Research on Location of Emergency Sign Based on Virtual Reality and Eye Tracking Technology

Author(s):  
Sun Guilei
2019 ◽  
Vol 64 (2) ◽  
pp. 286-308
Author(s):  
El Mehdi Ibourk ◽  
Amer Al-Adwan

Abstract The recent years have witnessed the emergence of new approaches in filmmaking including virtual reality (VR), which is meant to achieve an immersive viewing experience through advanced electronic devices, such as VR headsets. The VR industry is oriented toward developing content mainly in English and Japanese, leaving vast audiences unable to understand the original content or even enjoy this novel technology due to language barriers. This paper examines the impact of the subtitles on the viewing experience and behaviour of eight Arab participants in understanding the content in Arabic through eye tracking technology. It also provides an insight on the mechanism of watching a VR 360-degree documentary and the factors that lead viewers to favour one subtitling mode over the other in the spherical environment. For this end, a case study was designed to produce 120-degree subtitles and Follow Head Immediately subtitles, followed by the projection of the subtitled documentary through an eye tracking VR headset. The analysis of the eye tracking data is combined with post-viewing interviews in order to better understand the viewing experience of the Arab audience, their cognitive reception and the reasons leading to favour one type of subtitles over the other.


Author(s):  
Jim Uttley ◽  
James Simpson ◽  
Hussain Qasem

Visual behaviour provides an objective and measurable indication of cognitive processes and perceptions that may otherwise be difficult to assess. The development of eye-tracking technology has allowed the accurate and relatively convenient measurement of visual behaviour. Most research using this technology has been based in a laboratory setting. This is not without good reason, as eye-tracking ‘in the wild'—in real, naturalistic, and outdoor settings—poses logistical and methodological difficulties. One particular limitation that afflicts eye-tracking research, including real-world eye-tracking, is the difficulty in directly attributing attention to what is being looked at. This chapter presents three case studies that illustrate the use of eye-tracking in real-world settings with attempts to overcome this limitation. The chapter concludes by discussing the future direction of eye-tracking research, including how to integrate it with multisensory experiences, its use in conjunction with virtual reality technology, and its implications for urban planning and environmental design.


2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


2021 ◽  
Vol 15 ◽  
pp. 183449092110004
Author(s):  
Jing Yu ◽  
Xue-Rui Peng ◽  
Ming Yan

People employ automatic inferential processing when confronting pragmatically implied claims in advertising. However, whether comprehension and memorization of pragmatic implications differ between young and older adults is unclear. In the present study, we used eye-tracking technology to investigate online cognitive processes during reading of misleading advertisements. We found an interaction between age and advertising content, manifested as our older participants generated higher misleading rates in health-related than in health-irrelevant products, whereas this content-bias did not appear in their younger counterparts. Eye movement data further showed that the older adults spent more time processing critical claims for the health-related products than for the health-irrelevant products. Moreover, the correlations between fixation duration on pragmatic implications and misleading rates showed opposite trends in the two groups. The eye-tracking evidence novelly suggests that young and older adults may adopt different information processing strategies to comprehend pragmatic implications in advertising: More reading possibly enhances young adults’ gist memory whereas it facilitates older adults’ verbatim memory instead.


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