scholarly journals The Role of Eye Gaze in Subjective Decision Making

2021 ◽  
Author(s):  
◽  
Gary D Bird

<p>Shimojo, Simion, Shimojo and Scheier (2003) provided preliminary evidence that eye movements have an active role in preference formation. In their study, subjects were presented with two faces and chose which was more attractive. By manipulating how long subjects were able to look at each face after an eye movement, Shimojo et al. (2003) showed that faces presented for a longer duration were more likely to be chosen as more attractive. However, a recent study from Nittono and Wada (2009) showed that an eye movement may not be necessary for this effect, as novel graphic patterns presented in the centre of the screen (thus requiring no eye movements) for longer durations were also more likely to be preferred. The purpose of the current study was to further investigate whether eye movements do have an active role in preference formation. The present study used the same paradigm as Shimojo et al.’s (2003) study. Subjects in Experiment 1 were presented with images of two real faces, alternatively (one for 900ms, one for 300ms) for six repetitions. There were 3 independent experimental conditions. One group were required to make eye movements to laterally presented faces and judge attractiveness (lateral attractiveness condition), a second were not required to make eye movements to centrally presented faces and judge attractiveness (central attractiveness condition). The third were required to make eye movements to laterally presented faces and judge roundness (lateral roundness condition). The findings indicated that subjects were more likely to choose the longer presented faces in the lateral attractiveness and central attractiveness conditions, but not the lateral roundness conditions. Experiment 2 was similar to Experiment 1 with the exception of the type of stimuli, which consisted of computer generated faces (CGFs). Subjects were more likely to choose the longer presented CGF in the lateral attractiveness, central attractiveness and lateral roundness conditions. The findings of the present study were not in line with Shimojo et al.’s (2003) previous findings, who found that faces presented for a longer duration were only preferred in the lateral attractiveness condition of their study. It is possible that the faces that are presented for the longer duration in the current paradigm are preferred due to the increase in exposure duration irrespective of an eye movement (as per the findings from Nittono and Wada, 2009). As it is unclear as to whether eye movements play an active role in preference formation, the findings of the present study have not been able to contribute to computational models of decision making.</p>

2021 ◽  
Author(s):  
◽  
Gary D Bird

<p>Shimojo, Simion, Shimojo and Scheier (2003) provided preliminary evidence that eye movements have an active role in preference formation. In their study, subjects were presented with two faces and chose which was more attractive. By manipulating how long subjects were able to look at each face after an eye movement, Shimojo et al. (2003) showed that faces presented for a longer duration were more likely to be chosen as more attractive. However, a recent study from Nittono and Wada (2009) showed that an eye movement may not be necessary for this effect, as novel graphic patterns presented in the centre of the screen (thus requiring no eye movements) for longer durations were also more likely to be preferred. The purpose of the current study was to further investigate whether eye movements do have an active role in preference formation. The present study used the same paradigm as Shimojo et al.’s (2003) study. Subjects in Experiment 1 were presented with images of two real faces, alternatively (one for 900ms, one for 300ms) for six repetitions. There were 3 independent experimental conditions. One group were required to make eye movements to laterally presented faces and judge attractiveness (lateral attractiveness condition), a second were not required to make eye movements to centrally presented faces and judge attractiveness (central attractiveness condition). The third were required to make eye movements to laterally presented faces and judge roundness (lateral roundness condition). The findings indicated that subjects were more likely to choose the longer presented faces in the lateral attractiveness and central attractiveness conditions, but not the lateral roundness conditions. Experiment 2 was similar to Experiment 1 with the exception of the type of stimuli, which consisted of computer generated faces (CGFs). Subjects were more likely to choose the longer presented CGF in the lateral attractiveness, central attractiveness and lateral roundness conditions. The findings of the present study were not in line with Shimojo et al.’s (2003) previous findings, who found that faces presented for a longer duration were only preferred in the lateral attractiveness condition of their study. It is possible that the faces that are presented for the longer duration in the current paradigm are preferred due to the increase in exposure duration irrespective of an eye movement (as per the findings from Nittono and Wada, 2009). As it is unclear as to whether eye movements play an active role in preference formation, the findings of the present study have not been able to contribute to computational models of decision making.</p>


Perception ◽  
1972 ◽  
Vol 1 (2) ◽  
pp. 167-175 ◽  
Author(s):  
Nicole Lesèvre ◽  
A Rémond

