Exploring Eye Contact in Virtual Environments: The Compositor Mirror Tool, Areas of Interest, and Public Speaking Competency

2021 ◽  
pp. 1-20
Author(s):  
Luke LeFebvre ◽  
Leah E. LeFebvre ◽  
Mike Allen
2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Emanuele Capogna ◽  
Giorgio Capogna ◽  
Denise Raccis ◽  
Francesco Salvi ◽  
Matteo Velardo ◽  
...  

Abstract Background The use of eye tracking in the simulated setting can help improve our understanding of what sources of information clinicians are using as they deliver routine patient care. The aim of this simulation study was to observe the differences, if any, between the eye tracking patterns of leaders who performed best in a simulated postpartum hemorrhage (PPH) high-fidelity scenario, in comparison with those who performed worst. Methods Forty anesthesia trainees from the University of Catania Medical School were divided into eight teams, to enact four times the same scenario of a patient with postpartum hemorrhage following vaginal delivery. Trainees who were assigned the leader’s role wore the eye tracking glasses during the scenario, and their behavioral skills were evaluated by two observers, who reviewed the video recordings of the scenarios using a standardized checklist. The leader’s eye tracking metrics, extracted from 27 selected areas of interest (AOI), were recorded by a Tobii Pro Glasses 50 Hz wearable wireless eye tracker. Team performance was evaluated using a PPH checklist. After completion of the study, the leaders were divided into two groups, based on the scores they had received (High-Performance Leader group, HPL, and Low-Performance Leader group, LPL). Results In the HPL group, the duration and number of fixations were greater, and the distribution of gaze was uniformly distributed among the various members of the team as compared with the LPL group (with the exception of the participant who performed the role of the obstetrician). The HPL group also looked both at the patient’s face and established eye contact with their team members more often and for longer (P < .05). The team performance (PPH checklist) score was greater in the HPL group (P < .001). The LPL group had more and/or longer fixations of technical areas of interest (P < .05). Conclusions Our findings suggest that the leaders who perform the best distribute their gaze across all members of their team and establish direct eye contact. They also look longer at the patient’s face and dwell less on areas that are more relevant to technical skills. In addition, the teams led by these best performing leaders fulfilled their clinical task better. The information provided by the eye behaviors of “better-performing physicians” may lay the foundation for the future development of both the assessment process and the educational tools used in simulation. Trial Registration Clinical.Trial.Gov ID n. NCT04395963.


2011 ◽  
pp. 1108-1114
Author(s):  
Christos J Bouras ◽  
Eri Giannaka ◽  
Thrasyvoulos Tsiatsos

The inherent need of humans to communicate acted as the moving force for the formation, expansion and wide adoption of the Internet. The need for communication and collaboration from distance resulted in the evolution of the primitive services originally offered (i.e., e-mail) to advanced applications, which offer a high sense of realism to the user, forming a reality, the so-called virtual reality. Even though virtual environments were first introduced as stand alone applications, which could run on a single computer, the promising functionalities of this new form of representation and interaction as well as the familiarity of the users with it drew increased research interest. This fact resulted in virtual reality to be viewed as the solution for achieving communication and collaboration between scattered users, in various areas of interest, such as entertainment, learning, training, etc. This led to the creation of Networked Virtual Environments (NVEs). In particular, NVEs were first introduced in the 1980’s and the first areas that exploited the newborn technology were military and entertainment applications. In particular, the U.S Department of Defense played an important role to the direction of applications, protocols and architectures for this promising technology. In the 1990’s, where academic networks became a reality, NVEs drew increased academic research interest and a variety of applications and platforms were developed. In particular, the academic community has reinvented, extended, and documented what the Department of Defense has done. The evolution and the results extracted by research on this field were widely adopted from multiple areas of interest, with main representative the entertainment area. Since 2000, where virtual reality technology, processing power of computers and the network were significantly improved, a wide variety of systems, protocols and applications were developed. In particular, the familiarization the end users with the Internet and the promising advantages and opportunities of Virtual Reality contributed to currently view NVEs as an effective tool for supporting communication and collaboration of scattered users. Currently, the application areas of NVEs have been widely expanded and their use can be found at military and industrial team training, collaborative design and engineering, multiplayer games (Zyda, 2005), mobile entertainment, virtual shopping malls, online tradeshows and conferences, remote customer support, distance learning and training, science, arts, industry, etc. Summarizing, NVEs nowadays tend to consist a powerful tool for communication and collaboration, with applications ranging from entertainment and teleshopping to engineering and medicine. To this direction, in the recent years important active research on this topic in both academic and industrial research is taking place.


2018 ◽  
Vol 6 (1) ◽  
pp. 39-52
Author(s):  
Gordon Rees

Having the ability to make an effective presentation in English is becoming more essential in the modern, global economy. In response to this need, many Japanese universities are introducing presentation skills-type courses into the English curriculum. However, shy students can be a challenge for EFL teachers who must teach courses that emphasize public speaking, resulting in students reading directly from their script, failing to make eye contact with the audience, and speaking in a barely audible, monotone voice. Apprehensive students often fail to engage the audience and their speeches are uninteresting and lack energy. This paper introduces Reader’s Theatre, a collaborative group drama activity, and discusses how the author implemented it into large English communication classes in an attempt to build student confidence, teach basic presentation skills, and encourage students to speak and read English with more expression.


