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Depression detection using virtual avatar communication and eye tracking system 抑郁症检测采用虚拟化身通信和眼动追踪系统
4区 心理学 Q2 Medicine Pub Date : 2023-08-06 DOI: 10.16910/jemr.16.2.6
Ayumi Takemoto
Globally, depression is one of the most common mental health issues. Therefore, finding an effective way to detect mental health problems is an important subject for study in human-machine interactions. In order to examine the potential in using a virtual avatar communication and eye-tracking system to identify people as being with or without depression symptoms, this study has devised three research aims; 1) to understand the effect of different types of interviewers on eye gaze patterns, 2) to clarify the effect of neutral conversation topics on eye gaze, and 3) to compare eye gaze patterns between people with or without depression. Twenty-seven participants - fifteen in the control group and twelve in the depression symptoms group - were involved in this study and they were asked to talk to both a virtual avatar and human interviewers. Gaze patterns were recorded by an eye-tracking device during both types of interaction. The experiment results indicated significant differences in eye movements between the control group and depression symptoms group. Moreover, the identified differences were more pronounced when people with in depressed symptoms group were talking about neutral conversation topics rather than negative topics.
在全球范围内,抑郁症是最常见的心理健康问题之一。因此,寻找一种有效的检测心理健康问题的方法是人机交互研究的一个重要课题。为了检验使用虚拟化身交流和眼球追踪系统来识别人们是否有抑郁症状的潜力,这项研究设计了三个研究目标;1)了解不同类型的访谈者对眼睛注视模式的影响;2)阐明中性话题对眼睛注视模式的影响;3)比较有无抑郁症人群的眼睛注视模式。27名参与者——控制组15名,抑郁症状组12名——参与了这项研究,他们被要求与虚拟化身和真人采访者交谈。在两种类型的互动过程中,眼睛追踪设备记录了注视模式。实验结果表明,对照组和抑郁症状组的眼球运动存在显著差异。此外,当抑郁症状组的人谈论中性话题而不是消极话题时,识别出的差异更为明显。
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引用次数: 0
Cognitive Load Estimation in VR Flight Simulator. VR飞行模拟器中的认知负荷估计
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2023-07-05 eCollection Date: 2022-01-01 DOI: 10.16910/jemr.15.3.11
P Archana Hebbar, Sanjana Vinod, Aumkar Kishore Shah, Abhay A Pashilkar, Pradipta Biswas

This paper discusses the design and development of a low-cost virtual reality (VR) based flight simulator with cognitive load estimation feature using ocular and EEG signals. Focus is on exploring methods to evaluate pilot's interactions with aircraft by means of quantifying pilot's perceived cognitive load under different task scenarios. Realistic target tracking and context of the battlefield is designed in VR. Head mounted eye gaze tracker and EEG headset are used for acquiring pupil diameter, gaze fixation, gaze direction and EEG theta, alpha, and beta band power data in real time. We developed an AI agent model in VR and created scenarios of interactions with the piloted aircraft. To estimate the pilot's cognitive load, we used low-frequency pupil diameter variations, fixation rate, gaze distribution pattern, EEG signal-based task load index and EEG task engagement index. We compared the physiological measures of workload with the standard user's inceptor control-based workload metrics. Results of the piloted simulation study indicate that the metrics discussed in the paper have strong association with pilot's perceived task difficulty.

本文讨论了一种低成本的基于虚拟现实(VR)的飞行模拟器的设计和开发,该模拟器具有利用眼睛和脑电图信号进行认知负荷估计的功能。重点是探索通过量化飞行员在不同任务场景下的感知认知负荷来评估飞行员与飞机互动的方法。在虚拟现实中设计了真实的目标跟踪和战场背景。头戴式眼动追踪器和EEG头戴式耳机用于实时获取瞳孔直径、凝视固定、凝视方向和EEGθ、α和β波段功率数据。我们在虚拟现实中开发了一个人工智能代理模型,并创建了与有人机交互的场景。为了估计飞行员的认知负荷,我们使用了低频瞳孔直径变化、注视率、凝视分布模式、基于脑电信号的任务负荷指数和脑电任务参与指数。我们将工作负载的生理测量与标准用户基于受体控制的工作负载度量进行了比较。飞行员模拟研究的结果表明,本文讨论的指标与飞行员感知的任务难度有很强的相关性。
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引用次数: 0
The State of the Art of Diagnostic Multiparty Eye Tracking in Synchronous Computer-Mediated Collaboration. 同步计算机协同中诊断多方眼动追踪技术的现状
IF 2.1 4区 心理学 Q2 Medicine Pub Date : 2023-06-19 eCollection Date: 2023-01-01 DOI: 10.16910/jemr.16.2.4
Tom Frank Reuscher, Peyman Toreini, Alexander Maedche

