922 resultados para eye-tracker


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El treball consisteix en realitzar una aplicació que faci ús de l'Eye Tracker. L'objectiu marcat es realitzar una aplicació que permeti escriure coses a l'ordinador a persones discapacitades fent ús del dispositiu "Eye Tracker". Aquesta aplicació intentarà facilitar les coses a les persones discapacitades pel que fa a l'ús de l'ordinador i s'intentarà que l'aplicació acabi amb una de les limitacions més importants en persones que no poden fer ús de les mans, i per tant, no poden escriure en l'ordinador.

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A medida que avanza la tecnolog a, cada vez son m as comunes los libros digitales. Por eso, existen varias formas de mejorar la experiencia de lectura del usuario, como mostrar la de nici on de una palabra que resulte dif cil, o resaltar lo importante del texto cuando se pasa la vista por encima. En este proyecto, se ha investigado la base de esto con la ayuda de un Eye Tracker. Se ha implementado una clasi caci on en palabras f aciles y dif ciles dependiendo de c omo una persona lee, y una forma de saber si se est a leyendo el texto o pasando la vista por encima.

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PURPOSE: Signal detection on 3D medical images depends on many factors, such as foveal and peripheral vision, the type of signal, and background complexity, and the speed at which the frames are displayed. In this paper, the authors focus on the speed with which radiologists and naïve observers search through medical images. Prior to the study, the authors asked the radiologists to estimate the speed at which they scrolled through CT sets. They gave a subjective estimate of 5 frames per second (fps). The aim of this paper is to measure and analyze the speed with which humans scroll through image stacks, showing a method to visually display the behavior of observers as the search is made as well as measuring the accuracy of the decisions. This information will be useful in the development of model observers, mathematical algorithms that can be used to evaluate diagnostic imaging systems. METHODS: The authors performed a series of 3D 4-alternative forced-choice lung nodule detection tasks on volumetric stacks of chest CT images iteratively reconstructed in lung algorithm. The strategy used by three radiologists and three naïve observers was assessed using an eye-tracker in order to establish where their gaze was fixed during the experiment and to verify that when a decision was made, a correct answer was not due only to chance. In a first set of experiments, the observers were restricted to read the images at three fixed speeds of image scrolling and were allowed to see each alternative once. In the second set of experiments, the subjects were allowed to scroll through the image stacks at will with no time or gaze limits. In both static-speed and free-scrolling conditions, the four image stacks were displayed simultaneously. All trials were shown at two different image contrasts. RESULTS: The authors were able to determine a histogram of scrolling speeds in frames per second. The scrolling speed of the naïve observers and the radiologists at the moment the signal was detected was measured at 25-30 fps. For the task chosen, the performance of the observers was not affected by the contrast or experience of the observer. However, the naïve observers exhibited a different pattern of scrolling than the radiologists, which included a tendency toward higher number of direction changes and number of slices viewed. CONCLUSIONS: The authors have determined a distribution of speeds for volumetric detection tasks. The speed at detection was higher than that subjectively estimated by the radiologists before the experiment. The speed information that was measured will be useful in the development of 3D model observers, especially anthropomorphic model observers which try to mimic human behavior.

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One of the main challenges for developers of new human-computer interfaces is to provide a more natural way of interacting with computer systems, avoiding excessive use of hand and finger movements. In this way, also a valuable alternative communication pathway is provided to people suffering from motor disabilities. This paper describes the construction of a low cost eye tracker using a fixed head setup. Therefore a webcam, laptop and an infrared lighting source were used together with a simple frame to fix the head of the user. Furthermore, detailed information on the various image processing techniques used for filtering the centre of the pupil and different methods to calculate the point of gaze are discussed. An overall accuracy of 1.5 degrees was obtained while keeping the hardware cost of the device below 100 euros.