Author(s):  
Christos Bouras ◽  
Eri Giannaka ◽  
Thrasyvoulos Tsiatsos

The inherent need of humans to communicate acted as the moving force for the formation, expansion and wide adoption of the Internet. The need for communication and collaboration from distance resulted in the evolution of the primitive services originally offered (i.e., e-mail) to advanced applications, which offer a high sense of realism to the user, forming a reality, the so-called virtual reality. Even though virtual environments were first introduced as stand alone applications, which could run on a single computer, the promising functionalities of this new form of representation and interaction as well as the familiarity of the users with it drew increased research interest. This fact resulted in virtual reality to be viewed as the solution for achieving communication and collaboration between scattered users, in various areas of interest, such as entertainment, learning, training, etc. This led to the creation of Networked Virtual Environments (NVEs). In particular, NVEs were first introduced in the 1980’s and the first areas that exploited the newborn technology were military and entertainment applications. In particular, the U.S Department of Defense played an important role to the direction of applications, protocols and architectures for this promising technology. In the 1990’s, where academic networks became a reality, NVEs drew increased academic research interest and a variety of applications and platforms were developed. In particular, the academic community has reinvented, extended, and documented what the Department of Defense has done. The evolution and the results extracted by research on this field were widely adopted from multiple areas of interest, with main representative the entertainment area. Since 2000, where virtual reality technology, processing power of computers and the network were significantly improved, a wide variety of systems, protocols and applications were developed. In particular, the familiarization the end users with the Internet and the promising advantages and opportunities of Virtual Reality contributed to currently view NVEs as an effective tool for supporting communication and collaboration of scattered users. Currently, the application areas of NVEs have been widely expanded and their use can be found at military and industrial team training, collaborative design and engineering, multiplayer games (Zyda, 2005), mobile entertainment, virtual shopping malls, online tradeshows and conferences, remote customer support, distance learning and training, science, arts, industry, etc. Summarizing, NVEs nowadays tend to consist a powerful tool for communication and collaboration, with applications ranging from entertainment and teleshopping to engineering and medicine. To this direction, in the recent years important active research on this topic in both academic and industrial research is taking place.


i-com ◽  
2016 ◽  
Vol 15 (1) ◽  
Author(s):  
Valentin Schwind ◽  
Solveigh Jäger

AbstractThe Uncanny Valley hypothesis describes the negative emotional response of human observers that is evoked by artificial figures or prostheses with a human-like appearance. Many studies have pointed out the meaning of facial features, but did not further investigate the importance of eye contact and its role in decision making about artificial faces. In this study we recorded the number and duration of fixations of participants (N = 53) and recorded gaze movements and fixations on different areas of interest, as well as the response time when a participant judged a face as non-human. In a subsequent questionnaire, we grasped subjective ratings. In our analysis we found correlations between the likeability and the duration of eye fixations on the eye area. The gaze sequences show that artificial faces were visually processed similar to the real ones and mostly remained not assessed as artificial as long as the eye regions were not considered.


2001 ◽  
Vol 10 (6) ◽  
pp. 583-598 ◽  
Author(s):  
Jeremy N. Bailenson ◽  
Jim Blascovich ◽  
Andrew C. Beall ◽  
Jack M. Loomis

During the last half of the twentieth century, psychologists and anthropologists have studied proxemics, or spacing behavior, among people in many contexts. As we enter the twenty-first century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic and compelling experimental settings without sacrificing experimental control. The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance. Participants were immersed in a three-dimensional virtual room in which a virtual human representation (that is, an embodied agent) stood. Under the guise of a memory task, participants walked towards and around the agent. Distance between the participant and agent was tracked automatically via our immersive virtual environment system. All participants maintained more space around agents than they did around similarly sized and shaped but nonhuman-like objects. Female participants maintained more interpersonal distance between themselves and agents who engaged them in eye contact (that is, mutual gaze behavior) than between themselves and agents who did not engage them in eye contact, whereas male participants did not. Implications are discussed for the study of proxemics via immersive virtual environment technology, as well as the design of virtual environments and virtual humans.


Author(s):  
P. M. Lowrie ◽  
W. S. Tyler

The importance of examining stained 1 to 2μ plastic sections by light microscopy has long been recognized, both for increased definition of many histologic features and for selection of specimen samples to be used in ultrastructural studies. Selection of specimens with specific orien ation relative to anatomical structures becomes of critical importance in ultrastructural investigations of organs such as the lung. The uantity of blocks necessary to locate special areas of interest by random sampling is large, however, and the method is lacking in precision. Several methods have been described for selection of specific areas for electron microscopy using light microscopic evaluation of paraffin, epoxy-infiltrated, or epoxy-embedded large blocks from which thick sections were cut. Selected areas from these thick sections were subsequently removed and re-embedded or attached to blank precasted blocks and resectioned for transmission electron microscopy (TEM).


Author(s):  
R.W. Carpenter

Interest in precipitation processes in silicon appears to be centered on transition metals (for intrinsic and extrinsic gettering), and oxygen and carbon in thermally aged materials, and on oxygen, carbon, and nitrogen in ion implanted materials to form buried dielectric layers. A steadily increasing number of applications of microanalysis to these problems are appearing. but still far less than the number of imaging/diffraction investigations. Microanalysis applications appear to be paced by instrumentation development. The precipitation reaction products are small and the presence of carbon is often an important consideration. Small high current probes are important and cryogenic specimen holders are required for consistent suppression of contamination buildup on specimen areas of interest. Focussed probes useful for microanalysis should be in the range of 0.1 to 1nA, and estimates of spatial resolution to be expected for thin foil specimens can be made from the curves shown in Fig. 1.


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