In recent years, innovative multiparty eye tracking setups have been introduced to synchronously capture eye movements of multiple individuals engaged in computer-mediated collaboration. Despite its great potential for studying cognitive processes within groups, the method was primarily used as an interactive tool to enable and evaluate shared gaze visualizations in remote interaction. We conducted a systematic literature review to provide a comprehensive overview of what to consider when using multiparty eye tracking as a diagnostic method in experiments and how to process the collected data to compute and analyze group-level metrics. By synthesizing our findings in an integrative conceptual framework, we identified fundamental requirements for a meaningful implementation. In addition, we derived several implications for future research, as multiparty eye tracking was mainly used to study the correlation between joint attention and task performance in dyadic interaction. We found multidimensional recurrence quantification analysis, a novel method to quantify group-level dynamics in physiological data, to be a promising procedure for addressing some of the highlighted research gaps. In particular, the computation method enables scholars to investigate more complex cognitive processes within larger groups, as it scales up to multiple data streams.

近年来,创新的多方眼动追踪装置已被引入,以同步捕捉参与计算机调解协作的多个个体的眼动。尽管该方法在研究群体内的认知过程方面具有巨大潜力,但它主要被用作一种交互工具,以实现和评估远程交互中的共享凝视可视化。我们进行了一项系统的文献综述,全面概述了在实验中使用多方眼动追踪作为诊断方法时应考虑的事项,以及如何处理收集的数据来计算和分析群体水平的指标。通过在一个综合概念框架中综合我们的发现,我们确定了有意义的实施的基本要求。此外,我们还得出了一些对未来研究的启示,因为多方眼动追踪主要用于研究二元互动中联合注意力与任务表现之间的相关性。我们发现,多维复发量化分析是一种量化生理数据中群体水平动态的新方法,是一种很有前途的方法,可以解决一些突出的研究空白。特别是,这种计算方法使学者能够在更大的群体中研究更复杂的认知过程,因为它可以扩展到多个数据流。
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引用次数: 0
Let's get it started: Eye Tracking in VR with the Pupil Labs Eye Tracking Add-On for the HTC Vive. 让我们开始吧:使用HTC Vive的瞳孔实验室眼动追踪插件进行VR眼动追踪
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2023-06-19 eCollection Date: 2022-01-01 DOI: 10.16910/jemr.15.3.10
Judith Josupeit

Combining eye tracking and virtual reality (VR) is a promising approach to tackle various applied research questions. As this approach is relatively new, routines are not established yet and the first steps can be full of potential pitfalls. The present paper gives a practice example to lower the boundaries for getting started. More specifically, I focus on an affordable add-on technology, the Pupil Labs eye tracking add-on for the HTC Vive. As add-on technology with all relevant source code available on GitHub, a high degree of freedom in preprocessing, visualizing, and analyzing eye tracking data in VR can be achieved. At the same time, some extra preparatory steps for the setup of hardware and software are necessary. Therefore, specifics of eye tracking in VR from unboxing, software integration, and procedures to analyzing the data and maintaining the hardware will be addressed. The Pupil Labs eye tracking add-on for the HTC Vive represents a highly transparent approach to existing alternatives. Characteristics of eye tracking in VR in contrast to other headmounded and remote eye trackers applied in the physical world will be discussed. In conclusion, the paper contributes to the idea of open science in two ways: First, by making the necessary routines transparent and therefore reproducible. Second, by stressing the benefits of using open source software.