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In collaborative situations, eye gaze is a critical element of behavior which supports and fulfills many activities and roles. In current computer-supported collaboration systems, eye gaze is poorly supported. Even in a state-of-the-art video conferencing system such as the access grid, although one can see the face of the user, much of the communicative power of eye gaze is lost. This article gives an overview of some preliminary work that looks towards integrating eye gaze into an immersive collaborative virtual environment and assessing the impact that this would have on interaction between the users of such a system. Three experiments were conducted to assess the efficacy of eye gaze within immersive virtual environments. In each experiment, subjects observed on a large screen the eye-gaze behavior of an avatar. The eye-gaze behavior of that avatar had previously been recorded from a user with the use of a head-mounted eye tracker. The first experiment was conducted to assess the difference between users' abilities to judge what objects an avatar is looking at with only head gaze being viewed and also with eye- and head-gaze data being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects, correctly identifying what a person is looking at in an immersive virtual environment. The second experiment examined whether a monocular or binocular eye-tracker would be required. This was examined by testing subjects' ability to identify where an avatar was looking from their eye direction alone, or by eye direction combined with convergence. This experiment showed that convergence had a significant impact on the subjects' ability to identify where the avatar was looking. The final experiment looked at the effects of stereo and mono-viewing of the scene, with the subjects being asked to identify where the avatar was looking. This experiment showed that there was no difference in the subjects' ability to detect where the avatar was gazing. This is followed by a description of how the eye-tracking system has been integrated into an immersive collaborative virtual environment and some preliminary results from the use of such a system.

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For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people's eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed in an immersive VE. An experiment was conducted to assess the difference between user's abilities to judge what objects an avatar is looking at with only head movements being displayed, while the eyes remained static, and with eye gaze and head movement information being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects correctly identifying what a person is looking at in an immersive virtual environment. This is followed by a description of the work that is now being undertaken following the positive results from the experiment. We discuss the integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real-world eye movements into calibrated eye gaze in an immersive virtual world. This is to be used in the creation of an immersive collaborative virtual environment supporting eye gaze and its ongoing experiments. Copyright (C) 2009 John Wiley & Sons, Ltd.

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Speech is often a multimodal process, presented audiovisually through a talking face. One area of speech perception influenced by visual speech is speech segmentation, or the process of breaking a stream of speech into individual words. Mitchel and Weiss (2013) demonstrated that a talking face contains specific cues to word boundaries and that subjects can correctly segment a speech stream when given a silent video of a speaker. The current study expanded upon these results, using an eye tracker to identify highly attended facial features of the audiovisual display used in Mitchel and Weiss (2013). In Experiment 1, subjects were found to spend the most time watching the eyes and mouth, with a trend suggesting that the mouth was viewed more than the eyes. Although subjects displayed significant learning of word boundaries, performance was not correlated with gaze duration on any individual feature, nor was performance correlated with a behavioral measure of autistic-like traits. However, trends suggested that as autistic-like traits increased, gaze duration of the mouth increased and gaze duration of the eyes decreased, similar to significant trends seen in autistic populations (Boratston & Blakemore, 2007). In Experiment 2, the same video was modified so that a black bar covered the eyes or mouth. Both videos elicited learning of word boundaries that was equivalent to that seen in the first experiment. Again, no correlations were found between segmentation performance and SRS scores in either condition. These results, taken with those in Experiment, suggest that neither the eyes nor mouth are critical to speech segmentation and that perhaps more global head movements indicate word boundaries (see Graf, Cosatto, Strom, & Huang, 2002). Future work will elucidate the contribution of individual features relative to global head movements, as well as extend these results to additional types of speech tasks.

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Tracking user’s visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user’s visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of two-dimensional fixations relative to a defined area of projection. The study presented in this article compares precision, accuracy and application performance of two binocular eye tracking devices. Two algorithms are compared which derive depth information as required for visual attention-based 3D interfaces. This information is further applied to an improved VR selection task in which a binocular eye tracker and an adaptive neural network algorithm is used during the disambiguation of partly occluded objects.

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This study aimed to: i) determine if the attention bias towards angry faces reported in eating disorders generalises to a non-clinical sample varying in eating disorder-related symptoms; ii) examine if the bias occurs during initial orientation or later strategic processing; and iii) confirm previous findings of impaired facial emotion recognition in non-clinical disordered eating. Fifty-two females viewed a series of face-pairs (happy or angry paired with neutral) whilst their attentional deployment was continuously monitored using an eye-tracker. They subsequently identified the emotion portrayed in a separate series of faces. The highest (n=18) and lowest scorers (n=17) on the Eating Disorders Inventory (EDI) were compared on the attention and facial emotion recognition tasks. Those with relatively high scores exhibited impaired facial emotion recognition, confirming previous findings in similar non-clinical samples. They also displayed biased attention away from emotional faces during later strategic processing, which is consistent with previously observed impairments in clinical samples. These differences were related to drive-for-thinness. Although we found no evidence of a bias towards angry faces, it is plausible that the observed impairments in emotion recognition and avoidance of emotional faces could disrupt social functioning and act as a risk factor for the development of eating disorders.

