The Future of Eye Tracking and User Experience

Author(s):  
Andrew Schall ◽  
Jennifer Romano Bergstrom
interactions ◽  
2017 ◽  
Vol 24 (4) ◽  
pp. 66-69 ◽  
Author(s):  
Andrea Peer

2021 ◽  
Vol 251 ◽  
pp. 02015
Author(s):  
Adeel Ahmad ◽  
Asier Aguado Corman ◽  
Maria Fava ◽  
Maria V. Georgiou ◽  
Julien Rische ◽  
...  

The new CERN Single-Sign-On (SSO), built around an open source stack, has been in production for over a year and many CERN users are already familiar with its approach to authentication, either as a developer or as an end user. What is visible upon logging in, however, is only the tip of the iceberg. Behind the scenes there has been a significant amount of work taking place to migrate accounts management and to decouple Kerberos [1] authentication from legacy Microsoft components. Along the way the team has been engaging with the community through multiple fora, to make sure that a solution is provided that not only replaces functionality but also improves the user experience for all CERN members. This paper will summarise key evolutions and clarify what is to come in the future.


Author(s):  
Vassileios Tsetsos ◽  
Antonis Papadimitriou ◽  
Christos Anagnostopoulos ◽  
Stathes Hadjiefthymiades

Interactive TV has started to penetrate broadcasting markets, providing a new user experience through novel services to subscribers and new revenue opportunities for companies. Personalization and intelligent behavior, such as proactive content delivery are considered key features for the services of the future TV. However, most of the work in this area is limited to personalization of electronic program guides and advanced program recommendation. In this article, the authors adopt a more horizontal approach and describe the application of concepts, practices and modern Web trends to the TV domain in the context of the POLYSEMA platform. A key characteristic of this approach is the formal modeling of multimedia and user semantics that enables novel TV services. Specifically, Semantic Web methodologies are employed (e.g., ontologies and rules) while compatibility with the MPEG-7 standard is also pursued. The paper describes the overall architecture of the platform, provides implementation details and investigates business issues.


2016 ◽  
Vol 2016 ◽  
pp. 1-6 ◽  
Author(s):  
Junqing Wu ◽  
Zirong Huang ◽  
Patricia S. Coffey ◽  
Maggie Kilbourne-Brook

Background. The Woman’s Condom, a second-generation female condom designed for acceptability, is poised for introduction in China. Method. This single-arm study was conducted among 60 couples in China in 2010 to assess acceptability of the Woman’s Condom. Results. Male participants reported that ease of handling, inserting, and removing the device improved significantly from first to fourth use. Female and male participants reported that comfort during insertion, feel of lubricant during insertion, comfort/fit of outer ring during use, and overall comfort improved significantly from first to fourth use. Further, at fourth use, female participants reported significant improvement in the comfort of the feel of the condom material and lubricant. Female and male participants reported that satisfaction with stability and sensation during sex and ability to achieve orgasm improved significantly from first to fourth use. At fourth use, female participants reported statistically significant improvement in sensation compared to using nothing. A majority of participants (78%) stated that they would use the Woman’s Condom in the future, primarily due to its dual protection profile. Conclusion. This study has shown that, in China, the Woman’s Condom appears to be acceptable to married couples. User experience contributes to improvement in many aspects of device acceptability.


2021 ◽  
Vol 21 ◽  
pp. 336-343
Author(s):  
Michał Miszczak ◽  
Mariusz Dzieńkowski

The purpose of this study was assessing user experience while working with two popular CMS systems: WordPress and PrestaShop. The evaluation was done using a questionnaire and an eye tracking technique. Average task completion time, the number of fixations, the percentage of correctly completed tasks and the SUS index were used for comparisons. On the basis of the obtained results which, were collected during and after the users' interaction with a given system, it is difficult to clearly state which CMS proved to be better.


2021 ◽  
Vol 21 ◽  
pp. 349-355
Author(s):  
Mateusz Kiryczuk ◽  
Paweł Kocyła ◽  
Mariusz Dzieńkowski

This paper concerns the study of user experience and focuses on two aspects i.e. usability and user satisfaction. Two mobile applications for monitoring human activity, Mi Fit and Google Fit, were tested. Both applications work with sports armbands. Two methods were used for the study: a questionnaire and eye tracking. The comparison of the applications was made on the basis of the collected results from questionnaires, measurements of task completion times and the number and type of errors detected. Nine respondents participated in the study. The Google Fit application received a higher average score for user satisfaction, fewer errors and shorter task completion times.


2021 ◽  
Vol 15 ◽  
pp. e02113
Author(s):  
Suellen Elise Timm Barros ◽  
Heytor Diniz Teixeira ◽  
Cecilio Merlotti Rodas ◽  
Silvana Aparecida Borsetti Gregorio Vidotti ◽  
Rachel Cristina Vesu Alves

Os constantes avanços tecnológicos direcionaram a sociedade para um consumo de informações cada vez mais intermediado pelas interfaces das Tecnologias de Informação e Comunicação, refletindo na relevância de estudos que investigam a experiência de interação entre humano-computador na Ciência da Informação. Este trabalho possui como objetivo geral realizar uma revisão bibliográfica sobre estudos de eye tracking e reações da pupila em estudos de User Experience. Possui uma abordagem quanti-qualitativa, sendo caracterizado sob o ponto de vista de seus objetivos como exploratório. O levantamento bibliográfico resultou em 100 artigos para análise, tendo seis deles sido selecionados ao final da triagem por incluírem a aplicação do instrumento eye tracker, estudarem as reações da pupila, e apresentarem métodos passíveis de uso ou adaptação para a Ciência da Informação. Percebeu-se que todos os estudos selecionados usaram o instrumento eye tracker, junto de outra medida de controle ambiental dos estudos, para a análise de sentimentos através das reações da pupila. Conclui-se que as metodologias utilizadas por outras áreas caracterizam-se como possibilidades para o desenvolvimento de investigações dentro da Ciência da Informação.


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