眼动追踪与虚拟现实技术的结合是解决各种应用研究问题的一种很有前途的方法。由于这种方法相对较新,惯例尚未建立,第一步可能充满潜在的陷阱。本文给出了一个实际的例子来降低入门的界限。更具体地说,我关注的是一种价格合理的附加技术,即用于HTC Vive的瞳孔实验室眼动追踪附加技术。作为附加技术,GitHub上提供所有相关源代码,可以实现VR中眼动追踪数据的预处理,可视化和分析的高度自由。同时,一些额外的准备步骤的硬件和软件的设置是必要的。因此,VR中眼动追踪的细节将从开箱、软件集成、分析数据和维护硬件的过程中得到解决。HTC Vive的瞳孔实验室眼动追踪插件代表了一种高度透明的替代方案。对比其他头戴式和远程眼动仪在物理世界中的应用,VR中的眼动追踪的特点将被讨论。总之,这篇论文在两个方面为开放科学的理念做出了贡献:首先,通过使必要的程序透明,从而可复制。第二,强调使用开源软件的好处。
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引用次数: 0
An investigation of feed-forward and feedback eye movement training in immersive virtual reality. 沉浸式虚拟现实中前馈和反馈眼动训练的研究
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2023-06-12 eCollection Date: 2022-01-01 DOI: 10.16910/jemr.15.3.7
David J Harris, Mark R Wilson, Martin I Jones, Toby de Burgh, Daisy Mundy, Tom Arthur, Mayowa Olonilua, Samuel J Vine

The control of eye gaze is critical to the execution of many skills. The observation that task experts in many domains exhibit more efficient control of eye gaze than novices has led to the development of gaze training interventions that teach these behaviours. We aimed to extend this literature by i) examining the relative benefits of feed-forward (observing an expert's eye movements) versus feed-back (observing your own eye movements) training, and ii) automating this training within virtual reality. Serving personnel from the British Army and Royal Navy were randomised to either feed-forward or feed-back training within a virtual reality simulation of a room search and clearance task. Eye movement metrics - including visual search, saccade direction, and entropy - were recorded to quantify the efficiency of visual search behaviours. Feed-forward and feed-back eye movement training produced distinct learning benefits, but both accelerated the development of efficient gaze behaviours. However, we found no evidence that these more efficient search behaviours transferred to better decision making in the room clearance task. Our results suggest integrating eye movement training principles within virtual reality training simulations may be effective, but further work is needed to understand the learning mechanisms.

眼睛凝视的控制对许多技能的执行至关重要。许多领域的任务专家比新手更有效地控制眼睛凝视,这一观察结果导致了教授这些行为的凝视训练干预措施的发展。我们的目的是通过i)研究前馈(观察专家的眼动)与反馈(观察自己的眼动)训练的相对优势,以及ii)在虚拟现实中自动化这种训练来扩展这篇文献。来自英国陆军和皇家海军的现役人员被随机分配到房间搜索和清理任务的虚拟现实模拟中进行前馈或反馈训练。眼动指标——包括视觉搜索、扫视方向和熵——被记录下来,以量化视觉搜索行为的效率。前馈和反馈眼动训练产生了明显的学习益处,但都加速了高效凝视行为的发展。然而,我们没有发现任何证据表明,这些更有效的搜索行为会在房间清理任务中转化为更好的决策。我们的研究结果表明,将眼动训练原理整合到虚拟现实训练模拟中可能是有效的,但还需要进一步的工作来了解学习机制。
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引用次数: 0
MAP3D: An explorative approach for automatic mapping of real-world eye-tracking data on a virtual 3D model. MAP3D:一种在虚拟3D模型上自动映射真实世界眼动追踪数据的探索性方法
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2023-05-31 eCollection Date: 2022-01-01 DOI: 10.16910/jemr.15.3.8
Isabell Stein, Helen Jossberger, Hans Gruber

Mobile eye tracking helps to investigate real-world settings, in which participants can move freely. This enhances the studies' ecological validity but poses challenges for the analysis. Often, the 3D stimulus is reduced to a 2D image (reference view) and the fixations are manually mapped to this 2D image. This leads to a loss of information about the three-dimensionality of the stimulus. Using several reference images, from different perspectives, poses new problems, in particular concerning the mapping of fixations in the transition areas between two reference views. A newly developed approach (MAP3D) is presented that enables generating a 3D model and automatic mapping of fixations to this virtual 3D model of the stimulus. This avoids problems with the reduction to a 2D reference image and with transitions between images. The x, y and z coordinates of the fixations are available as a point cloud and as .csv output. First exploratory application and evaluation tests are promising: MAP3D offers innovative ways of post-hoc mapping fixation data on 3D stimuli with open-source software and thus provides cost-efficient new avenues for research.

