924 resultados para eye-tracker


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PURPOSE:

This study explored the gaze patterns of fully sighted and visually impaired subjects during the high-risk activity of crossing the street.

METHODS:

Gaze behavior of 12 fully sighted subjects, nine with visual impairment resulting from age-related macular degeneration and 12 with impairment resulting from glaucoma, was monitored using a portable eye tracker as they crossed at two unfamiliar intersections.

RESULTS:

All subject groups fixated primarily on vehicles and crossing elements but changed their fixation behavior as they moved from "walking to the curb" to "standing at the curb" and to "crossing the street." A comparison of where subjects fixated in the 4-second time period before crossing showed that the fully sighted who waited for the light to change fixated on the light, whereas the fully sighted who crossed early fixated primarily on vehicles. Visually impaired subjects crossing early or waiting for the light fixate primarily on vehicles.

CONCLUSIONS:

Vision status affects fixation allocation while performing the high-risk activity of street crossing. Crossing decision-making strategy corresponds to fixation behavior only for the fully sighted subjects.

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PURPOSE: Subjects with significant peripheral field loss (PFL) self report difficulty in street crossing. In this study, we compared the traffic gap judgment ability of fully sighted and PFL subjects to determine whether accuracy in identifying crossable gaps was adversely affected because of field loss. Moreover, we explored the contribution of visual and nonvisual factors to traffic gap judgment ability. METHODS: Eight subjects with significant PFL as a result of advanced retinitis pigmentosa or glaucoma with binocular visual field <20 degrees and five age-matched normals (NV) were recruited. All subjects were required to judge when they perceived it was safe to cross at a 2-way 4-lane street while they stood on the curb. Eye movements were recorded by an eye tracker as the subjects performed the decision task. Movies of the eye-on-scene were made offline and fixation patterns were classified into either relevant or irrelevant. Subjects' street-crossing behavior, habitual approach to street crossing, and perceived difficulties were assessed. RESULTS: Compared with normal vision (NV) subjects, the PFL subjects identified 12% fewer crossable gaps while making 23% more errors by identifying a gap as crossable when it was too short (p < 0.05). The differences in traffic gap judgment ability of the PFL subjects might be explained by the significantly smaller fixation area (p = 0.006) and fewer fixations distributed to the relevant tasks (p = 0.001). The subjects' habitual approach to street crossing and perceived difficulties in street crossing (r > 0.60) were significantly correlated with traffic gap judgment performance. CONCLUSIONS: As a consequence of significant field loss, limited visual information about the traffic environment can be acquired, resulting in significantly reduced performance in judging safe crossable gaps. This poor traffic gap judgment ability in the PFL subjects raises important concerns for their safety when attempting to cross the street.

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Sabe-se que a velocidade de processamento de informação visual é afetada pela ingestão de álcool, já que os consumidores excessivos têm uma menor velocidade de processamento de informação visual do que os não consumidores. O objetivo deste estudo foi o de verificar se o consumo de álcool afete a velocidade de processamento de informação visual de imagens criativas e neutras. Para estudar esta questão os participantes (consumidores de álcool e não consumidores) observaram cenários compostos por dois tipos de imagens (criativas e neutras). A amostra foi composta por 113 estudantes universitários, dos quais 97 eram consumidores de álcool e 16 eram abstinentes. Imagens criativas e não criativas foram então apresentadas num paradigma de competição. Os movimentos dos olhos foram registados continuamente com o Eye-tracker Tobii T60. Os tempos de reação, tal como o tempo total de fixação durante a apresentação de imagens foram analisados. Os resultados mostraram efeitos significativos (p> 0,05) do consumo de álcool na velocidade de processamento de informação visual. No entanto as imagens criativas foram processadas mais rapidamente do que as imagens neutras (p <0,05), com efeito de interação no sexo. Encontraram-se também diferenças significativas (p <0,05) entre as imagens criativas e as imagens neutras no tempo total de fixação.

