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Playing music with the eyes through an isomorphic interface 通过同构界面用眼睛播放音乐
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206350
Nicola Davanzo, Piercarlo Dondi, M. Mosconi, M. Porta
Playing music with the eyes is a challenging task. In this paper, we propose a virtual digital musical instrument, usable by both motor-impaired and able-bodied people, controlled through an eye tracker and a "switch". Musically speaking, the layout of the graphical interface is isomorphic, since the harmonic relations between notes have the same geometrical shape regardless of the key signature of the music piece. Four main design principles guided our choices, namely: (1) Minimization of eye movements, especially in case of large note intervals; (2) Use of a grid layout where "nodes" (keys) are connected each other through segments (employed as guides for the gaze); (3) No need for smoothing filters or time thresholds; and (4) Strategic use of color to facilitate gaze shifts. Preliminary tests, also involving another eye-controlled musical instrument, have shown that the developed system allows "correct" execution of music pieces even when characterized by complex melodies.
用眼睛演奏音乐是一项具有挑战性的任务。在本文中,我们提出了一种虚拟数字乐器,通过眼动仪和“开关”控制,运动障碍和健全的人都可以使用。从音乐上讲,图形界面的布局是同构的,因为音符之间的和声关系具有相同的几何形状,无论音乐作品的关键签名是什么。四个主要的设计原则指导我们的选择,即:(1)最小化眼球运动,特别是在大音程的情况下;(2)使用网格布局,其中“节点”(键)通过分段相互连接(用作凝视的导向);(3)不需要平滑滤波器或时间阈值;(4)策略性地使用颜色来促进视线的转移。初步测试还包括另一种由眼睛控制的乐器,结果表明,即使是在旋律复杂的情况下,该系统也能“正确”地演奏乐曲。
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引用次数: 15
Context switching eye typing using dynamic expanding targets 使用动态扩展目标的上下文切换眼打字
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206347
C. Morimoto, J. A. Leyva, A. Tula
Text entry by gazing on a virtual keyboard (also known as eye typing) is an important component of any gaze communication system. One of the main challenges for efficient communication is how to avoid unintended key selections due to the Midas' touch problem. The most common selection technique by gaze is dwelling. Though easy to learn, long dwell-times slows down the communication, and short dwells are prone to error. Context switching (CS) is a faster and more comfortable alternative, but the duplication of contexts takes a lot of screen space. In this paper we introduce two new CS designs using dynamic expanding targets that are more appropriate when a reduced interaction window is required. We compare the performance of the two new designs with the original CS design using QWERTY layouts as contexts. Our results with 6 participants typing with the 3 keyboards show that the use of smaller size layouts with dynamic expanding targets are as accurate and comfortable as the larger QWERTY layout, though providing lower typing speeds.
通过注视虚拟键盘输入文本(也称为眼睛打字)是任何注视通信系统的重要组成部分。有效沟通的主要挑战之一是如何避免由于触控问题而导致的意外按键选择。凝视最常见的选择方法是停留。虽然很容易学习,但长时间停留会减慢沟通,短时间停留容易出错。上下文切换(CS)是一种更快、更舒适的选择,但是上下文的重复需要占用大量的屏幕空间。在本文中,我们介绍了两种新的CS设计,使用动态扩展目标,当需要减少交互窗口时更合适。我们以QWERTY布局为背景,比较了两种新设计与原始CS设计的性能。我们对6名参与者使用3种键盘进行打字的结果表明,使用带有动态扩展目标的较小尺寸布局与较大的QWERTY布局一样准确和舒适,尽管输入速度较低。
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引用次数: 15
Eye movements and viewer's impressions in response to HMD-evoked head movements 眼球运动和观看者对hmd诱发的头部运动的印象
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206346
Taijiro Shiraishi, M. Nakayama
The relationships between eye and head movements during the viewing of various visual stimuli using a head mounted display (HMD) and a large flat display were compared. The visual sizes of the images displayed were adjusted virtually, using an image processing technique. The negative correlations between head and eye movements in a horizontal direction were significant for some visual stimuli using an HMD and after some practice viewing images. Also, scores of two factors for subjective assessment of viewing stimuli positively correlated with horizontal head movements when certain visual stimuli were used. The result suggests that under certain conditions the viewing of tasks promotes head movements and stimulates correlational relationships between eye and head movements.
