Towards pervasive eye tracking

2017 ◽  
Vol 59 (5) ◽  
Author(s):  
Enkelejda Kasneci

AbstractThe human gaze provides paramount cues for communication and interaction. Following this insight, gaze-based interfaces have been proposed for human-computer interaction (HCI) since the early 90s, with some believing that such interfaces will revolutionize the way we interact with our devices. Since then gaze-based HCI in stationary scenarios (e. g., desktop computing) has been rapidly maturing, and the production costs of mainstream eye trackers have been steadily decreasing. In consequence, a variety of new applications with the ambitious goal to apply eye tracking to dynamic, real-world HCI tasks and scenarios have emerged. This article gives an overview of the research conducted by the Perception Engineering Group at the University of Tübingen.

1992 ◽  
Vol 36 (14) ◽  
pp. 1049-1049 ◽  
Author(s):  
Maxwell J. Wells

Cyberspace is the environment created during the experience of virtual reality. Therefore, to assert that there is nothing new in cyberspace alludes to there being nothing new about virtual reality. Is this assertion correct? Is virtual reality an exciting development in human-computer interaction, or is it simply another example of effective simulation? Does current media interest herald a major advance in information technology, or will virtual reality go the way of artificial intelligence, cold fusion and junk bonds? Is virtual reality the best thing since sliced bread, or is it last week's buns in a new wrapper?


interactions ◽  
2013 ◽  
Vol 20 (5) ◽  
pp. 50-57 ◽  
Author(s):  
Ben Shneiderman ◽  
Kent Norman ◽  
Catherine Plaisant ◽  
Benjamin B. Bederson ◽  
Allison Druin ◽  
...  

Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2020 ◽  
Vol 12 (10) ◽  
pp. 166
Author(s):  
Louis Edward Papa ◽  
Thaier Hayajneh

This paper examines the phenomenon of digital persecution in the Global South and evaluates tools that defend against it. First, the paper explains the nature of persecution and its digital incarnation. It then provides a contextual overview of real-world instances of digital persecution in seven Global South countries. The possible defensive technologies against censorship and surveillance are discussed. The article goes on to discuss barriers to technology adoption in the Global South, explains the security implication of these difficulties, and examines the role that human computer interaction (HCI) metrics could play in overcoming these challenges. Finally, the paper surveys the viability of sixteen security tools in a Global South context. The survey results were mixed, with 37.5% of the reviewed tools being deemed to be inviable for use in the Global South to defend against persecution. Prescriptive recommendations are provided for creating security tools that are universal, simple, and effective.


Sensors ◽  
2020 ◽  
Vol 20 (8) ◽  
pp. 2308 ◽  
Author(s):  
Dilana Hazer-Rau ◽  
Sascha Meudt ◽  
Andreas Daucher ◽  
Jennifer Spohrs ◽  
Holger Hoffmann ◽  
...  

In this paper, we present a multimodal dataset for affective computing research acquired in a human-computer interaction (HCI) setting. An experimental mobile and interactive scenario was designed and implemented based on a gamified generic paradigm for the induction of dialog-based HCI relevant emotional and cognitive load states. It consists of six experimental sequences, inducing Interest, Overload, Normal, Easy, Underload, and Frustration. Each sequence is followed by subjective feedbacks to validate the induction, a respiration baseline to level off the physiological reactions, and a summary of results. Further, prior to the experiment, three questionnaires related to emotion regulation (ERQ), emotional control (TEIQue-SF), and personality traits (TIPI) were collected from each subject to evaluate the stability of the induction paradigm. Based on this HCI scenario, the University of Ulm Multimodal Affective Corpus (uulmMAC), consisting of two homogenous samples of 60 participants and 100 recording sessions was generated. We recorded 16 sensor modalities including 4 × video, 3 × audio, and 7 × biophysiological, depth, and pose streams. Further, additional labels and annotations were also collected. After recording, all data were post-processed and checked for technical and signal quality, resulting in the final uulmMAC dataset of 57 subjects and 95 recording sessions. The evaluation of the reported subjective feedbacks shows significant differences between the sequences, well consistent with the induced states, and the analysis of the questionnaires shows stable results. In summary, our uulmMAC database is a valuable contribution for the field of affective computing and multimodal data analysis: Acquired in a mobile interactive scenario close to real HCI, it consists of a large number of subjects and allows transtemporal investigations. Validated via subjective feedbacks and checked for quality issues, it can be used for affective computing and machine learning applications.


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