图形系统中基于眼睛的交互:20年后的注视应用、分析和交互

A. Duchowski
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引用次数: 4

摘要

课程从眼动追踪应用概述开始,区分眼动分析与虚拟现实、游戏和其他场所(包括移动眼动追踪)中的合成。重点是四种形式的应用程序:诊断(离线测量),主动(选择,寻找拍摄),被动(注视点渲染,又名注视点显示)和表达(注视合成)。本课程涵盖基本的眼动分析,例如,注视计数和停留时间在aoi内,以及使用环境/焦点注意力建模的高级分析。本课程以概述和演示如何使用Python构建交互式应用程序结束。
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Eye-based interaction in graphical systems: 20 years later gaze applications, analytics, & interaction
The course starts with an overview of eye-tracking applications, distinguishing eye movement analysis from synthesis in virtual reality, games, and other venues including mobile eye tracking. The focus is on four forms of applications: diagnostic (off-line measurement), active (selection, look to shoot), passive (foveated rendering, a.k.a. gaze-contingent displays), and expressive (gaze synthesis). The course covers basic eye movement analytics, e.g., fixation count and dwell time within AOIs, as well as advanced analysis using ambient/focal attention modeling. The course concludes with an overview and a demo of how to build an interactive application using Python.
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