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Federmeier and Benjamin (2005) have suggested that semantic encoding for verbal information in the right hemisphere can be more effective when memory demands are higher. However, other studies (Kanske & Kotz, 2007) also suggest that visual word recognition differ in function of emotional valence. In this context, the present study was designed to evaluate the effects of retention level upon recognition memory processes for negative and neutral words. Sample consisted of 15 right-handed undergraduate portuguese students with normal or corrected to normal vision. Portuguese concrete negative and neutral words were selected in accordance to known linguistic capabilities of the right hemisphere. The participants were submitted to a visual half-field word presentation using a continuous recognition memory paradigm. Eye movements were continuously monitored with a Tobii T60 eye-tracker that showed no significant differences in fixations to negative and neutral words. Reaction times in word recognition suggest an overall advantage of negative words in comparison to the neutral words. Further analysis showed faster responses for negative words than for neutral words when were recognised at longer retention intervals for left-hemisphere encoding. Electrophysiological data through event related potentials revealed larger P2 amplitude over centro-posterior electrode sites for words studied in the left hemifield suggesting a priming effect for right-hemisphere encoding. Overall data suggest different hemispheric memory strategies for the semantic encoding of negative and neutral words.

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The increasing use of the World Wide Web has promised a huge advertising platform for marketers. Investment in online advertising is growing and is expected to overcome traditional media. However, recent studies have reported that users avoid looking at advertising displayed on the World Wide Web. This study aimed at examining the impact of verbal emotional cues (negative/neutral/positive) to capture attention on website’s advertising areas through an eye tracker system. The results revealed significant statistical differences between fixations to negative, positive words and neutral words. Significant differences between the number of fixations and recognition of the target words were found only for the negative valence words. We conclude that negative emotional words could play a major role on user attention to advertising.

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The effect of multiple sclerosis (MS) on the ability to identify emotional expressions in faces was investigated, and possible associations with patients’ characteristics were explored. 56 non-demented MS patients and 56 healthy subjects (HS) with similar demographic characteristics performed an emotion recognition task (ERT), the Benton Facial Recognition Test (BFRT), and answered the Hospital Anxiety and Depression Scale (HADS). Additionally, MS patients underwent a neurological examination and a comprehensive neuropsychological evaluation. The ERT consisted of 42 pictures of faces (depicting anger, disgust, fear, happiness, sadness, surprise and neutral expressions) from the NimStim set. An iViewX high-speed eye tracker was used to record eye movements during ERT. The fixation times were calculated for two regions of interest (i.e., eyes and rest of the face). No significant differences were found between MS and HC on ERT’s behavioral and oculomotor measures. Bivariate and multiple regression analyses revealed significant associations between ERT’s behavioral performance and demographic, clinical, psychopathological, and cognitive measures.

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Objective: Early mother-infant interactions are impaired in the context of infant cleft lip, and are associated with adverse child psychological outcomes, but the nature of these interaction difficulties is not yet fully understood. The aim of this study was to explore adult gaze behaviour and cuteness perception, which are particularly important during early social exchanges, in response to infants with cleft lip, in order to investigate potential foundations for the interaction difficulties seen in this population. Methods: Using an eye-tracker, eye movements were recorded as adult participants viewed images of infant faces with and without cleft lip. Participants also rated each infant on a scale of cuteness. Results: Participants fixated significantly longer on the mouths of infants with cleft lip, which occurred at the expense of fixation on eyes. Severity of cleft lip was associated with the strength of fixation bias, with participants looking even longer at the mouths of infants with the most severe clefts. Infants with cleft lip were rated as significantly less cute than unaffected infants. Men rated infants as less cute than women overall, but gave particularly low ratings to infants with cleft lip Conclusions: Results demonstrate that the limited disturbance in infant facial configuration of cleft lip can significantly alter adult gaze patterns and cuteness perception. Our findings could have important implications for early interactions, and may help in the development of interventions to foster healthy development in infants with cleft lip.