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Contexte¦- Les métastases hépatiques hypovasculaires sont parfois difficile à détecter car très polymorphiques et fréquemment irrégulières. Leurs contrastes sur CT scan hépatique sont souvent faibles.¦- Lors d'un diagnostic, le radiologue ne fixe pas sa vision fovéale sur chaque pixel de l'image. Les expériences de psychophysique avec eye-tracker montrent en effet que le radiologue se concentre sur quelques points spécifiques de l'image appelés fixations. Dans ce travail, nous nous intéresserons aux capacités de détection de l'oeil lorsque l'observateur effectue une saccade entre deux points de fixation. Plus particulièrement, nous nous intéresserons à caractériser les capacités de l'oeil à détecter les signaux se trouvant en dehors de sa vision fovéale, dans ce qu'on appelle, la vision périphérique.¦Objectifs¦- Caractériser l'effet de l'excentricité de la vision sur la détectabilité des contrastes dans le cas de métastases hépatiques hypovasculaires.¦- Récolter des données expérimentales en vue de créer un modèle mathématique qui permettra, à terme, de qualifier le système d'imagerie.¦- → objectifs du TM en soit :¦o prendre en main l'eyetracker¦o traduire une problématique médicale en une expérience scientifique reproductible, quantifiable et qualifiable.¦Méthode¦Nous effectuons une expérience 2AFC (2 Alternative Forced-Choice experiment) afin d'estimer la détectabilité du signal. Pour cela, nous forcerons l'observateur à maintenir son point de fixation à un endroit défini et vérifié par l'eye-tracker. La position del'excentricité du signal tumoral généré sur une coupe de CT hépatique sera le paramètre varié. L'observateur se verra présenté tour à tour deux coupes de CT hépatique, l'une comportant le signal tumoral standardisé et l'autre ne comportant pas le signal. L'observateur devra déterminer quelle image contient la pathologie avec la plus grande probabilité.¦- Cette expérience est un modèle simplifié de la réalité. En effet, le radiologue ne fixe pas un seul point lors de sa recherche mais effectue un "scanpath". Une seconde expérience, dite en free search sera effectuée dans la mesure du temps à disposition. Lors de cette expérience, le signal standardisé sera connu de l'observateur et il n'y aura plus de point de fixation forcée. L'eyetracker suivra le scanpath effectué par l'oeil de l'observateur lors de la recherche du signal sur une coupe de CT scan hépatique. L'intérêt de cette expérience réside dans l'observation de la corrélation entre les saccades et la découverte du signal. Elle permet aussi de vérifier les résultats obtenus lors de la première expérience.¦Résultats escomptés¦- Exp1 : Quantifier l'importance de l'excentricité en radiologie et aider à améliorer la performance de recherche.¦- Exp 2 : tester la validité des résultats obtenus par la première expérience.¦Plus value escomptée¦- Récolte de données pour créer un modèle mathématique capable de déterminer la qualité de l'image radiologique.¦- Possibilité d'extension à la recherche dans les trois dimensions du CT scan hépatique.

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BACKGROUND: Visual behavior is known to be atypical in Autism Spectrum Disorders (ASD). Monitor-based eye-tracking studies have measured several of these atypicalities in individuals with Autism. While atypical behaviors are known to be accentuated during natural interactions, few studies have been made on gaze behavior in natural interactions. In this study we focused on i) whether the findings done in laboratory settings are also visible in a naturalistic interaction; ii) whether new atypical elements appear when studying visual behavior across the whole field of view. METHODOLOGY/PRINCIPAL FINDINGS: Ten children with ASD and ten typically developing children participated in a dyadic interaction with an experimenter administering items from the Early Social Communication Scale (ESCS). The children wore a novel head-mounted eye-tracker, measuring gaze direction and presence of faces across the child's field of view. The analysis of gaze episodes to faces revealed that children with ASD looked significantly less and for shorter lapses of time at the experimenter. The analysis of gaze patterns across the child's field of view revealed that children with ASD looked downwards and made more extensive use of their lateral field of view when exploring the environment. CONCLUSIONS/SIGNIFICANCE: The data gathered in naturalistic settings confirm findings previously obtained only in monitor-based studies. Moreover, the study allowed to observe a generalized strategy of lateral gaze in children with ASD when they were looking at the objects in their environment.

