
Relationship Between Ocular Motility and Motor Skills.
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-10-10 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.4.2
Carmen López-de-la-Fuente, Eider Bereau Iridoy, Paula Pardo Sofín, Jose Luis Cebrián Lafuente, Víctor Berdejo, Cristina Ruiz-Garros, María José López-de-la-Fuente

The primary aim of this descriptive cross-sectional study was to examine the relationship between ocular motility and motor skills in school-age children. Participants included 142 schoolchildren (mean age: 7.08 ± 0.61 years) who completed a computerised version of the Developmental Eye Movement (DEM) test while their eye movements were recorded, and Northeastern State University College of Optometry's Oculomotor test (NSUCO). Children were classified into three groups based on their level of motor performance, which was measured by the Movement Assessment Battery for Children-2 (MABC-2). The group with typical motor performance had higher percentiles for both vertical and horizontal time, fewer errors, number of saccades, fixations, and regressions, and faster test performance. Visual test results correlate with the motor assessment outcomes; correlations are weak or moderate. Our findings emphasise the interconnectedness of motor and ocular motility. Hence, including evaluation of visual and motor proficiencies at school age would help to detect struggles in these crucial areas of development.

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引用次数: 0
Effect of Action Video Games in Eye Movement Behavior: A Systematic Review. 动作视频游戏对眼动行为的影响:系统回顾
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2024-09-25 eCollection Date: 2024-01-01 DOI: 10.16910/jemr.17.3.6
Anna Montolio-Vila, Marc Argilés, Bernat Sunyer-Grau, Lluïsa Quevedo, Graham Erickson

Previous research shows that playing action video games seems to modify the behavior of eye movements such as eye fixations and saccades. The aim of the current work was to determine the effect of playing action video games on eye movements behavior such as fixations, saccades and pursuits. A systematic research review in PubMed and Scopus databases was conducted to identify articles published between 2010 and 2022 which referred to action video games and eye movements, including fixations, saccades and pursuits. We included those that were experimental and quasi-experimental, comparing at least two groups between action vs. non-action video games players. All the studies included used an eye tracker to study eye movements. A total of 97 scientific articles were found in the databases. After inclusion criteria, thirteen articles (N=13) were analyzed for the present work, of which ten (n=10) had a cross-sectional design, and three (n=3) were randomized intervention studies. Playing regularly or training with action video games is not likely to produce changes in eye movements, based on the literature research analyzed. For future research, more interventional studies, with less gender bias, more sample participants and general consensus on the distinction between the action and non-action video games is needed.

以往的研究表明,玩动作类电子游戏似乎会改变眼球运动行为,如眼球定点和眼球回视。本次研究的目的是确定玩动作电子游戏对眼球运动行为(如定点、眼球移动和追逐)的影响。我们在 PubMed 和 Scopus 数据库中进行了系统性研究综述,以确定 2010 年至 2022 年间发表的有关动作电子游戏和眼球运动(包括定点、眼球移动和追逐)的文章。我们收录了那些实验性和准实验性的文章,这些文章至少对两组动作电子游戏玩家和非动作电子游戏玩家进行了比较。所有纳入的研究都使用了眼动追踪器来研究眼动。在数据库中共找到 97 篇科学文章。根据纳入标准,本研究分析了 13 篇文章(N=13),其中 10 篇(n=10)采用横断面设计,3 篇(n=3)为随机干预研究。根据所分析的文献研究,经常玩动作电子游戏或进行动作电子游戏训练不太可能使眼球运动发生变化。今后的研究需要更多的干预性研究、更少的性别偏见、更多的样本参与者以及对动作和非动作电子游戏的区分达成普遍共识。
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引用次数: 0
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Journal of Eye Movement Research
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