scholarly journals A New PC-Based Text Entry System Based on EOG Coding

2018 ◽  
Vol 2018 ◽  
pp. 1-8 ◽  
Author(s):  
Metin Yildiz ◽  
Hesna Özbek Ülkütaş

Some disadvantages of optical eye tracking systems have increased the interest to EOG (Electrooculography) based Human Computer Interaction (HCI). However, text entry attempts using EOG have been slower than expected because the eyes should move several times for entering a character. In order to improve the writing speed and accuracy of EOG based text entry, a new method based on the coding of eye movements has been suggested in this study. In addition, a real time EOG based HCI system has developed to implement the method. In our method all characters have been encoded by single saccades in 8 directions and different dwell time. In order to standardize dwell times and facilitate the coding process, computer assisted voice guidance was used. A number of experiments have been conducted to examine the effectiveness of the proposed method and system. At the end of the fifth trials, an experienced user was able to write at average 13.2 wpm (5 letters = 1 word) with 100% accuracy using the developed system. The results of our experiments have shown that text entry with the eye can be done quickly and efficiently with the proposed method and system.

Author(s):  
Robert J. K. Jacob

The problem of human-computer interaction can be viewed as two powerful information processors (human and computer) attempting to communicate with each other via a narrow-bandwidth, highly constrained interface (Tufte, 1989). To address it, we seek faster, more natural, and more convenient means for users and computers to exchange information. The user’s side is constrained by the nature of human communication organs and abilities; the computer’s is constrained only by input/output devices and interaction techniques that we can invent. Current technology has been stronger in the computer-to-user direction than the user-to-computer, hence today’s user-computer dialogues are rather one-sided, with the bandwidth from the computer to the user far greater than that from user to computer. Using eye movements as a user-to-computer communication medium can help redress this imbalance. This chapter describes the relevant characteristics of the human eye, eye-tracking technology, how to design interaction techniques that incorporate eye movements into the user-computer dialogue in a convenient and natural way, and the relationship between eye-movement interfaces and virtual environments. As with other areas of research and design in human-computer interaction, it is helpful to build on the equipment and skills humans have acquired through evolution and experience and search for ways to apply them to communicating with a computer. Direct manipulation interfaces have enjoyed great success largely because they draw on analogies to existing human skills (pointing, grabbing, moving objects in space), rather than trained behaviors. Similarly, we try to make use of natural eye movements in designing interaction techniques for the eye. Because eye movements are so different from conventional computer inputs, our overall approach in designing interaction techniques is, wherever possible, to obtain information from a user’s natural eye movements while viewing the screen, rather than requiring the user to make specific trained eye movements to actuate the system. This requires careful attention to issues of human design, as will any successful work in virtual environments. The goal is for human-computer interaction to start with studies of the characteristics of human communication channels and skills and then develop devices, interaction techniques, and interfaces that communicate effectively to and from those channels.


2017 ◽  
pp. 44-66 ◽  
Author(s):  
Thies Pfeiffer

The eyes play an important role both in perception and communication. Technical interfaces that make use of their versatility can bring significant improvements to those who are unable to speak or to handle selection tasks elsewise such as with their hands, feet, noses or tools handled with the mouth. Using the eyes to enter texts into a computer system, which is called gaze-typing, is the most prominent gaze-based assistive technology. The article reviews the principles of eye movements, presents an overview of current eye-tracking systems, and discusses several approaches to gaze-typing. With the recent advent of mobile eye-tracking systems, gaze-based assistive technology is no longer restricted to interactions with desktop-computers. Gaze-based assistive technology is ready to expand its application into other areas of everyday life. The second part of the article thus discusses the use of gaze-based assistive technology in the household, or “the wild,” outside one's own four walls.


2021 ◽  
pp. 196-219
Author(s):  
Galina Ya. Menshikova ◽  
Anna O. Pichugina

Background. The article is devoted to the study of the mechanisms of face perception when using the technology of eye-tracking. In the scientific literature, two processes are distinguished - analytical (perception of individual facial features) and holistic (perception of a general configuration of facial features). It is assumed that each of the mechanisms can be specifically manifested in patterns of eye movements during face perception. However, there is disagreement among the authors concerning the eye movements patterns which reflect the dominance of the holistic or analytic processing. We hypothesized that the contradictions in the interpretation of eye movement indicators in the studies of face perception may be associated with the features of the eye-tracker data processing, namely, with the specifics of identifying areas of interest (eyes, nose, bridge of the nose, lips), as well as with individual strategies of eye movements. Objective. Revealing the features of eye movements analysis in the process of facial perception. Method. A method for studying analytical and holistic processing in the task of assessing the attractiveness of upright and inverted faces using eye-tracking technology has been developed and tested. The eye-tracking data were analyzed for the entire sample using three types of processing, differing in the marking of the areas of interest (AOIs), and separately for two groups differing in eye movement strategies. The distinction of strategies was considered based on differences in the mean values of the fixation duration and the amplitude of saccades. Results. It was shown that: the presence of statistically significant differences of the dwell time in the AOIs between the condition of upright and inverted faces depended on the method of identifying these AOIs. It was shown that the distribution of the dwell time by zones is closely related to individual strategies of eye movements. Analysis of the data separately by groups showed significant differences in the distribution of the dwell time in the AOIs. Conclusion. When processing eye-tracking data obtained in the studies of face perception, it is necessary to consider individual strategies of eye movements, as well as the features associated with identifying AOIs. The absence of a single standard for identifying these areas can be the reason for inconsistency of the data about the holistic or analytical processing dominance. According to our data, the most effective for the analysis of holistic processing is a more detailed type of marking the AOIs, in which not only the main features (eyes, nose, mouth) are distinguished, but also the area of the nose bridge and nose.


