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2022 Symposium on Eye Tracking Research and Applications最新文献

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Estimating Perceptual Depth Changes with Eye Vergence and Interpupillary Distance using an Eye Tracker in Virtual Reality 基于眼动仪的虚拟现实视觉深度随眼球辐辏和瞳孔间距变化的估计
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529632
M. S. Arefin, J. Swan, R. C. Hoffing, Steven M. Thurman
Virtual Reality (VR) technology has advanced to include eye-tracking, allowing novel research, such as investigating how our visual system coordinates eye movements with changes in perceptual depth. The purpose of this study was to examine whether eye tracking could track perceptual depth changes during a visual discrimination task. We derived two depth-dependent variables from eye tracker data: eye vergence angle (EVA) and interpupillary distance (IPD). As hypothesized, our results revealed that shifting gaze from near-to-far depth significantly decreased EVA and increased IPD, while the opposite pattern was observed while shifting from far-to-near. Importantly, the amount of change in these variables tracked closely with relative changes in perceptual depth, and supported the hypothesis that eye tracker data may be used to infer real-time changes in perceptual depth in VR. Our method could be used as a new tool to adaptively render information based on depth and improve the VR user experience.
虚拟现实(VR)技术已经发展到包括眼球追踪,允许进行新的研究,例如研究我们的视觉系统如何随着感知深度的变化协调眼球运动。本研究的目的是检验眼动追踪是否可以追踪视觉辨别任务中感知深度的变化。我们从眼动仪数据中导出了两个深度相关变量:眼辐角(EVA)和瞳孔间距(IPD)。正如假设的那样,我们的研究结果显示,从近到远的深度转移视线显著降低EVA和增加IPD,而从远到近的深度转移则相反。重要的是,这些变量的变化量与感知深度的相对变化密切相关,并支持了眼动仪数据可用于推断VR中感知深度实时变化的假设。该方法可作为一种基于深度的自适应渲染信息的新工具,改善VR用户体验。
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引用次数: 4
Usability of the super-vowel for gaze-based text entry 基于注视的文本输入的超级元音的可用性
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529231
J. Matulewski, M. Patera
We tested experimentally the idea of reducing the number of buttons in the gaze-based text entry system by replacing all vowels with a single diamond character, which we call super-vowel. It is inspired by historical optimizations of the written language, like Abjar. This way, the number of items on the screen was reduced, simplifying text input and allowing to make the buttons larger. However, the modification can also be a distractor that increases the number of errors. As a result of an experiment on 29 people, it turned out that in the case of non-standard methods of entering text, the modification slightly increases the speed of entering the text and reduces the number of errors. However, this does not apply to the standard keyboard, a direct transformation of physical computer keyboards with a Qwerty button layout.
我们通过实验测试了减少基于注视的文本输入系统中按钮数量的想法,方法是用一个菱形字符替换所有的元音,我们称之为超级元音。它的灵感来自于对书面语言的历史优化,比如Abjar。这样,屏幕上的项目数量减少了,简化了文本输入,并允许将按钮变大。然而,修改也可能成为增加错误数量的干扰因素。经过对29人的实验,结果发现,在输入文本方法不规范的情况下,修改后的输入文本的速度略有提高,错误的数量也有所减少。但是,这并不适用于标准键盘,标准键盘是物理计算机键盘的直接转换,带有Qwerty按钮布局。
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引用次数: 2
SynchronEyes: A Novel, Paired Data Set of Eye Movements Recorded Simultaneously with Remote and Wearable Eye-Tracking Devices 同步眼:一种新颖的、用远程和可穿戴眼动追踪设备同时记录的眼动配对数据集
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3532522
Samantha Aziz, D. Lohr, Oleg V. Komogortsev
Comparing the performance of new eye-tracking devices against an established benchmark is vital for identifying differences in the way eye movements are reported by each device. This paper introduces a new paired data set comprised of eye movement recordings captured simultaneously with both the EyeLink 1000—considered the “gold standard” in eye-tracking research studies—and the recently released AdHawk MindLink eye tracker. Our work presents a methodology for simultaneous data collection and a comparison of the resulting eye-tracking signal quality achieved by each device.
