scholarly journals Eye-tracking Analysis of Interactive 3D Geovisualization

2017 ◽  
Vol 10 (3) ◽  
Author(s):  
Lukas Herman ◽  
Stanislav Popelka ◽  
Vendula Hejlova

This paper describes a new tool for eye-tracking data and their analysis with the use of interactive 3D models. This tool helps to analyse interactive 3D models easier than by time-consuming, frame-by-frame investigation of captured screen recordings with superimposed scanpaths. The main function of this tool, called 3DgazeR, is to calculate 3D coordinates (X, Y, Z coordinates of the 3D scene) for individual points of view. These 3D coordinates can be calculated from the values of the position and orientation of a virtual camera and the 2D coordinates of the gaze upon the screen. The functionality of 3DgazeR is introduced in a case study example using Digital Elevation Models as stimuli. The purpose of the case study was to verify the functionality of the tool and discover the most suitable visualization methods for geographic 3D models. Five selected methods are presented in the results section of the paper. Most of the output was created in a Geographic Information System. 3DgazeR works with generic CSV files, SMI eye-tracker, and the low-cost EyeTribe tracker connected with open source application OGAMA. It can compute 3D coordinates from raw data and fixations.

Healthcare ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 10
Author(s):  
Chong-Bin Tsai ◽  
Wei-Yu Hung ◽  
Wei-Yen Hsu

Optokinetic nystagmus (OKN) is an involuntary eye movement induced by motion of a large proportion of the visual field. It consists of a “slow phase (SP)” with eye movements in the same direction as the movement of the pattern and a “fast phase (FP)” with saccadic eye movements in the opposite direction. Study of OKN can reveal valuable information in ophthalmology, neurology and psychology. However, the current commercially available high-resolution and research-grade eye tracker is usually expensive. Methods & Results: We developed a novel fast and effective system combined with a low-cost eye tracking device to accurately quantitatively measure OKN eye movement. Conclusions: The experimental results indicate that the proposed method achieves fast and promising results in comparisons with several traditional approaches.


Author(s):  
Zhigeng Pan ◽  
Shusen Sun ◽  
Jian Yang ◽  
Xiaochao Wei

2010 ◽  
Vol 11 (3) ◽  
pp. 350-353 ◽  
Author(s):  
Alberto Guarnieri ◽  
Francesco Pirotti ◽  
Antonio Vettore

2020 ◽  
Vol 2 ◽  
pp. 1-1
Author(s):  
Marketa Beitlova ◽  
Stanislav Popelka ◽  
Vit Vozenilek

Abstract. According to the cartographic communication models, the map is intended as a product which helps people to understand the world. Usually, the first systematic cartographic product which pupils and students met in their lives is a school world atlas. In the Czech Republic, these atlases are used in almost every geography lesson. Thus, school atlases should be understandable, well-arranged, intelligible and easy to use by students. However, almost no empirical studies focused on this type of product exist.This presentation summarizes the results of the experiment, where the task was to find some object on the thematic map. The research aimed on two main issues: if the students are able to read thematic maps from school world atlas (Q1) and if the used cartographic visualization methods are properly selected (Q2).For finding answers to these research questions, the eye-tracking study conducted on 30 grammar school students was performed. This study contained ten tasks on the thematic world maps from the Czech school world atlas. Depending on the type of information displayed, visualization method and legend style, the tasks were formulated for each map. Eyemovement data were recorded using low-cost GazePoint eye-tracker with sampling frequency of 60 Hz. The first research question – if students can work with the thematic maps from school world atlas – was analysed using the correctness of answers and Trial Duration – the metric that shows how much time respondents needed to find the answer. For answering the second research question – if the cartographic methods used in the atlas are understandable –qualitative data visualization methods were used.At the beginning of the recorded data analysis, the correctness of answers and trial duration was ïnvestigated. These results helped us to find out, how the students were able to read the maps, if their answers were correct and how much time they needed for task solving. The results showed that generally, the students could read thematic maps (Q1). The most problematic task was the one where students had to estimate the pie-chart value according to the logarithmic scale.In the next step, the behaviour of students while solving each task was qualitatively described and problematic cartographic visualization methods were identified (Q2). For example, in some cases, used symbols were difficult to distinguish. The most serious problems were in the task, where students had to estimate the value of the bar chart. The scale of the legend was designed so that one millimetre of the bar corresponds to 50 million USD of export volume. This cartographic method was hard to understand for the students.The conducted eye-tracking study pointed out to maps where the cartographic methods were misused and caused problems to the students. The results might help the cartographers and map publishers who can modify the maps to be more understandable for the readers.