比较了使用头戴式显示器(HMD)和大型平板显示器观看各种视觉刺激时眼睛和头部运动之间的关系。使用图像处理技术,虚拟地调整了显示图像的视觉大小。在一些使用HMD的视觉刺激和经过一些观看图像的练习后,头和眼在水平方向上的运动呈显著负相关。此外,当使用某些视觉刺激时,主观评价观看刺激的两个因素得分与水平头部运动呈正相关。结果表明,在特定条件下,观看任务会促进头部运动,并刺激眼睛和头部运动之间的相关关系。
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引用次数: 1
A Fitts' law evaluation of gaze input on large displays compared to touch and mouse inputs 与触摸和鼠标输入相比,大型显示器上凝视输入的菲茨定律评估
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206348
Vijay Rajanna, T. Hammond
Gaze-assisted interaction has commonly been used in a standard desktop setting. When interacting with large displays, as new scenarios like situationally-induced impairments emerge, it is more convenient to use the gaze-based multi-modal input than other inputs. However, it is unknown as to how the gaze-based multi-modal input compares to touch and mouse inputs. We compared gaze+foot multi-modal input to touch and mouse inputs on a large display in a Fitts' Law experiment that conforms to ISO 9241-9. From a study involving 23 participants, we found that the gaze input has the lowest throughput (2.33 bits/s), and the highest movement time (1.176 s) of the three inputs. In addition, though touch input involves maximum physical movements, it achieved the highest throughput (5.49 bits/s), the least movement time (0.623 s), and was the most preferred input.
注视辅助交互通常用于标准桌面设置。当与大型显示器交互时,随着诸如情境性损伤等新场景的出现,使用基于凝视的多模态输入比其他输入更方便。然而,基于注视的多模态输入与触摸和鼠标输入相比如何是未知的。在符合ISO 9241-9的Fitts定律实验中,我们比较了凝视+脚的多模态输入与触摸和鼠标输入在大型显示器上的不同。通过对23名参与者的研究,我们发现凝视输入的吞吐量最低(2.33比特/秒),运动时间最高(1.176秒)。此外,虽然触摸输入涉及最大的物理运动,但其吞吐量最高(5.49 bits/s),运动时间最短(0.623 s),是最受欢迎的输入方式。
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引用次数: 6
Moveye Moveye
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206352
Jacek Matulewski, Bibianna Bałaj, Ewelina Marek, Ł. Piasecki, Dawid Gruszczynski, Mateusz Kuchta, Wlodzislaw Duch
Several methods of gaze control of video playback were implemented in MovEye application. Two versions of MovEye are almost ready: for watching online movies from the YouTube service and for watching movies from the files stored on local drives. We have two goals: the social one is to help people with physical disabilities to control and enrich their immediate environment; the scientific one is to compare the usability of several gaze control methods for video playback in case of healthy and disabled users. This paper aims to our gaze control applications. Our next step will be conducting the accessibility and user experience (UX) tests for both healthy and disabled users. The long-time perspective of this research could lead to the implementation of gaze control in TV sets and other video playback devices.
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引用次数: 3
Beyond gaze cursor: exploring information-based gaze sharing in chat 超越凝视光标:探索聊天中基于信息的凝视共享
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206345
C. Schlösser, B. Schröder, Linda Cedli, Andrea Kienle
Gaze sharing is found to be beneficial for computer-mediated collaboration by several studies. Usually, a coordinate-based visualization like a gaze cursor is used which helps to reduce or replace deictic expressions and thus makes gaze sharing a useful addition for tasks where referencing is crucial. But the spatial-based visualization limits its use to What-You-See-Is-What-I-See (WYSIWIS) interfaces and puts a ceiling on group size, as multiple object tracking becomes near impossible beyond dyads. In this paper, we will explore and discuss the use of gaze sharing outside the realm of WYSIWIS interfaces and dyads by replacing the gaze cursor with information-based gaze sharing in form of a reading progress bar to a chat interface. Preliminary results with triads show that historic and present information on attention and reading behavior are a useful addition to increase group awareness.
几项研究发现,目光分享有利于计算机媒介协作。通常,使用基于坐标的可视化,如凝视光标,这有助于减少或取代指示表达式,从而使凝视共享成为对引用至关重要的任务的有用补充。但是,基于空间的可视化将其使用限制在“所见即所见”(WYSIWIS)界面上,并对组大小设置了上限,因为多对象跟踪几乎不可能超过二对。在本文中,我们将通过在聊天界面中以阅读进度条的形式使用基于信息的凝视共享来取代凝视光标,从而探索和讨论在所见即所得界面和对子界面之外的凝视共享的使用。三联测试的初步结果表明,过去和现在关于注意力和阅读行为的信息是提高群体意识的有用补充。
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引用次数: 3
Advantages of eye-gaze over head-gaze-based selection in virtual and augmented reality under varying field of views 在不同视场的虚拟和增强现实中,眼睛注视优于头部注视
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206349
Jonas Blattgerste, Patrick Renner, Thies Pfeiffer
The current best practice for hands-free selection using Virtual and Augmented Reality (VR/AR) head-mounted displays is to use head-gaze for aiming and dwell-time or clicking for triggering the selection. There is an observable trend for new VR and AR devices to come with integrated eye-tracking units to improve rendering, to provide means for attention analysis or for social interactions. Eye-gaze has been successfully used for human-computer interaction in other domains, primarily on desktop computers. In VR/AR systems, aiming via eye-gaze could be significantly faster and less exhausting than via head-gaze. To evaluate benefits of eye-gaze-based interaction methods in VR and AR, we compared aiming via head-gaze and aiming via eye-gaze. We show that eye-gaze outperforms head-gaze in terms of speed, task load, required head movement and user preference. We furthermore show that the advantages of eye-gaze further increase with larger FOV sizes.
