scholarly journals Computer Eye-Tracking Model to Investigate Influence of the Viewer’s Perception of the Graphic Information

Author(s):  
Ekaterina Borevich ◽  
Serg Mescheryakov ◽  
Victor Yanchus

The goal is to study the visual perception of graphic composition of various styles. An original author's method of conducting an experiment has been developed, which includes the preparation of stimulus material, collecting data, and statistical algorithms to analyze parametric data. The stimulus materials were based on graphic images in the cubism and abstractionism styles as well as on photorealistic images. An eye-tracking equipment was used to record eye movement activity and collect experimental data. The statistical analysis of the parametric data of the observer's viewing pattern has revealed that the viewer’s perception of visual information is more effective by observers with art education. The results are of importance for developing effective training and test systems for operators, users, GUI developers, etc.

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.


Author(s):  
Duygu Mutlu-Bayraktar ◽  
Servet Bayram

In this chapter, situations that can cause split of attention in multimedia environments were determined via eye tracking method. Fixation numbers, heat maps and area of interest of learners were analyzed. As a result of these analyses, design suggestions were determined for multimedia environments to provide focusing attention to content without split attention effect. Visual and auditory resources should be provided simultaneously. Visual information should be supported with auditory expression instead of texts. Images such as videos, pictures and texts should not be presented on the same screen. Texts provided with pictures should be presented via integration to each other instead of separate presentation of text and picture. Texts provided with videos should be presented via integration to each other instead of separate presentation of text and video. Images should be given via marking important points on images to increase attention.


Author(s):  
Domenica De Pasquale ◽  
Eileen Wood ◽  
Alexandra Gottardo ◽  
Jeffery A. Jones ◽  
Rachel Kaplan ◽  
...  

Early literacy skills have been the focus of considerable research for the past two decades. Many instructional interventions have been developed to help improve children's acquisition of key skills – among the most recent is an array of software programs. In this chapter we review the foundations for software design, instructional theories related to computer media-based instruction and an assessment of how children interact with the visual information provided in children's software. In particular, the chapter will highlight current research examining what features of software design impact children's ability to attend and learn from this media. Eye tracking technology has been used in research on early literary to better understand how learning occurs. This chapter identifies how eye-tracking technology can facilitate understanding of how young children interact with literacy tools in computer-mediated contexts.


2019 ◽  
Vol 22 (3) ◽  
pp. 365-380 ◽  
Author(s):  
Rosy Boardman ◽  
Helen McCormick

Purpose This paper aims to investigate how apparel product presentation influences consumer decision-making and whether there are any differences between age groups. Design/methodology/approach A mixed methodology was used including eye-tracking and qualitative in-depth interviews, with a purposive sample of 50 participants between age 20 and 70. Findings A higher number of product presentation features resulted in increased positive visual, cognitive and affective responses as consumers wanted as much visual information as possible to aid decision-making. Images of models attracted the most attention and were the most influential product presentation feature, followed by mannequin images and the zoom function. The 20 s spent much less time viewing and interacting with the product presentation features than middle age groups (30 s-50 s), had minimal fixations on mannequin images and had a much quicker decision-making process than other age groups. Practical implications The research informs retailers which product presentation features are the most effective for their target market to aid consumer decision-making with the aim of reducing returns. Originality/value The paper contributes to the literature by providing more in-depth insights than previous studies into the impact of online product presentation on consumer decision-making by using qualitative research and eye-tracking. The research also explores more product presentation features than previous research and investigates the presentation of apparel products, which are notoriously the most difficult products for consumers to assess online. The research is unique in its exploration of age differences in relation to product presentation features.