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Senare forskning har börjat jämföra etablerade principer inom filmklippning med rön från kognitionsforskning. Ny teknik gör det möjligt att på ett adekvatare sätt ta del av åskådarens upplevelse och interaktion med rörlig bildmedia. Tidigare studier som tas upp i texten har varit inriktade på visuella aspekter, hur brott mot videoredigerings- principer påverkar åskådarens ögonrörelser. Då film och video är ett audiovisuellt medium är det angeläget att undersöka hur ljud påverkar vår visuella bearbetning. Uppsatsens ansats är att undersöka hur varierad synkronisering mellan ljud och bild påverkar och förändrar uppmärksamheten hos åskådare av rörlig bildmedia. Två stimulifilmer har satts samman, en Onbeat version där klipp-punkter i videomaterialet och musikens taktslag ligger i synk, och en Offbeat version där klipp-punkter i videomaterialet ligger fem bildrutor efter musikens taktslag. Som underlag för experimentstudien har 15 försöksdeltagare testats i en ögonrörelsestudie. Resultaten visar på signifikanta skillnader mellan de båda stimulifilmerna, där Offbeat versionen genererade fler ögonrörelser hos försöksdeltagarna. 

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Dirigir é uma tarefa altamente complexa que requer sincronia entre informações adquiridas e comandos motores, sendo a visão fonte primordial de recursos para o controle do volante por parte do motorista, para que este possa fazer a manobra na quantidade correta e no momento apropriado. Simulações nem sempre preservam os aspectos relevantes do ambiente. O ponto tangente (PT), local mais interno da curva, é onde os motoristas olham em situações de curva ao conduzir um veículo durante contexto natural, e, de acordo com a literatura, este fenômeno também ocorre em situações experimentais com o uso de simuladores específicos de trânsito. Este estudo visa verificar se este comportamento se reproduz em situação simulada de videogame e como a experiência de dirigir naturalmente afeta o desempenho na simulação. Foram recrutados vinte participantes, divididos em dois grupos de dez pessoas cada, com e sem Carteira Nacional de Habilitação e todos com experiência em videogame. A tarefa foi conduzir um veículo em circuito gerado por um jogo de videogame, enquanto seus olhos, e seus respectivos movimentos, foram monitorados e gravados por sistema eye-tracker. Para análise dos dados, foi utilizado o vídeo da imagem gerada pelo videogame com a adição do cursor referente ao olhar do participante. Foram analisadas apenas as situações nas quais os participantes executavam a manobra de cada uma das onze curvas do percurso, utilizando o software ASL Results Plus (versão 1.8.2.18) para estabelecer Áreas de Interesse (AI) de 3º e 10º ao redor do ponto tangente da curva. As variáveis dependentes foram Número Total de Fixações (NF) e Duração Total das Fixações (DF). Os dados foram submetidos à análise de variância de medidas repetidas, tendo fatores grupo (HA ou NH), AI (outros 3º ou 10º) e curvas (onze curvas). Não houve efeito significativo de grupo para ambas as variáveis dependentes. Houve efeito principal de...

