scholarly journals Towards Interactive Search: Investigating Visual Search in a Novel Real-World Paradigm

2020 ◽  
Vol 10 (12) ◽  
pp. 927
Author(s):  
Marian Sauter ◽  
Maximilian Stefani ◽  
Wolfgang Mack

An overwhelming majority of studies on visual search and selective attention were conducted using computer screens. There are arguably shortcomings in transferring knowledge from computer-based studies to real-world search behavior as findings are based on viewing static pictures on computer screens. This does not go well with the dynamic and interactive nature of vision in the real world. It is crucial to take visual search research to the real world in order to study everyday visual search processes. The aim of the present study was to develop an interactive search paradigm that can serve as a “bridge” between classical computerized search and everyday interactive search. We based our search paradigm on simple LEGO® bricks arranged on tabletop trays to ensure comparability with classical computerized visual search studies while providing room for easily increasing the complexity of the search environment. We found that targets were grasped slower when there were more distractors (Experiment 1) and there were sizable differences between various search conditions (Experiment 2), largely in line with classical visual search research and revealing similarities to research in natural scenes. Therefore, our paradigm can be seen as a valuable asset complementing visual search research in an environment between computerized search and everyday search.

Author(s):  
Günter Kugler ◽  
Bernard M. 't Hart ◽  
Stefan Kohlbecher ◽  
Klaus Bartl ◽  
Frank Schumann ◽  
...  

2021 ◽  
Author(s):  
Thomas L. Botch ◽  
Brenda D. Garcia ◽  
Yeo Bi Choi ◽  
Caroline E. Robertson

Visual search is a universal human activity in naturalistic environments. Traditionally, visual search is investigated under tightly controlled conditions, where head-restricted participants locate a minimalistic target in a cluttered array presented on a computer screen. Do classic findings of visual search extend to naturalistic settings, where participants actively explore complex, real-world scenes? Here, we leverage advances in virtual reality (VR) technology to relate individual differences in classic visual search paradigms to naturalistic search behavior. In a naturalistic visual search task, participants looked for an object within their environment via a combination of head-turns and eye-movements using a head-mounted display. Then, in a classic visual search task, participants searched for a target within a simple array of colored letters using only eye-movements. We tested how set size, a property known to limit visual search within computer displays, predicts the efficiency of search behavior inside immersive, real-world scenes that vary in levels of visual clutter. We found that participants' search performance was impacted by the level of visual clutter within real-world scenes. Critically, we also observed that individual differences in visual search efficiency in classic search predicted efficiency in real-world search, but only when the comparison was limited to the forward-facing field of view for real-world search. These results demonstrate that set size is a reliable predictor of individual performance across computer-based and active, real-world visual search behavior.


Author(s):  
Bruce I. Blum

The theme of the book now becomes clearer. Design is the conscious modification of the human environment. As with all selfconscious change, there will be benefits—both projected and fortuitous—and deficiencies—both expected and unanticipated. In the modern world, change is unavoidable; thus, if we are to enter into a new era of design, we should seek methods and tools that maximize the benefits as they minimize the deficiencies. Of course, in the real world of systems there will be neither maxima nor minima. Here we can only measure qualitatively, not quantitatively. Consequently, we must rely on collective judgments and accept that any reference points will become obscured by the dynamics of change. Thus, few of our problems will be amenable to a static, rational solution; most will be soft, open, wicked, and, of course, context and domain specific. This final chapter of Part II explores design in-the-world with particular emphasis on how it affects, and is affected by, the stakeholders. I use the title “Participatory Design” to distinguish this orientation from the historical approach to product development—what I have called “technological design.” In technological design, we assume that an object is to be created and, moreover, that the essential description of that object exists in a specification. The design and fabrication activities, therefore, are directed to realizing the specification. How well the specified object fits into the real world is secondary to the design process; the primary criterion for success is the fidelity of the finished product with respect to its specification. we have seen from the previous chapter, however, that this abstract model of technological design seldom exists in practice. Even in architecture, where a building must conform to its drawings, we find excellence associated with flexibility and accommodation. Thus, in reality, technological and participatory design are complementary projections of a single process. Although I will emphasize computer-based information systems in this chapter, I open the discussion with an examination of a typical hardware-oriented system.


2018 ◽  
Vol 3 (1) ◽  
pp. 008
Author(s):  
Melladia Melladia

Geographic Information System (GIS) is computer-based information that provides information through object recognition to process spatial data in the form of detail, facts, conditions related to the real world. Generally, the benefits of GIS provide information that is close to the real world and strategic planning predictions. Along with the changing times, science is also increasing in technology information side rapidly. By building this Geographic Information System, it is hoped that it can help the general public and the outside community know the alternative track to Bukittinggi City. Its goal is road users can avoid congestion and shorten the time to certain destinations.


2017 ◽  
Vol 40 ◽  
Author(s):  
Stefan Van der Stigchel ◽  
Sebastiaan Mathôt

AbstractEven though we lack a precise definition of “item,” it is clear that people do parse their visual environment into objects (the real-world equivalent of items). We will review evidence that items are essential in visual search, and argue that computer vision – especially deep learning – may offer a solution for the lack of a solid definition of “item.”


10.28945/2478 ◽  
2002 ◽  
Author(s):  
Peter Fenrich

It is typically difficult or impractical to teach troubleshooting skills in a classroom or lab setting. A computer-based training software package was designed and developed to teach students the problematic skill of how to troubleshoot malfunctions in hydronic heating systems. A summative evaluation was needed to ascertain whether the skills learned on the computer would transfer to the real world. The results of this study show that the instructional model used in teaching learners how to troubleshoot hydronic heating systems was effective (p < 0.001). Learners were able to transfer what they learned on the computer to real systems. Students can effectively learn these troubleshooting skills through CD-ROM delivery without instructor intervention. It is hypothesized that this unique instructional model can be used to teach other troubleshooting skills. This paper describes the initial project and discusses the summative evaluation results.


Perception ◽  
10.1068/p7088 ◽  
2011 ◽  
Vol 40 (10) ◽  
pp. 1143-1153 ◽  
Author(s):  
Christina J Howard ◽  
Raad G Pharaon ◽  
Christof Körner ◽  
Alastair D Smith ◽  
Iain D Gilchrist

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