2019 ◽  
Vol 6 (7) ◽  
pp. 190068 ◽  
Author(s):  
Louisa Kulke ◽  
Marieke Wübker ◽  
Hannes Rakoczy

Recently, Theory of Mind (ToM) research has been revolutionized by new methods. Eye-tracking studies measuring subjects' looking times or anticipatory looking have suggested that implicit and automatic forms of ToM develop much earlier in ontogeny than traditionally assumed and continue to operate outside of subjects’ awareness throughout the lifespan. However, the reliability of these implicit methods has recently been put into question by an increasing number of non-replications. What remains unclear from these accumulating non-replication findings, though, is whether they present true negatives (there is no robust phenomenon of automatic ToM) or false ones (automatic ToM is real but difficult to tap). In order to address these questions, the current study implemented conceptual replications of influential anticipatory looking ToM tasks with a new variation in the stimuli. In two separate preregistered studies, we used increasingly realistic stimuli and controlled for potential confounds. Even with these more realistic stimuli, previous results could not be replicated. Rather, the anticipatory looking pattern found here remained largely compatible with more parsimonious explanations. In conclusion, the reality and robustness of automatic ToM remains controversial.


2020 ◽  
pp. 026553222095150
Author(s):  
Aaron Olaf Batty

Nonverbal and other visual cues are well established as a critical component of human communication. Under most circumstances, visual information is available to aid in the comprehension and interpretation of spoken language. Citing these facts, many L2 assessment researchers have studied video-mediated listening tests through score comparisons with audio tests, by measuring the amount of time spent watching, and by attempting to determine examinee viewing behavior through self-reports. However, the specific visual cues to which examinees attend have heretofore not been measured objectively. The present research employs eye-tracking methodology to determine the amounts of time 12 participants viewed specific visual cues on a six-item, video-mediated L2 listening test. Seventy-two scanpath-overlaid videos of viewing behavior were manually coded for visual cues at 0.10-second intervals. Cued retrospective interviews based on eye-tracking data provided reasons for the observed behaviors. Faces were found to occupy the majority (81.74%) of visual dwell time, with participants largely splitting their time between the speaker’s eyes and mouth. Detected gesture viewing was negligible. The reason given for most viewing behavior was determining characters’ emotional states. These findings suggest that the primary difference between audio- and video-mediated L2 listening tests of conversational content is the absence or presence of facial expressions.


2015 ◽  
Vol 17 (1) ◽  
pp. 42 ◽  
Author(s):  
Karen M. Feathers ◽  
Poonam Arya

Using analysis of oral reading and eye movements, this study examined how third grade children used visual information as they orally read either the original or the adapted version of a picturebook.  Eye tracking was examined to identify when and why students focused on images as well as what they looked at in the images.  Results document children’s deliberate use of images and point to the important role of images in text processing. The content of images, availability and placement of text and images on a page, and children’s personal strategies affected the use of images.  


2020 ◽  
Author(s):  
Zezhong Lv ◽  
Qing Xu ◽  
Klaus Schoeffmann ◽  
Simon Parkinson

AbstractVisual scanning plays an important role in sampling visual information from the surrounding environments for a lot of everyday sensorimotor tasks, such as walking and car driving. In this paper, we consider the problem of visual scanning mechanism underpinning sensorimotor tasks in 3D dynamic environments. We exploit the use of eye tracking data as a behaviometric, for indicating the visuo-motor behavioral measures in the context of virtual driving. A new metric of visual scanning efficiency (VSE), which is defined as a mathematical divergence between a fixation distribution and a distribution of optical flows induced by fixations, is proposed by making use of a widely-known information theoretic tool, namely the square root of Jensen-Shannon divergence. Based on the proposed efficiency metric, a cognitive effort measure (CEM) is developed by using the concept of quantity of information. Psychophysical eye tracking studies, in virtual reality based driving, are conducted to reveal that the new metric of visual scanning efficiency can be employed very well as a proxy evaluation for driving performance. In addition, the effectiveness of the proposed cognitive effort measure is demonstrated by a strong correlation between this measure and pupil size change. These results suggest that the exploitation of eye tracking data provides an effective behaviometric for sensorimotor activity.


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