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Dirigir é uma tarefa altamente complexa que requer sincronia entre informações adquiridas e comandos motores, sendo a visão fonte primordial de recursos para o controle do volante por parte do motorista, para que este possa fazer a manobra na quantidade correta e no momento apropriado. Simulações nem sempre preservam os aspectos relevantes do ambiente. O ponto tangente (PT), local mais interno da curva, é onde os motoristas olham em situações de curva ao conduzir um veículo durante contexto natural, e, de acordo com a literatura, este fenômeno também ocorre em situações experimentais com o uso de simuladores específicos de trânsito. Este estudo visa verificar se este comportamento se reproduz em situação simulada de videogame e como a experiência de dirigir naturalmente afeta o desempenho na simulação. Foram recrutados vinte participantes, divididos em dois grupos de dez pessoas cada, com e sem Carteira Nacional de Habilitação e todos com experiência em videogame. A tarefa foi conduzir um veículo em circuito gerado por um jogo de videogame, enquanto seus olhos, e seus respectivos movimentos, foram monitorados e gravados por sistema eye-tracker. Para análise dos dados, foi utilizado o vídeo da imagem gerada pelo videogame com a adição do cursor referente ao olhar do participante. Foram analisadas apenas as situações nas quais os participantes executavam a manobra de cada uma das onze curvas do percurso, utilizando o software ASL Results Plus (versão 1.8.2.18) para estabelecer Áreas de Interesse (AI) de 3º e 10º ao redor do ponto tangente da curva. As variáveis dependentes foram Número Total de Fixações (NF) e Duração Total das Fixações (DF). Os dados foram submetidos à análise de variância de medidas repetidas, tendo fatores grupo (HA ou NH), AI (outros 3º ou 10º) e curvas (onze curvas). Não houve efeito significativo de grupo para ambas as variáveis dependentes. Houve efeito principal de...

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PURPOSE. To better understand the relative contributions of rod, cone, and melanopsin to the human pupillary light reflex (PLR) and to determine the optimal conditions for assessing the health of the rod, cone, and melanopsin pathways with a relatively brief clinical protocol. METHODS. PLR was measured with an eye tracker, and stimuli were controlled with a Ganzfeld system. In experiment 1, 2.5 log cd/m(2) red (640 +/- 10 nm) and blue (467 +/- 17 nm) stimuli of various durations were presented after dark adaptation. In experiments 2 and 3, 1-second red and blue stimuli were presented at different intensity levels in the dark (experiment 2) or on a 0.78 log cd/m(2) blue background (experiment 3). Based on the results of experiments 1 to 3, a clinical protocol was designed and tested on healthy control subjects and patients with retinitis pigmentosa and Leber`s congenital amaurosis. RESULTS. The duration for producing the optimal melanopsin-driven sustained pupil response after termination of an intense blue stimulus was 1 second. PLR rod-and melanopsin-driven components are best studied with low-and high-intensity flashes, respectively, presented in the dark (experiment 2). A blue background suppressed rod and melanopsin responses, making it easy to assess the cone contribution with a red flash (experiment 3). With the clinical protocol, robust melanopsin responses could be seen in patients with few or no contributions from the rods and cones. CONCLUSIONS. It is possible to assess the rod, cone, and melanopsin contributions to the PLR with blue flashes at two or three intensity levels in the dark and one red flash on a blue background. (Invest Ophthalmol Vis Sci. 2011; 52: 6624-6635) DOI: 10.1167/iovs.11-7586