移动眼动追踪有助于调查真实世界的环境,参与者可以在其中自由移动。这增强了研究的生态有效性,但对分析提出了挑战。通常,3D刺激被简化为2D图像(参考视图),并且注视被手动映射到该2D图像。这导致了关于刺激的三维性的信息的丢失。从不同的角度使用几个参考图像会带来新的问题,特别是在两个参考视图之间的过渡区域中的注视映射方面。提出了一种新开发的方法(MAP3D),该方法能够生成3D模型并将注视自动映射到该刺激的虚拟3D模型。这避免了减少到2D参考图像和图像之间的转换的问题。固定点的x、y和z坐标可作为点云和.csv输出。首次探索性应用和评估测试很有希望:MAP3D通过开源软件为3D刺激的事后映射固定数据提供了创新的方法,从而为研究提供了经济高效的新途径。
{"title":"MAP3D: An explorative approach for automatic mapping of real-world eye-tracking data on a virtual 3D model.","authors":"Isabell Stein, Helen Jossberger, Hans Gruber","doi":"10.16910/jemr.15.3.8","DOIUrl":"10.16910/jemr.15.3.8","url":null,"abstract":"<p><p>Mobile eye tracking helps to investigate real-world settings, in which participants can move freely. This enhances the studies' ecological validity but poses challenges for the analysis. Often, the 3D stimulus is reduced to a 2D image (reference view) and the fixations are manually mapped to this 2D image. This leads to a loss of information about the three-dimensionality of the stimulus. Using several reference images, from different perspectives, poses new problems, in particular concerning the mapping of fixations in the transition areas between two reference views. A newly developed approach (MAP3D) is presented that enables generating a 3D model and automatic mapping of fixations to this virtual 3D model of the stimulus. This avoids problems with the reduction to a 2D reference image and with transitions between images. The x, y and z coordinates of the fixations are available as a point cloud and as .csv output. First exploratory application and evaluation tests are promising: MAP3D offers innovative ways of post-hoc mapping fixation data on 3D stimuli with open-source software and thus provides cost-efficient new avenues for research.</p>","PeriodicalId":15813,"journal":{"name":"Journal of Eye Movement Research","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11318232/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44927143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A systematic performance comparison of two Smooth Pursuit detection algorithms in Virtual Reality depending on target number, distance, and movement patterns. 基于目标数量、距离和运动模式的两种平滑追踪检测算法在虚拟现实中的系统性能比较
IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY Pub Date : 2023-05-29 eCollection Date: 2022-01-01 DOI: 10.16910/jemr.15.3.9
Sarah-Christin Freytag, Roland Zechner, Michelle Kamps

We compared the performance of two smooth-pursuit-based object selection algorithms in Virtual Reality (VR). To assess the best algorithm for a range of configurations, we systematically varied the number of targets to choose from, their distance, and their movement pattern (linear and circular). Performance was operationalized as the ratio of hits, misses and non-detections. Averaged over all distances, the correlation-based algorithm performed better for circular movement patterns compared to linear ones (F(1,11) = 24.27, p < .001, η² = .29). This was not found for the difference-based algorithm (F(1,11) = 0.98, p = .344, η² = .01). Both algorithms performed better in close distances compared to larger ones (F(1,11) = 190.77, p < .001, η² = .75 correlation-based, and F(1,11) = 148.20, p < .001, η² = .42, difference-based). An interaction effect for distance x movement emerged. After systematically varying the number of targets, these results could be replicated, with a slightly smaller effect. Based on performance levels, we introduce the concept of an optimal threshold algorithm, suggesting the best detection algorithm for the individual target configuration. Learnings of adding the third dimension to the detection algorithms and the role of distractors are discussed and suggestions for future research added.