目前使用虚拟和增强现实(VR/AR)头戴式显示器进行免提选择的最佳做法是使用头部凝视来瞄准和停留时间,或者点击来触发选择。新的VR和AR设备有一个可观察到的趋势,即集成了眼球追踪单元,以改善渲染,提供注意力分析或社交互动的手段。眼睛注视已经成功地用于其他领域的人机交互,主要是在台式计算机上。在VR/AR系统中,通过眼睛瞄准比通过头部瞄准要快得多,也不那么费力。为了评估基于眼睛凝视的交互方法在VR和AR中的益处,我们比较了通过头部凝视瞄准和通过眼睛凝视瞄准。我们发现,在速度、任务负荷、所需的头部运动和用户偏好方面,眼睛凝视优于头部凝视。我们进一步表明,眼睛注视的优势随着视场尺寸的增大而进一步增加。
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引用次数: 109
3D gaze estimation in the scene volume with a head-mounted eye tracker 头戴式眼动仪在场景体中的3D凝视估计
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206351
Carlos E. L. Elmadjian, Pushkar Shukla, A. Tula, C. Morimoto
Most applications involving gaze-based interaction are supported by estimation techniques that find a mapping between gaze data and corresponding targets on a 2D surface. However, in Virtual and Augmented Reality (AR) environments, interaction occurs mostly in a volumetric space, which poses a challenge to such techniques. Accurate point-of-regard (PoR) estimation, in particular, is of great importance to AR applications, since most known setups are prone to parallax error and target ambiguity. In this work, we expose the limitations of widely used techniques for PoR estimation in 3D and propose a new calibration procedure using an uncalibrated head-mounted binocular eye tracker coupled with an RGB-D camera to track 3D gaze within the scene volume. We conducted a study to evaluate our setup with real-world data using a geometric and an appearance-based method. Our results show that accurate estimation in this setting still is a challenge, though some gaze-based interaction techniques in 3D should be possible.
大多数涉及基于凝视的交互的应用都是由在二维表面上找到凝视数据和相应目标之间映射的估计技术支持的。然而,在虚拟现实和增强现实(AR)环境中,交互主要发生在一个体积空间中,这对这种技术提出了挑战。特别是准确的关注点(PoR)估计对于AR应用非常重要,因为大多数已知的设置容易出现视差误差和目标模糊。在这项工作中,我们揭示了广泛使用的3D PoR估计技术的局限性,并提出了一种新的校准程序,使用未校准的头戴式双目眼动仪与RGB-D相机相结合来跟踪场景体积内的3D凝视。我们进行了一项研究,使用几何和基于外观的方法来评估我们的设置与现实世界的数据。我们的结果表明,在这种情况下,准确的估计仍然是一个挑战,尽管在3D中一些基于凝视的交互技术应该是可能的。
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引用次数: 32
Proceedings of the Workshop on Communication by Gaze Interaction 凝视互动交流研讨会论文集
Pub Date : 2018-06-15 DOI: 10.1145/3206343
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引用次数: 1
Content-based image retrieval based on eye-tracking 基于眼球追踪的基于内容的图像检索
Pub Date : 2018-06-15 DOI: 10.1145/3206343.3206353
Ying Zhou, Jiajun Wang, Z. Chi
To improve the performance of an image retrieval system, a novel content-based image retrieval (CBIR) framework with eye tracking data based on an implicit relevance feedback mechanism is proposed in this paper. Our proposed framework consists of three components: feature extraction and selection, visual retrieval, and relevance feedback. First, by using the quantum genetic algorithm and the principle component analysis algorithm, optimal image features with 70 components are extracted. Second, a finer retrieving procedure based on multiclass support vector machine (SVM) and fuzzy c-mean (FCM) algorithm is implemented for retrieving most relevant images. Finally, a deep neural network is trained to exploit the information of the user regarding the relevance of the returned images. This information is then employed to update the retrieving point for a new round retrieval. Experiments on two databases (Corel and Caltech) show that the performance of CBIR can be significantly improved by using our proposed framework.
为了提高图像检索系统的性能,提出了一种基于隐式关联反馈机制的基于内容的眼动追踪图像检索框架。我们提出的框架包括三个部分:特征提取和选择、视觉检索和相关反馈。首先,利用量子遗传算法和主成分分析算法,提取了包含70个分量的最优图像特征;其次,实现了基于多类支持向量机(SVM)和模糊c均值(FCM)算法的更精细的检索过程,以检索最相关的图像。最后,训练深度神经网络来利用用户关于返回图像相关性的信息。然后使用此信息更新检索点以进行新一轮检索。在两个数据库(Corel和Caltech)上的实验表明,使用我们提出的框架可以显著提高CBIR的性能。
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引用次数: 2
期刊
Proceedings of the Workshop on Communication by Gaze Interaction
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