Author(s):  
Yu Wu ◽  
Zhixiong Zhuo ◽  
Qunyue Liu ◽  
Kunyong Yu ◽  
Qitang Huang ◽  
...  

Recent research has demonstrated that landscape design intensity impacts individuals’ landscape preferences, which may influence their eye movement. Due to the close relationship between restorativeness and landscape preference, we further explore the relationships between design intensity, preference, restorativeness and eye movements. Specifically, using manipulated images as stimuli for 200 students as participants, the effect of urban green space (UGS) design intensity on landscapes’ preference, restorativeness, and eye movement was examined. The results demonstrate that landscape design intensity could contribute to preference and restorativeness and that there is a significant positive relationship between design intensity and eye-tracking metrics, including dwell time percent, fixation percent, fixation count, and visited ranking. Additionally, preference was positively related to restorativeness, dwell time percent, fixation percent, and fixation count, and there is a significant positive relationship between restorativeness and fixation percent. We obtained the most feasible regression equations between design intensity and preference, restorativeness, and eye movement. These results provide a set of guidelines for improving UGS design to achieve its greatest restorative potential and shed new light on the use of eye-tracking technology in landscape perception studies.


Author(s):  
Thies Pfeiffer

The eyes play an important role both in perception and communication. Technical interfaces that make use of their versatility can bring significant improvements to those who are unable to speak or to handle selection tasks elsewise such as with their hands, feet, noses or tools handled with the mouth. Using the eyes to enter texts into a computer system, which is called gaze-typing, is the most prominent gaze-based assistive technology. The article reviews the principles of eye movements, presents an overview of current eye-tracking systems, and discusses several approaches to gaze-typing. With the recent advent of mobile eye-tracking systems, gaze-based assistive technology is no longer restricted to interactions with desktop-computers. Gaze-based assistive technology is ready to expand its application into other areas of everyday life. The second part of the article thus discusses the use of gaze-based assistive technology in the household, or “the wild,” outside one’s own four walls.


2009 ◽  
Author(s):  
Milica Milosavljevic ◽  
Alexander Huth ◽  
Antonio Rangel ◽  
Christof Koch

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.


2018 ◽  
Author(s):  
Fatima Maria Felisberti

Visual field asymmetries (VFA) in the encoding of groups rather than individual faces has been rarely investigated. Here, eye movements (dwell time (DT) and fixations (Fix)) were recorded during the encoding of three groups of four faces tagged with cheating, cooperative, or neutral behaviours. Faces in each of the three groups were placed in the upper left (UL), upper right (UR), lower left (LL), or lower right (LR) quadrants. Face recognition was equally high in the three groups. In contrast, the proportion of DT and Fix were higher for faces in the left than the right hemifield and in the upper rather than the lower hemifield. The overall time spent looking at the UL was higher than in the other quadrants. The findings are relevant to the understanding of VFA in face processing, especially groups of faces, and might be linked to environmental cues and/or reading habits.


Foods ◽  
2021 ◽  
Vol 10 (2) ◽  
pp. 354
Author(s):  
Jakub Berčík ◽  
Johana Paluchová ◽  
Katarína Neomániová

The appearance of food provides certain expectations regarding the harmonization of taste, delicacy, and overall quality, which subsequently affects not only the intake itself but also many other features of the behavior of customers of catering facilities. The main goal of this article is to find out what effect the visual design of food (waffles) prepared from the same ingredients and served in three different ways—a stone plate, street food style, and a white classic plate—has on the consumer’s preferences. In addition to the classic tablet assistance personal interview (TAPI) tools, biometric methods such as eye tracking and face reading were used in order to obtain unconscious feedback. During testing, air quality in the room by means of the Extech device and the influence of the visual design of food on the perception of its smell were checked. At the end of the paper, we point out the importance of using classical feedback collection techniques (TAPI) and their extension in measuring subconscious reactions based on monitoring the eye movements and facial expressions of the respondents, which provides a whole new perspective on the perception of visual design and serving food as well as more effective targeting and use of corporate resources.


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