Eye-Tracking in the Real World

Author(s):  
Jim Uttley ◽  
James Simpson ◽  
Hussain Qasem

Visual behaviour provides an objective and measurable indication of cognitive processes and perceptions that may otherwise be difficult to assess. The development of eye-tracking technology has allowed the accurate and relatively convenient measurement of visual behaviour. Most research using this technology has been based in a laboratory setting. This is not without good reason, as eye-tracking ‘in the wild'—in real, naturalistic, and outdoor settings—poses logistical and methodological difficulties. One particular limitation that afflicts eye-tracking research, including real-world eye-tracking, is the difficulty in directly attributing attention to what is being looked at. This chapter presents three case studies that illustrate the use of eye-tracking in real-world settings with attempts to overcome this limitation. The chapter concludes by discussing the future direction of eye-tracking research, including how to integrate it with multisensory experiences, its use in conjunction with virtual reality technology, and its implications for urban planning and environmental design.

2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Jurnal MIPA ◽  
2019 ◽  
Vol 8 (3) ◽  
pp. 99
Author(s):  
Willy Permana Putra ◽  
Widi Indriyani ◽  
Fachrul Pralienka Bani Muhammaduthor ◽  
Damar Nurcahyon

Dalam pengenalan lingkungan sekolah pada siswa baru, umumnya siswa diajak untuk berkeliling sekolah sehingga calon siswa dapat memahami suasana lingkungan sekolah. SMKN 1 INDRAMAYU sendiri masih menggunakan brosur atau spanduk dalam pengenalan sekolah, oleh karena itu bagaimana mengenalkan SMKN 1 INDRAMAYU kepada calon siswa baru tanpa harus mengajak berkeliling. Dari permasalahan tersebut muncul sebuah gagasan untuk membuat aplikasi yang bisa memperkenalkan lingkungan dan memberi informasi serta bisa dijadikan sebagai media promosi SMKN 1 INDRAMAYU yakni menggunakan teknologi virtual reality untuk memvisualisasikan tempat di dunia nyata ke dalam tampilan 3 Dimensi (3D)In introducing the school environment to new students, students are generally invited to tour the school so prospective students can understand the atmosphere of the school environment. SMK 1 INDRAMAYU itself still uses brochures or banners in the introduction of schools, therefore how to introduce SMK 1 INDRAMAYU to prospective new students without having to take a tour. From this problem emerged an idea to create an application that can introduce the environment and provide information and can be used as a promotional medium for SMKN 1 INDRAMAYU, namely using virtual reality technology to visualize places in the real world into a 3 Dimensional (3D) display 


2020 ◽  
Vol 20 (2) ◽  
Author(s):  
Paola Araiza ◽  
Therese Keane ◽  
Jennifer L. Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Author(s):  
Benjamin Gerschütz ◽  
Marius Fechter ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractThe amount of new virtual reality input and output devices being developed is enormous. Those peripherals offer novel opportunities and possibilities in the industrial context, especially in the product development process. Nevertheless, virtual reality has to face several problems, counteracting reliable use of the technology, especially in ergonomic and aesthetic assessments. In particular, the discrepancies in perception between the real world and virtual reality are of great importance.Therefore, we discuss these most important issues of current virtual reality technology and highlight approaches to solve them. First, we illustrate the use cases of VR in the product development process. In addition, we show which hardware is currently available for professional use and which issues exist with regard to visual perception and interaction. Derived from the depiction of a perfect virtual reality, we define the requirements to address visual perception and interaction. Subsequently we discuss approaches to solve the issues regarding visual perception and evaluate their suitability to enhance the use of virtual reality technology in engineering design.


2019 ◽  
Vol 64 (2) ◽  
pp. 286-308
Author(s):  
El Mehdi Ibourk ◽  
Amer Al-Adwan

Abstract The recent years have witnessed the emergence of new approaches in filmmaking including virtual reality (VR), which is meant to achieve an immersive viewing experience through advanced electronic devices, such as VR headsets. The VR industry is oriented toward developing content mainly in English and Japanese, leaving vast audiences unable to understand the original content or even enjoy this novel technology due to language barriers. This paper examines the impact of the subtitles on the viewing experience and behaviour of eight Arab participants in understanding the content in Arabic through eye tracking technology. It also provides an insight on the mechanism of watching a VR 360-degree documentary and the factors that lead viewers to favour one subtitling mode over the other in the spherical environment. For this end, a case study was designed to produce 120-degree subtitles and Follow Head Immediately subtitles, followed by the projection of the subtitled documentary through an eye tracking VR headset. The analysis of the eye tracking data is combined with post-viewing interviews in order to better understand the viewing experience of the Arab audience, their cognitive reception and the reasons leading to favour one type of subtitles over the other.


2006 ◽  
Vol 5 (2) ◽  
pp. 31-36 ◽  
Author(s):  
Michitaka Hirose

More than 15 years have passed since the word "virtual reality" became popular in our society. Now VR technology is at the stage where realistic application should be discussed. For example, it is said that museums are now a good application field of VR technology. In this paper, recent VR technologies which can be utilized for museum exhibits are introduced. The topics include sophisticated image environments such as IPT (immersive projection technology), image-based world generation methodology, and "real world VR" supported by wearable computers


2011 ◽  
Vol 179-180 ◽  
pp. 925-929
Author(s):  
Yi Yi Xu ◽  
Wei Long Li ◽  
Zi Guang Sun

The application of virtual reality in traffic simulation is the combination of the virtual world and real world. By feeling the traffic based on virtual reality people can understand the traffic in reality. Application of virtual reality technology to simulate traffic in reality can be used in the field of exercises and training of transport-related personnel. It can save a lot of human and financial resources by avoiding the on-site exercises and training.


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