Application of Virtual Reality Combined with Eye Tracking Technology for Design and Its Assessment by Fuzzy Evaluation Method

Author(s):  
Yan Wang ◽  
Jirawat Vongphantuset
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.


2020 ◽  
Vol 2020 ◽  
pp. 1-15
Author(s):  
Peng Liu ◽  
Kun Wang ◽  
Kun Yang ◽  
Han Chen ◽  
Anran Zhao ◽  
...  

After completing the market positioning of products, catering for the functional and emotional needs of consumers is the key to achieve the success of product design. In the present study, the psychological theory is employed to screen the subjects and quantitatively evaluate the alternative design schemes to ensure the optimal design scheme. Then, an evaluation method of product appearance design based on eye tracking and aesthetic perception measurement is obtained. With the design of campus street lamp as an example, this paper evaluates the appearance design of products using emotional measurement and eye tracking technology. IAPS is used to screen out the participants who can represent the emotions and aesthetic experience of the public. Subsequently, the index system of aesthetic evaluation is established according to aesthetic theory, and the transformation relationship between aesthetic evaluation index and physiological eye movement index is determined. Finally, the eye tracking technology is used to evaluate the aesthetic feeling of each alternative, and the best design schemes are obtained. This study aims to explore a simple, practical, and low-cost product design evaluation method. As a hotspot in the research field of product design methodology, emotional design has broad prospects for application. Moreover, this paper also proposes a new direction for the development of emotional design research, which is based on quantitative analysis with the supplement of qualitative analysis.


2011 ◽  
Vol 230-232 ◽  
pp. 654-658
Author(s):  
Zhen Ya Wang ◽  
He Shan Liu ◽  
Hui Hui Shi ◽  
Hua Liu

Automobile design evaluation is the concrete application of the existing evaluation methods in the automobile design area to obtain concrete conclusions. This paper through the study of eye tracking technology and product design evaluation, then use examples to analyze and demonstrate the application of eye tracking in the automobile design evaluation, in order to summarize a product design evaluation process.


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 ◽  
Vol 64 (1-4) ◽  
pp. 1365-1372
Author(s):  
Xiaohui Mao ◽  
Liping Fei ◽  
Xianping Shang ◽  
Jie Chen ◽  
Zhihao Zhao

The measurement performance of road vehicle automatic weighing instrument installed on highways is directly related to the safety of roads and bridges. The fuzzy number indicates that the uncertain quantization problem has obvious advantages. By analyzing the factors affecting the metrological performance of the road vehicle automatic weighing instrument, combined with the fuzzy mathematics theory, the weight evaluation model of the dynamic performance evaluation of the road vehicle automatic weighing instrument is proposed. The factors of measurement performance are summarized and calculated, and the comprehensive evaluation standard of the metering performance of the weighing equipment is obtained, so as to realize the quantifiable analysis and evaluation of the metering performance of the dynamic road vehicle automatic weighing instrument in use, and provide data reference for adopting a more scientific measurement supervision method.


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.


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