将新的眼球追踪设备的性能与既定基准进行比较,对于识别每个设备报告眼球运动的方式的差异至关重要。本文介绍了一个新的配对数据集,该数据集由眼部运动记录同时被EyeLink 1000(眼动追踪研究中的“黄金标准”)和最近发布的AdHawk MindLink眼动追踪器捕获。我们的工作提出了一种同时收集数据的方法,并比较了每个设备所获得的眼动追踪信号质量。
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引用次数: 5
Measuring Cognitive Effort with Pupillary Activity and Fixational Eye Movements When Reading: Longitudinal Comparison of Children With and Without Primary Music Education 用瞳孔活动和眼球运动测量阅读时的认知努力:接受和未接受初级音乐教育儿童的纵向比较
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529636
Agata Rodziewicz-Cybulska, Krzysztof Krejtz, A. Duchowski, I. Krejtz
This article evaluates the Low/High Index of Pupillary Activity (LHIPA), a measure of cognitive effort based on pupil response, in the context of reading. At the beginning of 2nd and 3rd grade, 107 children (8-9 y.o.) from music and general primary school were asked to read 40 sentences with keywords differing in length and frequency while their eye movements were recorded. Sentences with low frequency or long keywords received more attention than sentences with high frequent or short keywords. The word frequency and length effects were more pronounced in younger children. At the 2nd grade, music children dwelt less on sentences with short frequent keywords than on sentences with long frequent keywords. As expected LHIPA decreased over sentences with low frequency short keywords suggesting more cognitive effort at earlier stages of reading ability. This finding shows the utility of LHIPA as a measure of cognitive effort in education.
本文评估了瞳孔活动低/高指数(LHIPA),一种基于瞳孔反应的认知努力测量,在阅读的背景下。在二年级和三年级开始时,来自音乐和普通小学的107名儿童(8-9岁)被要求阅读40个长度和频率不同的关键词句子,同时记录他们的眼球运动。低频率或长关键词的句子比高频率或短关键词的句子更受关注。单词频率和长度的影响在年龄较小的儿童中更为明显。在二年级时,音乐儿童较少关注短关键词的句子,而较少关注长关键词的句子。正如预期的那样,LHIPA在低频率短关键词的句子中下降,表明在阅读能力的早期阶段需要更多的认知努力。这一发现显示了LHIPA作为教育中认知努力的衡量标准的效用。
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引用次数: 1
Consider the Head Movements! Saccade Computation in Mobile Eye-Tracking 考虑头部的动作!移动眼动追踪中的扫视计算
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529624
Negar Alinaghi, Ioannis Giannopoulos
Saccadic eye movements are known to serve as a suitable proxy for tasks prediction. In mobile eye-tracking, saccadic events are strongly influenced by head movements. Common attempts to compensate for head-movement effects either neglect saccadic events altogether or fuse gaze and head-movement signals measured by IMUs in order to simulate the gaze signal at head-level. Using image processing techniques, we propose a solution for computing saccades based on frames of the scene-camera video. In this method, fixations are first detected based on gaze positions specified in the coordinate system of each frame, and then respective frames are merged. Lastly, pairs of consecutive fixations –forming a saccade- are projected into the coordinate system of the stitched image using the homography matrices computed by the stitching algorithm. The results show a significant difference in length between projected and original saccades, and approximately 37% of error introduced by employing saccades without head-movement consideration.