Author(s):  
M. Canciani ◽  
E. Conigliaro ◽  
M. Del Grasso ◽  
P. Papalini ◽  
M. Saccone

The development of close-range photogrammetry has produced a lot of new possibility to study cultural heritage. 3D data acquired with conventional and low cost cameras can be used to document, investigate the full appearance, materials and conservation status, to help the restoration process and identify intervention priorities. At the same time, with 3D survey a lot of three-dimensional data are collected and analyzed by researchers, but there are a very few possibility of 3D output. The augmented reality is one of this possible output with a very low cost technology but a very interesting result. Using simple mobile technology (for iPad and Android Tablets) and shareware software (in the case presented “Augment”) it is possible to share and visualize a large number of 3D models with your own device. The case study presented is a part of an architecture graduate thesis, made in Rome at Department of Architecture of Roma Tre University. We have developed a photogrammetric survey to study the Aurelian Wall at Castra Praetoria in Rome. The surveys of 8000 square meters of surface have allowed to identify stratigraphy and construction phases of a complex portion of Aurelian Wall, specially about the Northern door of Castra. During this study, the data coming out of 3D survey (photogrammetric and topographic), are stored and used to create a reverse 3D model, or virtual reconstruction, of the Northern door of Castra. This virtual reconstruction shows the door in the Tiberian period, nowadays it's totally hidden by a curtain wall but, little and significative architectural details allow to know its original feature. The 3D model of the ancient walls has been mapped with the exact type of bricks and mortar, oriented and scaled according to the existing one to use augmented reality. Finally, two kind of application have been developed, one on site, were you can see superimposed the virtual reconstruction on the existing walls using the image recognition. On the other hand, to show the results also during the graduation day, the same application has been created in off-site condition using a poster.


2019 ◽  
Vol 16 (161) ◽  
pp. 20190674 ◽  
Author(s):  
Nuria Melisa Morales-García ◽  
Thomas D. Burgess ◽  
Jennifer J. Hill ◽  
Pamela G. Gill ◽  
Emily J. Rayfield

Finite-element (FE) analysis has been used in palaeobiology to assess the mechanical performance of the jaw. It uses two types of models: tomography-based three-dimensional (3D) models (very accurate, not always accessible) and two-dimensional (2D) models (quick and easy to build, good for broad-scale studies, cannot obtain absolute stress and strain values). Here, we introduce extruded FE models, which provide fairly accurate mechanical performance results, while remaining low-cost, quick and easy to build. These are simplified 3D models built from lateral outlines of a relatively flat jaw and extruded to its average width. There are two types: extruded (flat mediolaterally) and enhanced extruded (accounts for width differences in the ascending ramus). Here, we compare mechanical performance values resulting from four types of FE models (i.e. tomography-based 3D, extruded, enhanced extruded and 2D) in Morganucodon and Kuehneotherium . In terms of absolute values, both types of extruded model perform well in comparison to the tomography-based 3D models, but enhanced extruded models perform better. In terms of overall patterns, all models produce similar results. Extruded FE models constitute a viable alternative to the use of tomography-based 3D models, particularly in relatively flat bones.


Author(s):  
Sanjeev Kumar Srivastava

This work presents datasets that can be used for getting a good understanding of an essential geoscience content knowledge that describe earth’s coordinate systems. This include coordinate system used for spherical/spheroidal earth with latitudes and longitudes and their subsequent transformations to 2d maps on a variety of media (paper as well as digital) using the process of map projections. The datasets include PDF documents that are embedded with 3d models, animations and mathematical equations. The dataset has separate PDF documents for geographic (for spherical earth) and projected (2d) coordinate systems. Additionally, the data set include individual 3d models that can be used in various digital systems (including apps) and the animations in mp4 format that can be watched on most of the modern digital devices.


2021 ◽  
Vol 15 ◽  
Author(s):  
Simon Arvin ◽  
Rune Nguyen Rasmussen ◽  
Keisuke Yonehara

Eye-trackers are widely used to study nervous system dynamics and neuropathology. Despite this broad utility, eye-tracking remains expensive, hardware-intensive, and proprietary, limiting its use to high-resource facilities. It also does not easily allow for real-time analysis and closed-loop design to link eye movements to neural activity. To address these issues, we developed an open-source eye-tracker – EyeLoop – that uses a highly efficient vectorized pupil detection method to provide uninterrupted tracking and fast online analysis with high accuracy on par with popular eye tracking modules, such as DeepLabCut. This Python-based software easily integrates custom functions using code modules, tracks a multitude of eyes, including in rodents, humans, and non-human primates, and operates at more than 1,000 frames per second on consumer-grade hardware. In this paper, we demonstrate EyeLoop’s utility in an open-loop experiment and in biomedical disease identification, two common applications of eye-tracking. With a remarkably low cost and minimum setup steps, EyeLoop makes high-speed eye-tracking widely accessible.


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