比较了虚拟现实(VR)中两种基于平滑追踪的目标选择算法的性能。为了评估一系列配置的最佳算法,我们系统地改变了可供选择的目标数量、距离和运动模式(线性和圆形)。性能被操作化为命中、未命中和未检测的比率。在所有距离上平均,基于相关性的算法对圆形运动模式的表现优于线性运动模式(F(1,11) = 24.27, p < 0.001, η²= 0.29)。基于差分的算法没有发现这一点(F(1,11) = 0.98, p = .344, η²= .01)。两种算法在近距离上的表现都优于大型算法(F(1,11) = 190.77, p < 0.001, η²= 0.75,基于相关性,F(1,11) = 148.20, p < 0.001, η²= 0.42,基于差异)。出现了距离x移动的相互作用效应。在系统地改变目标的数量之后,这些结果可以被复制,效果稍微小一些。基于性能水平,我们引入了最优阈值算法的概念,提出了针对单个目标配置的最佳检测算法。讨论了在检测算法中加入第三维度的经验和干扰因素的作用,并对未来的研究提出了建议。
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引用次数: 0
The effect of practice and musical structure on pianists' eye-hand span and visual monitoring. 练习和音乐结构对钢琴家眼展和视觉监控的影响
IF 2.1 4区 心理学 Q2 Medicine Pub Date : 2023-05-29 eCollection Date: 2023-01-01 DOI: 10.16910/jemr.16.2.5
Michel A Cara

This study examines short-term improvement of music performances and oculomotor behaviour during four successive executions of a brief musical piece composed by Bartók, "Slovak Boys' Dance". Pianists (n=22) were allowed to practice for two minutes between each trial. Eye-tracking data were collected as well as MIDI information from pianists' performances. Cognitive skills were assessed by a spatial memory test and a reading span test. Principal component analysis (PCA) enabled us to distinguish two axes, one associated with anticipation and the other with dependence/independence on written code. The effect of musical structure, determined by the emergence of different sections in the score, was observed in all the dependent variables selected from the PCA; we also observed the effect of practice on the number of fixations, the number of glances at the keyboard (GAK) and the awareness span. Pianist expertise was associated with fewer fixations and GAK, better anticipation capacities and more effective strategies for visual monitoring of motor movements. The significant correlations observed between the reading span test and GAK duration highlight the challenge of working memory involvement during music reading.

这项研究考察了在连续四次演奏由Bartók组成的简短音乐作品“斯洛伐克男孩的舞蹈”期间,音乐表演和眼球运动行为的短期改善。钢琴家(n=22)被允许在每次试验之间练习两分钟。他们从钢琴家的演奏中收集眼球追踪数据和MIDI信息。认知能力通过空间记忆测试和阅读广度测试进行评估。主成分分析(PCA)使我们能够区分两个轴,一个与预期相关,另一个与对编写代码的依赖/独立相关。音乐结构的影响,由乐谱中不同部分的出现决定,在所有从主成分分析中选择的因变量中都观察到;我们还观察了练习对注视次数、对键盘的扫视次数(GAK)和意识广度的影响。钢琴家专业知识与更少的注视和GAK,更好的预期能力和更有效的视觉监测运动策略相关。阅读广度测试与GAK持续时间之间的显著相关,凸显了音乐阅读过程中工作记忆介入的挑战。
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引用次数: 0
Eye movements in response to different cognitive activities measured by eyetracking: a prospective study on some of the neurolinguistics programming theories. 眼动追踪对不同认知活动的反应:对神经语言学程序设计理论的前瞻性研究
IF 2.1 4区 心理学 Q2 Medicine Pub Date : 2023-05-16 eCollection Date: 2023-01-01 DOI: 10.16910/jemr.16.2.2
Mathieu Marconi, Noelia Do Carmo Blanco, Christophe Zimmer, Alice Guyon

The eyes are in constant movement to optimize the interpretation of the visual scene by the brain. Eye movements are controlled by complex neural networks that interact with the rest of the brain. The direction of our eye movements could thus be influenced by our cognitive activity (imagination, internal dialogue, memory, etc.). A given cognitive activity could then cause the gaze to move in a specific direction (a brief movement that would be instinctive and unconscious). Neuro Linguistic Programming (NLP), which was developed in the 1970s by Richard Bandler and John Grinder (psychologist and linguist respectively), issued a comprehensive theory associating gaze directions with specific mental tasks. According to this theory, depending on the visual path observed, one could go back to the participant's thoughts and cognitive processes. Although NLP is widely used in many disciplines (communication, psychology, psychotherapy, marketing, etc), to date, few scientific studies have examined the validity of this theory. Using eye tracking, this study explores one of the hypotheses of this theory, which is one of the pillars of NLP on visual language. We created a protocol based on a series of questions of different types (supposed to engage different brain areas) and we recorded by eye tracking the gaze movements at the end of each question while the participants were thinking and elaborating on the answer. Our results show that 1) complex questions elicit significantly more eye movements than control questions that necessitate little reflection, 2) the movements are not random but are oriented in selected directions, according to the different question types, 3) the orientations observed are not those predicted by the NLP theory. This pilot experiment paves the way for further investigations to decipher the close links between eye movements and neural network activities in the brain.