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Using head-mounted eye tracker material, we assessed spatial recognition abilities (e.g., reaction to object permutation, removal or replacement with a new object) in participants with intellectual disabilities. The "Intellectual Disabilities (ID)" group (n=40) obtained a score totalling a 93.7% success rate, whereas the "Normal Control" group (n=40) scored 55.6% and took longer to fix their attention on the displaced object. The participants with an intellectual disability thus had a more accurate perception of spatial changes than controls. Interestingly, the ID participants were more reactive to object displacement than to removal of the object. In the specific test of novelty detection, however, the scores were similar, the two groups approaching 100% detection. Analysis of the strategies expressed by the ID group revealed that they engaged in more systematic object checking and were more sensitive than the control group to changes in the structure of the environment. Indeed, during the familiarisation phase, the "ID" group explored the collection of objects more slowly, and fixed their gaze for a longer time upon a significantly lower number of fixation points during visual sweeping.

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Introduction Les Echelles Lausannoises d'Auto-Evaluation des Difficultés et des Besoins ELADEB, est un outil utilisé en réhabilitation psychiatrique permettant de dresser le profil des problèmes rencontrés par les patients psychiatriques dans les principaux domaines de la vie quotidienne, ainsi que le besoin d'aide supplémentaire à celle déjà existante. Cet outil a déjà été validé dans une étude1 portant sur 94 patients et recueille un intérêt grandissant. Afin de compléter les données de validation recueillies lors de la première étude, nous présentons ici une seconde étude visant à comprendre d'avantage cet outil en le couplant à l'Eye tracker qui permet une étude du regard et ainsi observer des phénomènes visuels des sujets qui pratiquent l'auto-évaluation des difficultés et des besoins d'aide. Objectifs Cette étude pilote et exploratrice a pour but de mesurer l'exploration visuelle des cartes lors de l'évaluation d'ELADEB au travers des trois variables suivantes d'oculométrie récoltées au travers de l'outil de mesure de l'Eye tracker : (1) la variation de la taille pupillaire (pixels), (2) le rapport des nombres de points de fixation/temps, et (3) de la durée totale du temps de traitement de l'information de la carte (ms). Hypothèses. Le traitement visuel des cartes sélectionnées comme problèmes versus non problèmes sera différent chez tout le monde d'une part au niveau de : (1) la variation pupillaire, (2) du nombre de points de fixation de l'oeil/temps ainsi que (3) de la durée totale du traitement de l'information de la carte en fonction de notre compréhension. On peut poser l'hypothèse que l'émotion sera différente selon que la personne rencontre un problème ou non et ainsi, on peut s'attendre à ce que les cartes sélectionnées comme problèmes soient associées à une réaction émotionnelle plus importante que les autres, ce qui nous permettrait d'observer une corrélation entre le balayage visuel et ELADEB. Méthodes Cette étude exploratoire porte sur un échantillon de 10 sujets passant un test d'évaluation des difficultés et des besoins ELADEB, couplé à un appareil d'Eye tracking. Les critères d'inclusion des sujets sont : (1) hommes entre 30 et 40 ans, (2) dépourvu de symptômes psychotiques ou de psychoses. Les critères d'exclusion des sujets sont : (1) consommation d'alcool ou de drogues, (2) troubles psycho-organiques, (3) retard mental, (4) difficulté de compréhension de la langue française, (5) état de décompensation aiguë empêchant la réalisation de l'étude. Trois instruments sont utilisés comme supports d'analyses pour cette étude : (1) ELADEB, (2) l'Eye tracking et (3) le Gaze tracker. Le dispositif (2) d'Eye tracking se présente sous forme de lunettes particulières à porter par le sujet et qui permet de suivre les mouvements de l'oeil. L'une des caméras suit et enregistre les mouvements oculaires du sujet et permet de « voir en temps réel ce que voit le sujet et où il regarde » tandis que la seconde caméra scrute et analyse sa pupille. Les données sont ensuite répertoriées par le logiciel de mesures (3) « Gaze tracker », qui les analyse avec, à la fois une évaluation quantitative des points de fixation2 en se basant sur leurs nombres et leurs durées, ainsi qu'une mesure de la variation pupillaire fournie en pixels par le logiciel. Résultat(s) escompté(s) Il s'agit d'une étude exploratoire dans laquelle on espère retrouver les variations moyennes intra-sujets selon les hypothèses carte problème versus non problèmes. On peut s'attendre à trouver une retraduction des mesures de l'échelle ELADEB au travers de l'Eye tracking, ce qui concorderait avec les hypothèses énoncées et ajouterait encore d'avantage de validation à ELADEB au travers d'un outil pointu de mesure physiologique.

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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.