Portable Eye-Tracking System Used During F-16 Simulator Training Missions at Luke AFB: Adjustment and Calibration Procedures

1998 ◽  
Author(s):  
Pual A. Wetzel ◽  
Gretchen Anderson
Author(s):  
Paul A. Wetzel ◽  
Gretchen M. Anderson ◽  
Barbara A. Barelka

We conducted an 18 month study on the implementation and evaluation of a portable eye tracking system in a training environment. The system was used by F-16 simulator instructors to provide instructional feedback to F-16 student pilots during flight simulator training missions. The head-mounted components of the eye tracking system consist of a two-dimensional eye position measurement system and a miniature video scene camera. When displayed on a video monitor, a cursor corresponding to the student's line of sight allows the instructor to follow the student's visual scan pattern. The portable system can be used in a number of environments and applications to objectively assess visual behavior, to develop effective visual behavior, and to enhance training. In addition, the companion, real-time, automated analysis system can analyze, quantify, and summarize scan path behavior from recorded videotape.


Author(s):  
Paul A. Wetzel ◽  
Gretchen Krueger-Anderson ◽  
Christine Poprik ◽  
Peter Bascom

2010 ◽  
Vol 36 (8) ◽  
pp. 1051-1061 ◽  
Author(s):  
Chuang ZHANG ◽  
Jian-Nan CHI ◽  
Zhao-Hui ZHANG ◽  
Zhi-Liang WANG

Author(s):  
Federico Cassioli ◽  
Laura Angioletti ◽  
Michela Balconi

AbstractHuman–computer interaction (HCI) is particularly interesting because full-immersive technology may be approached differently by users, depending on the complexity of the interaction, users’ personality traits, and their motivational systems inclination. Therefore, this study investigated the relationship between psychological factors and attention towards specific tech-interactions in a smart home system (SHS). The relation between personal psychological traits and eye-tracking metrics is investigated through self-report measures [locus of control (LoC), user experience (UX), behavioral inhibition system (BIS) and behavioral activation system (BAS)] and a wearable and wireless near-infrared illumination based eye-tracking system applied to an Italian sample (n = 19). Participants were asked to activate and interact with five different tech-interaction areas with different levels of complexity (entrance, kitchen, living room, bathroom, and bedroom) in a smart home system (SHS), while their eye-gaze behavior was recorded. Data showed significant differences between a simpler interaction (entrance) and a more complex one (living room), in terms of number of fixation. Moreover, slower time to first fixation in a multifaceted interaction (bathroom), compared to simpler ones (kitchen and living room) was found. Additionally, in two interaction conditions (living room and bathroom), negative correlations were found between external LoC and fixation count, and between BAS reward responsiveness scores and fixation duration. Findings led to the identification of a two-way process, where both the complexity of the tech-interaction and subjects’ personality traits are important impacting factors on the user’s visual exploration behavior. This research contributes to understand the user responsiveness adding first insights that may help to create more human-centered technology.


Author(s):  
Bin Li ◽  
Yun Zhang ◽  
Xiujuan Zheng ◽  
Xiaoping Huang ◽  
Sheng Zhang ◽  
...  

2014 ◽  
Vol 44 (4) ◽  
pp. 531-536 ◽  
Author(s):  
Kentaro Takemura ◽  
Kenji Takahashi ◽  
Jun Takamatsu ◽  
Tsukasa Ogasawara

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