眼睛不断运动,以优化大脑对视觉场景的解释。眼球运动由与大脑其他部分相互作用的复杂神经网络控制。因此,我们眼球运动的方向可能会受到我们的认知活动(想象力、内部对话、记忆等)的影响。给定的认知活动可能会导致凝视向特定方向移动(一种本能和无意识的短暂运动)。神经语言程序设计(NLP),Richard Bandler和John Grinder(分别是心理学家和语言学家)在20世纪70年代提出了一个将凝视方向与特定心理任务联系起来的综合理论。根据这一理论,根据观察到的视觉路径,人们可以回到参与者的思想和认知过程。尽管NLP被广泛应用于许多学科(沟通、心理学、心理治疗、市场营销等),但迄今为止,很少有科学研究检验这一理论的有效性。利用眼动追踪,本研究探讨了这一理论的假设之一,这是NLP关于视觉语言的支柱之一。我们根据一系列不同类型的问题(应该涉及不同的大脑区域)创建了一个协议,并通过眼睛跟踪每个问题结束时的凝视动作来记录,同时参与者正在思考和阐述答案。我们的研究结果表明,1)复杂问题比需要很少反思的控制问题引发的眼动明显更多,2)根据不同的问题类型,眼动不是随机的,而是朝着选定的方向定向的,3)观察到的定向不是NLP理论预测的。这项试点实验为进一步研究眼睛运动和大脑神经网络活动之间的密切联系铺平了道路。
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引用次数: 0
Optical and motor changes associated with lighting and near vision tasks in electronic devices. 与电子设备中的照明和近视任务相关的光学和运动变化
IF 2.1 4区 心理学 Q2 Medicine Pub Date : 2023-05-01 eCollection Date: 2023-01-01 DOI: 10.16910/jemr.16.2.3
Elvira Orduna-Hospital, Ebrahim Safarian Baloujeh, Rafael Navarro, Ana Sanchez-Cano

Purpose: To assess optical and motor changes associated with near vision reading under different controlled lighting conditions performed with two different types of electronic screens. Methods: Twenty-four healthy subjects with a mean age of 22.9±2.3 years (18- 33) participated in this study. An iPad and an e-ink reader were chosen to present calibrated text, and each task lasted 5 minutes evaluating both ambient illuminance level and luminance of the screens. Results: Eye-tracker data revealed a higher number of saccadic eye movements under minimum luminance than under maximum luminance. The results showed statistically significant differences between the iPad (p=0.016) and the e-ink reader (p=0.002). The length of saccades was also higher for the minimum luminance level for both devices: 6.2±2.8 mm and 8.2±4.2 mm (e-ink max vs min), 6.8±2.9 mm and 7.6±3.6 mm (iPad max vs min), and blinking rate increased significantly for lower lighting conditions. Conclusions: Performing reading tasks on electronic devices is highly influenced by both the configuration of the screens and the ambient lighting, meanwhile, low differences in visual quality that are transient in healthy young people, were found.

目的:评估在两种不同类型的电子屏幕上进行的不同控制照明条件下,与近视阅读相关的光学和运动变化。方法:24名健康受试者参加本研究,平均年龄22.9±2.3岁(18-33岁)。选择一台iPad和一台电子墨水阅读器来呈现校准后的文本,每项任务持续5分钟,评估环境照度水平和屏幕亮度。结果:眼动追踪数据显示,在最小亮度下,扫视眼球的次数高于在最大亮度下。结果显示,iPad(p=0.016)和电子墨水阅读器(p=0.002)之间存在统计学上的显著差异。两种设备的最小亮度水平下,扫视的长度也更高:6.2±2.8 mm和8.2±4.2 mm(电子墨水最大值与最小值),6.8±2.9 mm和7.6±3.6 mm(iPad最大值与最低值),在较低的照明条件下,眨眼率显著增加。结论:在电子设备上执行阅读任务在很大程度上受到屏幕配置和环境照明的影响,同时,健康年轻人的视觉质量差异很小。
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引用次数: 1
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Journal of Eye Movement Research
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