scholarly journals VP203 Performance Evaluation Of Eye-Tracking Devices

2017 ◽  
Vol 33 (S1) ◽  
pp. 245-245
Author(s):  
Luciano Recalde ◽  
José Núñez ◽  
César Yegros ◽  
Carolina Villegas

INTRODUCTION:There are different devices, systems and technologies for people with disabilities. It's necessary to provide information on the effectiveness of products in the market and competitiveness in terms of price-quality, and providing an endorsement in the acquisition of technologies that improve their quality of life. The use of eye tracking devices is growing and its implementation in different areas has attracted the attention of several developers. Therefore the need to generate a product that evaluates the functionality of such devices is necessary in order to avoid unnecessary expenses when acquiring or repairing one of these devices.METHODS:An interface was created with different functionalities such as the location of the coordinates in which the pointer is located, standardized graphic interface design to provide statistical data that allow an objective result for its subsequent analysis and an endless number of design possibilities.The tests performed were of accuracy and precision where the subject was asked to follow the instructions given and observe a sequence of points, especially the points located at the ends of the monitor as these are the critical points in which there is less coincidence between the cursor and the gaze.RESULTS:The results obtained provided information on the performance of the tracking device. In this way it was possible to establish that the accuracy of the ocular tracker: it was ± 12.83 pixels on the horizontal axis and ± 10.66 pixels on the vertical axis. The precision was ± 9.8 pixels on the horizontal axis and ± 14.23 pixels on the vertical axis.This shows the use phenomenon caused due to the limited mobility of the eyes in the vertical axis in comparison to the horizontal mobility. The precision data obtained indicate that, because the movement on the vertical axis is smaller, there is a less continuous spectrum of positions on the axis, which translates to less precision.CONCLUSIONS:The data obtained can be used to compare with the results of the test with other eye tracking devices and thus this could serve as a tool to select an eye tracking device according to the user's need and his economical capabilities.

Author(s):  
Gemma María Gea-García ◽  
Carmelo Fernández-Vicente ◽  
Francisco J. Barón-López ◽  
Jesús Miranda-Páez

Hiking is a very popular outdoor activity, and has led to an exponential increase in the number of visitors to natural spaces. The objective of this study was to analyze the circulation pattern of visitors to the Caminito del Rey trail, based on the three zones into which the trail can be divided. The sample consisted of 1582 hikers distributed into three different profiles. Of these, 126 utilized an eye-tracking device during the hike, while, for the rest (1456), only their travel speed along the trail was recorded. The use of eye tracking devices identified a greater number of interesting landscapes located in zones 1 and 3 of the trail, and it was observed that the mean travel speed was greater for zone 2 (42.31 m/min) (p < 0.01). Additionally, when the three different visitor profiles were analyzed, significant differences were found between the mean travel speeds according to sectors (p < 0.05). This information is crucial for more efficient management of the trail, as it allows for the development of measures to control and regulate the flow of visitors according to zone, and the design of additional strategies to increase the awareness of the hiker about specific areas of the hike.


2017 ◽  
Vol 17 (3) ◽  
pp. 257-266 ◽  
Author(s):  
Azam Majooni ◽  
Mona Masood ◽  
Amir Akhavan

The basic premise of this research is investigating the effect of layout on the comprehension and cognitive load of the viewers in the information graphics. The term ‘Layout’ refers to the arrangement and organization of the visual and textual elements in a graphical design. The experiment conducted in this study is designed based on two stories and each one of these stories is presented with two different layouts. During the experiment, eye-tracking devices are applied to collect the gaze data including the eye movement data and pupil diameter fluctuation. In the research on the modification of the layouts, contents of each story are narrated using identical visual and textual elements. The analysis of eye-tracking data provides quantitative evidence concerning the change of layout in each story and its effect on the comprehension of participants and variation of their cognitive load. In conclusion, it can be claimed that the comprehension from the zigzag form of the layout was higher with a less imposed cognitive load.


2021 ◽  
Vol 13 (2) ◽  
Author(s):  
Arthur Crucq

Linear perspective has long been used to create the illusion of three-dimensional space on the picture plane. One of its central axioms comes from Euclidean geometry and holds that all parallel lines converge in a single vanishing point. Although linear perspective provided the painter with a means to organize the painting, the question is whether the gaze of the beholder is also affected by the underlying structure of linear perspective: for instance, in such a way that the orthogonals leading to the vanishing point also automatically guides the beholder’s gaze. This was researched during a pilot study by means of an eye-tracking experiment at the Lab for Cognitive Research in Art History (CReA) of the University of Vienna. It appears that in some compositions the vanishing point attracts the view of the participant. This effect is more significant when the vanishing point coincides with the central vertical axis of the painting, but is even stronger when the vanishing point also coincides with a major visual feature such as an object or figure. The latter calls into question what exactly attracts the gaze of the viewer, i.e., what comes first: the geometrical construct of the vanishing point or the visual feature?