Experiments are reported the aim of which was to elucidate the cause of each of the components of the lambda response, and particularly to evaluate the role of ‘on’ and ‘off’ visual effects which appear at various times during the oculomotor process and also the possible influence of non-visual mechanisms. Eight subjects with normal sight were studied under the following conditions: (i) horizontal eye movements of 12° were guided by fixation points placed on a dimly-lit uniform black field of 20°; a checkerboard of 6° aperture was placed in this field so as to be integrated into the oculomotor process at different times—at the beginning, during and at the end of the eye movement; (ii) successive horizontal eye movements of 3°, 7° and 11° scanned a checkerboard of 20°, each square of which had a 40′ aperture; (iii) the checkerboard was moved with an amplitude and period similar to those of the eye movements in (ii), but this time with gaze fixed. Horizontal and vertical movements of both eyes were recorded with an EOG. An EEG of the parieto-occipital regions was obtained using eight linked bipolar derivations in line on two montages, median longitudinal and right-left transverse. The EEG and EOG data were digitalized and a numerical programme of waveform recognition was used to identify the beginning of the saccade which triggers the averaging out of the EEG before (100 ms) and after (500 ms) the eye movement. A discussion of the results, taking into account the latency of the different components and their reinforcements or inhibition depending on experimental conditions, suggests that the two initial components of lambda response (including the initial portion of the classical lambda wave) might be due to visual effects (‘off effect’) that arise at the start of the movement or slightly before it at the time that the saccadic suppression begins. The later components could be attributed to visual effects brought into play towards the end of the movement (‘on effect’), when perception becomes normal again. It is, however, difficult to explain some of the results related to the amplitude of lambda components without bringing in a mechanism of non-visual origin (corollary discharge).


2009 ◽  
Vol 101 (2) ◽  
pp. 934-947 ◽  
Author(s):  
Masafumi Ohki ◽  
Hiromasa Kitazawa ◽  
Takahito Hiramatsu ◽  
Kimitake Kaga ◽  
Taiko Kitamura ◽  
...  

The anatomical connection between the frontal eye field and the cerebellar hemispheric lobule VII (H-VII) suggests a potential role of the hemisphere in voluntary eye movement control. To reveal the involvement of the hemisphere in smooth pursuit and saccade control, we made a unilateral lesion around H-VII and examined its effects in three Macaca fuscata that were trained to pursue visually a small target. To the step (3°)-ramp (5–20°/s) target motion, the monkeys usually showed an initial pursuit eye movement at a latency of 80–140 ms and a small catch-up saccade at 140–220 ms that was followed by a postsaccadic pursuit eye movement that roughly matched the ramp target velocity. After unilateral cerebellar hemispheric lesioning, the initial pursuit eye movements were impaired, and the velocities of the postsaccadic pursuit eye movements decreased. The onsets of 5° visually guided saccades to the stationary target were delayed, and their amplitudes showed a tendency of increased trial-to-trial variability but never became hypo- or hypermetric. Similar tendencies were observed in the onsets and amplitudes of catch-up saccades. The adaptation of open-loop smooth pursuit velocity, tested by a step increase in target velocity for a brief period, was impaired. These lesion effects were recognized in all directions, particularly in the ipsiversive direction. A recovery was observed at 4 wk postlesion for some of these lesion effects. These results suggest that the cerebellar hemispheric region around lobule VII is involved in the control of smooth pursuit and saccadic eye movements.


2017 ◽  
Vol 1 (1) ◽  
pp. 350-358 ◽  
Author(s):  
Matteo Genovesi

Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.


Author(s):  
Gavindya Jayawardena ◽  
Sampath Jayarathna

Eye-tracking experiments involve areas of interest (AOIs) for the analysis of eye gaze data. While there are tools to delineate AOIs to extract eye movement data, they may require users to manually draw boundaries of AOIs on eye tracking stimuli or use markers to define AOIs. This paper introduces two novel techniques to dynamically filter eye movement data from AOIs for the analysis of eye metrics from multiple levels of granularity. The authors incorporate pre-trained object detectors and object instance segmentation models for offline detection of dynamic AOIs in video streams. This research presents the implementation and evaluation of object detectors and object instance segmentation models to find the best model to be integrated in a real-time eye movement analysis pipeline. The authors filter gaze data that falls within the polygonal boundaries of detected dynamic AOIs and apply object detector to find bounding-boxes in a public dataset. The results indicate that the dynamic AOIs generated by object detectors capture 60% of eye movements & object instance segmentation models capture 30% of eye movements.


Author(s):  
Robert S. Gutzwiller ◽  
Kimberly J. Ferguson-Walter ◽  
Sunny J. Fugate

We report on whether cyber attacker behaviors contain decision making biases. Data from a prior experiment were analyzed in an exploratory fashion, making use of think-aloud responses from a small group of red teamers. The analysis provided new observational evidence of traditional decision-making biases in red team behaviors (confirmation bias, anchoring, and take-the-best heuristic use). These biases may disrupt red team decisions and goals, and simultaneously increase their risk of detection. Interestingly, at least part of the bias induction may be related to the use of cyber deception. Future directions include the development of behavioral measurement techniques for these and additional cognitive biases in cyber operators, examining the role of attacker traits, and identifying the conditions where biases can be induced successfully in experimental conditions.