跳跃性眼球运动被认为是任务预测的合适代理。在移动眼动追踪中,跳眼事件受到头部运动的强烈影响。补偿头部运动效应的常见尝试要么完全忽略跳眼事件,要么融合由imu测量的凝视和头部运动信号,以模拟头部水平的凝视信号。利用图像处理技术,提出了一种基于场景摄像机视频帧的视跳计算方案。该方法首先根据每帧坐标系中指定的注视位置检测注视点,然后对各帧进行合并。最后,利用拼接算法计算出的单应性矩阵,将连续注视对(形成一个扫视)投影到拼接图像的坐标系中。结果表明,投影的扫视和原始的扫视在长度上有显著的差异,在不考虑头部运动的情况下使用扫视会产生大约37%的误差。
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引用次数: 1
EyeLikert: Eye-based Interactions for Answering Surveys EyeLikert:回答调查的基于眼睛的互动
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529776
Moritz Langner, N. Aßfalg, Peyman Toreini, A. Maedche
Surveys are a widely used method for data collection from participants. However, responding to surveys is a time consuming task and requires cognitive and physical efforts of the participants. Eye-based interactions offer the advantage of high speed pointing, low physical effort and implicitness. These advantages are already successfully leveraged in different domains, but so far not investigated in supporting participants in responding to surveys. In this paper, we present EyeLikert, a tool that enables users to answer Likert-scale questions in surveys with their eyes. EyeLikert integrates three different eye-based interactions considering the Midas Touch problem. We hypothesize that enabling eye-based interactions to fill out surveys offers the potential to reduce the physical effort, increase the speed of responding questions, and thereby reduce drop-out rates.
调查是从参与者那里收集数据的一种广泛使用的方法。然而,回答调查是一项耗时的任务,需要参与者的认知和体力努力。基于眼睛的交互提供了快速指向、低体力消耗和隐含性的优势。这些优势已经成功地应用于不同的领域,但到目前为止还没有在支持参与者回应调查方面进行调查。在本文中,我们介绍了EyeLikert,这是一个使用户能够用眼睛回答调查中李克特量表问题的工具。考虑到点石成金的问题,EyeLikert集成了三种不同的基于眼睛的交互。我们假设,让基于眼睛的互动来填写调查问卷,有可能减少体力劳动,提高回答问题的速度,从而降低辍学率。
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引用次数: 0
Multi-User Eye-Tracking 多用户眼球追踪
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3532197
Bhanuka Mahanama
The human gaze characteristics provide informative cues on human behavior during various activities. Using traditional eye trackers, assessing gaze characteristics in the wild requires a dedicated device per participant and therefore is not feasible for large-scale experiments. In this study, we propose a commodity hardware-based multi-user eye-tracking system. We leverage the recent advancements in Deep Neural Networks and large-scale datasets for implementing our system. Our preliminary studies provide promising results for multi-user eye-tracking on commodity hardware, providing a cost-effective solution for large-scale studies.
人类的凝视特征为人类在各种活动中的行为提供了信息线索。使用传统的眼动仪,评估野外的凝视特征需要每个参与者一个专用的设备,因此不适合大规模实验。在本研究中,我们提出了一种基于商品硬件的多用户眼动追踪系统。我们利用深度神经网络和大规模数据集的最新进展来实现我们的系统。我们的初步研究为商用硬件上的多用户眼动追踪提供了有希望的结果,为大规模研究提供了一种经济有效的解决方案。
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引用次数: 2
Visualizing Instructor’s Gaze Information for Online Video-based Learning: Preliminary Study 在线视频学习中教师注视信息的可视化:初步研究
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529238
Daun Kim, Jae-Yeop Jeong, Sumin Hong, Namsub Kim, Jin-Woo Jeong
Video-based online educational content has been more popular nowadays. However, due to the limited communication and interaction between the learners and instructors, various problems regarding learning performance have occurred. Gaze sharing techniques received much attention as a means to address this problem, however, there still exists a lot of room for improvement. In this work-in-progress paper, we introduce some possible improvement points regarding gaze visualization strategies and report the preliminary results of our first step towards our final goal. Through a user study with 30 university students, we found the feasibility of the prototype system and the future directions of our research.