2020 ◽  
Author(s):  
Allana L. dos S. Rocha ◽  
Leandro H. de S. Silva ◽  
Bruno J. T. Fernandes

Applications of eye-tracking devices aim to understand human activities and behaviors, improve human interactions with robots, and develop assistive technology in helping people with some communication disabilities. This paper proposes an algorithm to detect the pupil center and user’s gaze direction in real-time, using a low-resolution webcam and a conventional computer with no need for calibration. Given the constraints, the gaze space was reduced to five states: left, right, center, up, and eyes closed. A pre-existing landmarks detector was used to identify the user’s eyes. We employ image processing techniques to find the center of the pupil and we use the coordinates of the points found associated with mathematical calculations to classify the gaze direction. By using this method, the algorithm achieved 81.9% overall accuracy results even under variable and non-uniform environmental conditions. We also performed quantitative experiments with noise, blur, illumination, and rotation variation. Smart Eye Communicator, the proposed algorithm, can be used as eye-tracking mechanism to help people with communication difficulties to express their desires.


Sensors ◽  
2019 ◽  
Vol 19 (21) ◽  
pp. 4774 ◽  
Author(s):  
Keiko Sakurai ◽  
Hiroki Tamura

Car operation requires advanced brain function. Currently, evaluation of the motor vehicle driving ability of people with higher brain dysfunction is medically unknown and there are few evaluation criteria. The increase in accidents by elderly drivers is a social problem in Japan, and a method to evaluate whether elderly people can drive a car is needed. Under these circumstances, a system to evaluate brain dysfunction and driving ability of elderly people is needed. Gaze estimation research is a rapidly developing field. In this paper, we propose the gaze calculation method by eye and head angles. We used the eye tracking device (TalkEyeLite) made by Takei Scientific Instruments Cooperation. For our image processing technique, we estimated the head angle using the template matching method. By using the eye tracking device and the head angle estimate, we built a system that can be used during actual on-road car operation. In order to evaluate our proposed method, we tested the system on Japanese drivers during on-road driving evaluations at a driving school. The subjects were one instructor of the car driving school and eight general drivers (three 40–50 years old and five people over 60 years old). We compared the gaze range of the eight general subjects and the instructor. As a result, we confirmed that one male in his 40s and one elderly driver had narrower gaze ranges.


CJEM ◽  
2018 ◽  
Vol 21 (1) ◽  
pp. 138-140 ◽  
Author(s):  
Omar Damji ◽  
Patricia Lee-Nobbee ◽  
David Borkenhagen ◽  
Adam Cheng

ABSTRACTEye-tracking devices are able to capture eye movements, which are further characterized by fixations. The application of eye tracking in a trauma setting has not been explored. Visual fixation can be utilized as a surrogate measure of attention during the management of a trauma patient. We aimed to determine the feasibility of using eye tracking and to characterize eye tracking behaviours of pediatric emergency medicine physicians during management of a simulated pediatric trauma patient. Each participant was equipped with a head-mounted eye-tracking device during a standardized simulated pediatric trauma scenario. Each session was video recorded, with visual fixations defined as >0.2 seconds, and characterized by start time, duration, and the area of interest. Data from seven videos were analysed; 35% of eye fixations were directed towards the mannequin, 16% towards the monitor, and 13% towards the bedside doctor. Visual eye tracking in a trauma simulation is feasible. Frequency of fixations tends to be highest towards the patient. Eye tracking within trauma simulation may provide new insights into quality improvement and inform advancements in pediatric trauma.


2017 ◽  
Vol 10 (4) ◽  
Author(s):  
Miika Toivanen ◽  
Kristian Lukander ◽  
Kai Puolamäki

This paper presents a method for computing the gaze point using camera data captured with a wearable gaze tracking device. The method utilizes a physical model of the human eye, advanced Bayesian computer vision algorithms, and Kalman filtering, resulting in high accuracy and low noise. Our C++ implementation can process camera streams with 30 frames per second in realtime. The performance of the system is validated in an exhaustive experimental setup with 19 participants, using a self-made device. Due to the used eye model and binocular cameras, the system is accurate for all distances and invariant to device movement. We also test our system against a best-in-class commercial device which is outperformed for spatial accuracy and precision. The software and hardware instructions as well as the experimental data are published as open source.


Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


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