scholarly journals Defining gaze tracking metrics by observing a growing divide between 2D and 3D tracking

2020 ◽  
Vol 2020 (11) ◽  
pp. 129-1-129-10
Author(s):  
William Andrew Blakey ◽  
Stamos Katsigiannis ◽  
Navid Hajimirza ◽  
Naeem Ramzan

This work examines the different terminology used for defining gaze tracking technology and explores the different methodologies used for describing their respective accuracy. Through a comparative study of different gaze tracking technologies, such as infrared and webcam-based, and utilising a variety of accuracy metrics, this work shows how the reported accuracy can be misleading. The lack of intersection points between the gaze vectors of different eyes (also known as convergence points) in definitions has a huge impact on accuracy measures and directly impacts the robustness of any accuracy measuring methodology. Different accuracy metrics and tracking definitions have been collected and tabulated to more formally demonstrate the divide in definitions.

Author(s):  
Kristiina Jokinen ◽  
Päivi Majaranta

In this chapter, the authors explore possibilities to use novel face and gaze tracking technology in educational applications, especially in interactive teaching agents for second language learning. They focus on non-verbal feedback that provides information about how well the speaker has understood the presented information, and how well the interaction is progressing. Such feedback is important in interactive applications in general, and in educational systems, it is effectively used to construct a shared context in which learning can take place: the teacher can use feedback signals to tailor the presentation appropriate for the student. This chapter surveys previous work, relevant technology, and future prospects for such multimodal interactive systems. It also sketches future educational systems which encourage the students to learn foreign languages in a natural and inclusive manner, via participating in interaction using natural communication strategies.


2015 ◽  
Vol 43 (1) ◽  
pp. 147-159
Author(s):  
Maciej Laskowski

Abstract Computer games have accompanied the development of computer technologies since the very beginning. Despite their basic, purely entertainment-targeted appliance, games can also be used for many other purposes. Medical applications are especially interesting, as games (especially different kinds of simulations) are widely used for training personnel, e.g. to perform certain procedures or in learning to use equipment. This allows the trainees to gain knowledge and proper habits, as well as test themselves in different situations without any risk. Computer games can also be used as a diagnostic tool, although this topic is still insufficiently researched. This paper discusses the possibility of using serious games for diagnosing color vision disorders, focusing especially on two problems: differences in diagnosing colorblindness using 2D and 3D environments, and the influence of individual features, such as reflex or agility, on the diagnostic process.


2020 ◽  
Vol 33 (4) ◽  
pp. 202
Author(s):  
Yousef Jaradat ◽  
Saleh Al Jazzar ◽  
Mohammad Masoud
Keyword(s):  

2016 ◽  
Vol 11 (6) ◽  
pp. 1109-1119 ◽  
Author(s):  
Xiaofei Du ◽  
Maximilian Allan ◽  
Alessio Dore ◽  
Sebastien Ourselin ◽  
David Hawkes ◽  
...  

2005 ◽  
Vol 54 (3) ◽  
pp. 365-370 ◽  
Author(s):  
Kyu Ran Cho ◽  
Bo Kyoung Seo ◽  
June Young Lee ◽  
Etta D Pisano ◽  
Bo Kyung Je ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document