2020 ◽  
Vol 10 (3) ◽  
pp. 51
Author(s):  
DongMin Jang ◽  
IlHo Yang ◽  
SeoungUn Kim

The purpose of this study was to detect mind-wandering experienced by pre-service teachers during a video learning lecture on physics. The lecture was videotaped and consisted of a live lecture in a classroom. The lecture was about Gauss's law on physics. We investigated whether oculomotor data and eye movements could be used as a marker to indicate the learner’s mind-wandering. Each data was collected in a study in which 24 pre-service teachers (16 females and 8 males) reported mind-wandering experience through self-caught method while learning physics video lecture during 30 minutes. A Tobii Pro Spectrum (sampling rate: 300 Hz) was used to capture their eye-gaze during learning Gauss's law through a course video. After watching the video lecture, we interviewed pre-service teachers about their mind-wandering experience. We first used the self-caught method to capture the mind-wandering timing of pre-service teachers while learning from video lectures. We detected more accurate mind-wandering segments by comparing fixation duration and saccade count. We investigated two types of oculomotor data (blink count, pupil size) and nine eye movements (average peak velocity of saccades; maximum peak velocity of saccades; standard deviation of peak velocity of saccades; average amplitude of saccades; maximum amplitude of saccades; total amplitude of saccades; saccade count/s; fixation duration; fixation dispersion). The result was that the blink count could not be used as a marker for mind-wandering during learning video lectures among them (oculomotor data and eye movements), unlike previous literatures. Based on the results of this study, we identified elements that can be used as mind-wandering markers while learning from video lectures that are similar to real classes, among the oculomotor data and eye movement mentioned in previous literatures. Additionally, we found that most participants focused on past thoughts and felt unpleasant after experiencing mind-wandering through interview analysis.


1998 ◽  
Vol 80 (4) ◽  
pp. 2046-2062 ◽  
Author(s):  
R. J. Krauzlis ◽  
F. A. Miles

Krauzlis, R. J. and F. A. Miles. Role of the oculomotor vermis in generating pursuit and saccades: effects of microstimulation. J. Neurophysiol. 80: 2046–2062, 1998. We studied the eye movements evoked by applying small amounts of current (2–50 μA) within the oculomotor vermis of two monkeys. We first compared the eye movements evoked by microstimulation applied either during maintained pursuit or during fixation. Smooth, pursuitlike changes in eye velocity caused by the microstimulation were directed toward the ipsilateral side and occurred at short latencies (10–20 ms). The amplitudes of these pursuitlike changes were larger during visually guided pursuit toward the contralateral side than during either fixation or visually guided pursuit toward the ipsilateral side. At these same sites, microstimulation also often produced abrupt, saccadelike changes in eye velocity. In contrast to the smooth changes in eye velocity, these saccadelike effects were more prevalent during fixation and during pursuit toward the ipsilateral side. The amplitude and type of evoked eye movements could also be manipulated at single sites by changing the frequency of microstimulation. Increasing the frequency of microstimulation produced increases in the amplitude of pursuitlike changes, but only up to a certain point. Beyond this point, the value of which depended on the site and whether the monkey was fixating or pursuing, further increases in stimulation frequency produced saccadelike changes of increasing amplitude. To quantify these effects, we introduced a novel method for classifying eye movements as pursuitlike or saccadelike. The results of this analysis showed that the eye movements evoked by microstimulation exhibit a distinct transition point between pursuit and saccadelike effects and that the amplitude of eye movement that corresponds to this transition point depends on the eye movement behavior of the monkey. These results are consistent with accumulating evidence that the oculomotor vermis and its associated deep cerebellar nucleus, the caudal fastigial, are involved in the control of both pursuit and saccadic eye movements. We suggest that the oculomotor vermis might accomplish this role by altering the amplitude of a motor error signal that is common to both saccades and pursuit.


2021 ◽  
Author(s):  
Yanjun Liu ◽  
Jennifer S Trueblood

Within the domain of preferential choice, it has long been thought that context effects, such as the attraction and compromise effects, arise due to the constructive nature of preferences and thus should not emerge when preferences are stable. We examined this hypothesis with a series of experiments where participants had the opportunity to experience selected alternatives and develop more enduring preferences. Our results suggest that context effects can still emerge when stable preferences form through experience. This suggests that multi-alternative, multi-attribute decisions are likely influenced by relative evaluations, as hypothesized by many computational models of decision-making, even when participants have the opportunity to experience options and learn their preferences. In addition, the direction of observed context effects is opposite to standard effects and appears to be quite robust. Our post-hoc explorations suggest that the context effect reversals we observe may relate to the subjective representation of options.


2015 ◽  
Vol 13 (1) ◽  
pp. 370-378
Author(s):  
Rami Tbaishat ◽  
Saleh Khasawneh ◽  
Abdullah Mohammad Taamneh

The purpose of this study was to explore the perceptions of decision-makers towards the use of this technology and its impact on access to information and the quality of decision-making. Quantitative methodology was used to obtain the information necessary to achieve the objectives of this study. The results indicated the importance of computer technology in the Jordanian governmental organizations. The results revealed that the majority of the participants expressed positive perceptions about the technology. However, they still expected to have more active role of this technology in government institutions. Also, they provided many of the factors that led to some restrictions on the use of computers. In addition, the study revealed that the demographic characteristics that would hinder perceptions towards this technology seems mostly unfounded. Based on the results of this study, Joradanian government should provide its employees more training and education opportunities on the use of this technology, in order to maintain, improve and increase the use of such technology in the future.


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