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Visual search and oculomotor behaviour are believed to be very relevant for athlete performance, especially for sports requiring refined visuo-motor coordination skills. Modern coaches believe that a correct visuo-motor strategy may be part of advanced training programs. In this thesis two experiments are reported in which gaze behaviour of expert and novice athletes were investigated while they were doing a real sport specific task. The experiments concern two different sports: judo and soccer. In each experiment, number of fixations, fixation locations and mean fixation duration (ms) were considered. An observational analysis was done at the end of the paper to see perceptual differences between near and far space. Purpose: The aim of the judo study was to delineate differences in gaze behaviour characteristics between a population of athletes and one of non athletes. Aspects specifically investigated were: search rate, search order and viewing time across different conditions in a real-world task. The second study was aimed at identifying gaze behaviour in varsity soccer goalkeepers while facing a penalty kick executed with instep and inside foot. Then an attempt has been done to compare the gaze strategies of expert judoka and soccer goalkeepers in order to delineate possible differences related to the different conditions of reacting to events occurring in near (peripersonal) or far (extrapersonal) space. Judo Methods: A sample of 9 judoka (black belt) and 11 near judoka (white belt) were studied. Eye movements were recorded at 500Hz using a video based eye tracker (EyeLink II). Each subject participated in 40 sessions for about 40 minutes. Gaze behaviour was considered as average number of locations fixated per trial, the average number of fixations per trial, and mean fixation duration. Soccer Methods: Seven (n = 7) intermediate level male volunteered for the experiment. The kickers and goalkeepers, had at least varsity level soccer experience. The vision-in-action (VIA) system (Vickers 1996; Vickers 2007) was used to collect the coupled gaze and motor behaviours of the goalkeepers. This system integrated input from a mobile eye tracking system (Applied Sciences Laboratories) with an external video of the goalkeeper’s saving actions. The goalkeepers took 30 penalty kicks on a synthetic pitch in accordance with FIFA (2008) laws. Judo Results: Results indicate that experts group differed significantly from near expert for fixations duration, and number of fixations per trial. The expert judokas used a less exhaustive search strategy involving fewer fixations of longer duration than their novice counterparts and focused on central regions of the body. The results showed that in defence and attack situation expert group did a greater number of transitions with respect to their novice counterpart. Soccer Results: We found significant main effect for the number of locations fixated across outcome (goal/save) but not for foot contact (instep/inside). Participants spent more time fixating the areas in instep than inside kick and in goal than in save situation. Mean and standard error in search strategy as a result of foot contact and outcome indicate that the most gaze behaviour start and finish on ball interest areas. Conclusions: Expert goalkeepers tend to spend more time in inside-save than instep-save penalty, differences that was opposite in scored penalty kick. Judo results show that differences in visual behaviour related to the level of expertise appear mainly when the test presentation is continuous, last for a relatively long period of time and present a high level of uncertainty with regard to the chronology and the nature of events. Expert judoist performers “anchor” the fovea on central regions of the scene (lapel and face) while using peripheral vision to monitor opponents’ limb movements. The differences between judo and soccer gaze strategies are discussed on the light of physiological and neuropsychological differences between near and far space perception.

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La tesi affronta in modo approfondito lo studio del comportamento degli utenti alla guida di un veicolo in corrispondenza di intersezioni a T nelle quali la precedenza non è riservata alla corrente principale ma a quella secondaria. L'analisi è stata condotta in due modalità parallele, ovvero attraverso l'uso di dispositivi elettronici e con la metodologia Mobile Eye Tracker.

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BACKGROUND Co-speech gestures are part of nonverbal communication during conversations. They either support the verbal message or provide the interlocutor with additional information. Furthermore, they prompt as nonverbal cues the cooperative process of turn taking. In the present study, we investigated the influence of co-speech gestures on the perception of dyadic dialogue in aphasic patients. In particular, we analysed the impact of co-speech gestures on gaze direction (towards speaker or listener) and fixation of body parts. We hypothesized that aphasic patients, who are restricted in verbal comprehension, adapt their visual exploration strategies. METHODS Sixteen aphasic patients and 23 healthy control subjects participated in the study. Visual exploration behaviour was measured by means of a contact-free infrared eye-tracker while subjects were watching videos depicting spontaneous dialogues between two individuals. Cumulative fixation duration and mean fixation duration were calculated for the factors co-speech gesture (present and absent), gaze direction (to the speaker or to the listener), and region of interest (ROI), including hands, face, and body. RESULTS Both aphasic patients and healthy controls mainly fixated the speaker's face. We found a significant co-speech gesture × ROI interaction, indicating that the presence of a co-speech gesture encouraged subjects to look at the speaker. Further, there was a significant gaze direction × ROI × group interaction revealing that aphasic patients showed reduced cumulative fixation duration on the speaker's face compared to healthy controls. CONCLUSION Co-speech gestures guide the observer's attention towards the speaker, the source of semantic input. It is discussed whether an underlying semantic processing deficit or a deficit to integrate audio-visual information may cause aphasic patients to explore less the speaker's face.