如今,基于视频的在线教育内容更受欢迎。然而,由于学习者和教师之间的交流和互动有限,出现了各种学习绩效问题。注视共享技术作为解决这一问题的一种手段受到了广泛关注,然而,仍有很大的改进空间。在这篇正在进行的论文中,我们介绍了关于凝视可视化策略的一些可能的改进点,并报告了我们朝着最终目标迈出的第一步的初步结果。通过对30名大学生的用户研究,我们发现了原型系统的可行性和未来的研究方向。
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引用次数: 0
Mind Wandering Trait-level Tendencies During Lecture Viewing: A Pilot Study 观看讲座时走神特质水平的倾向:一项初步研究
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529241
Francesca Zermiani, A. Bulling, M. Wirzberger
Mind wandering (MW) is defined as a shift of attention to task-unrelated internal thoughts that is pervasive and disruptive for learning performance. Current state-of-the-art gaze-based attention-aware intelligent systems are capable of detecting MW from eye movements and delivering interventions to mitigate its negative effects. However, the beneficial functions of MW and its trait-level tendency, defined as the content of MW experience, are still largely neglected by these systems. In this pilot study, we address the questions of whether different MW trait-level tendencies can be detected through off-screen fixations’ frequency and duration and blink rate during a lecture viewing task. We focus on prospective planning and creative problem-solving as two of the main MW trait-level tendencies. Despite the non-significance, the descriptive values show a higher frequency and duration of off-screen fixations, but lower blink rate, in the creative problem-solving MW condition. Interestingly, we do find a highly significant correlation between MW level and engagement scores in the prospective planning MW group. Potential explanations for the observed results are discussed. Overall, these findings represent a preliminary step towards the development of more accurate and adaptive learning technologies, and call for further studies on MW trait-level tendency detection.
走神被定义为一种注意力转移到与任务无关的内部思想上的现象,这种现象普遍存在,并对学习绩效产生破坏性影响。目前最先进的基于注视的注意力感知智能系统能够从眼球运动中检测到MW,并提供干预措施以减轻其负面影响。然而,这些系统在很大程度上仍然忽略了MW的有益功能及其特质水平倾向,即MW经验的内容。在本初步研究中,我们探讨了在讲座观看任务中,是否可以通过离屏注视的频率、持续时间和眨眼频率来检测不同的脑容量特征水平倾向。我们将前瞻性规划和创造性解决问题作为两个主要的MW特质水平倾向。尽管没有显著性,但描述性值显示,在创造性解决问题的MW条件下,离屏注视的频率和持续时间更高,但眨眼率更低。有趣的是,我们确实发现,在前瞻性规划的MW组中,MW水平与敬业度得分之间存在高度显著的相关性。对观测结果的可能解释进行了讨论。总的来说,这些发现为开发更准确和自适应的学习技术迈出了初步的一步,并呼吁进一步研究MW特征水平的趋势检测。
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引用次数: 0
Advancing dignity for adaptive wheelchair users via a hybrid eye tracking and electromyography training game 通过混合眼动追踪和肌电图训练游戏提高轮椅使用者的尊严
Pub Date : 2022-06-08 DOI: 10.1145/3517031.3529612
Peter A. Smith, Matt Dombrowski, Shea McLinden, Calvin MacDonald, Devon Lynn, John Sparkman, Dominique Courbin, Albert Manero
Maintaining autonomous activities can be challenging for patients with neuromuscular disorders or quadriplegia, where control of joysticks for powered wheelchairs may not be feasible. Advancements in human machine interfaces have resulted in methods to capture the intentionality of the individual through non-traditional controls and communicating the users desires to a robotic interface. This research explores the design of a training game that teaches users to control a wheelchair through such a device that utilizes electromyography (EMG). The training game combines the use of EMG and eye tracking to enhance the impression of dignity while building self-efficacy and supporting autonomy for users. The system implements both eye tracking and surface electromyography, via the temporalis muscles, for gamified training and simulation of a novel wheelchair interface.
对于神经肌肉疾病或四肢瘫痪的患者来说,保持自主活动可能是一项挑战,在这些患者中,控制电动轮椅的操纵杆可能是不可行的。人机界面的进步导致了通过非传统控制和将用户的愿望传达给机器人界面来捕获个人意向性的方法。这项研究探索了一个训练游戏的设计,教用户通过这种利用肌电图(EMG)的设备来控制轮椅。该训练游戏结合了肌电图和眼动追踪的使用,以增强尊严的印象,同时建立自我效能感,并支持用户的自主性。该系统通过颞肌实现眼动追踪和表面肌电图,用于游戏化训练和模拟新型轮椅界面。
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引用次数: 1
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2022 Symposium on Eye Tracking Research and Applications
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