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2021 ◽  
Vol 21 ◽  
pp. 295-302
Author(s):  
Karol Kałan ◽  
Damian Karpiuk ◽  
Mariusz Dzieńkowski

The goal of this paper was to evaluate selected web services of universities in terms of user experience, with particular emphasis on usability and accessibility. The research was conducted using eye-tracking and questionnaire methods. Ten people participated in this study. The objects of the study were three university websites: the Catholic University of Lublin (KUL), the Cracow University of Technology (PK) and the West Pomeranian University of Technology (ZUT). The eye-tracking data were subjected to qualitative and quantitative analyses, while the data from questionnaires were subjected to quantitative analysis. The results of individual analyses are presented in the form of heat maps, scan paths, charts and tables.


2021 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Berend Denkena ◽  
Marcel Wichmann ◽  
Klaas Maximilian Heide ◽  
René Räker

The automated process chain of an unmanned production system is a distinct challenge in the technical state of the art. In particular, accurate and fast raw-part recognition is a current problem in small-batch production. This publication proposes a method for automatic optical raw-part detection to generate a digital blank shadow, which is applied for adapted CAD/CAM (computer-aided design/computer-aided manufacturing) planning. Thereby, a laser-triangulation sensor is integrated into the machine tool. For an automatic raw-part detection and a workpiece origin definition, a dedicated algorithm for creating a digital blank shadow is introduced. The algorithm generates adaptive scan paths, merges laser lines and machine axis data, filters interference signals, and identifies part edges and surfaces according to a point cloud. Furthermore, a dedicated software system is introduced to investigate the created approach. This method is integrated into a CAD/CAM system, with customized software libraries for communication with the CNC (computer numerical control) machine. The results of this study show that the applied method can identify the positions, dimensions, and shapes of different raw parts autonomously, with deviations less than 1 mm, in 2.5 min. Moreover, the measurement and process data can be transferred without errors to different hardware and software systems. It was found that the proposed approach can be applied for rough raw-part detection, and in combination with a touch probe for accurate detection.


2021 ◽  
Vol 2021 ◽  
pp. 1-15
Author(s):  
Shaoqi Jiang ◽  
Weijiong Chen ◽  
Yutao Kang

To maintain situation awareness (SA) when exposed to emergencies during pilotage, a pilot needs to selectively allocate attentional resources to perceive critical status information about ships and environments. Although it is important to continuously monitor a pilot’s SA, its relationship with attention is still not fully understood in ship pilotage. This study performs bridge simulation experiments that include vessel departure, navigation in the fairway, encounters, poor visibility, and anchoring scenes with 13 pilots (mean = 11.3 and standard deviation = 1.4 of experience). Individuals were divided into two SA group levels based on the Situation Awareness Rating Technology (SART-2) score (mean = 20.13 and standard deviation = 5.83) after the experiments. The visual patterns using different SA groups were examined using heat maps and scan paths based on pilots’ fixations and saccade data. The preliminary visual analyses of the heat maps and scan paths indicate that the pilots’ attentional distribution is modulated by the SA level. That is, the most concerning areas of interest (AOIs) for pilots in the high and low SA groups are outside the window (AOI-2) and electronic charts (AOI-1), respectively. Subsequently, permutation simulations were utilized to identify statistical differences between the pilots’ eye-tracking metrics and SA. The results of the statistical analyses show that the fixation and saccade metrics are affected by the SA level in different AOIs across the five scenes, which confirms the findings of previous studies. In encounter scenes, the pilots’ SA level is correlated with the fixation and saccade metrics: fixation count ( p  = 0.034 < 0.05 in AOI-1 and p  = 0.032 < 0.05 in AOI-2), fixation duration ( p  = 0.043 < 0.05 in AOI-1 and p  = 0.014 < 0.05 in AOI-2), and saccade count ( p  = 0.086 < 0.1 in AOI-1 and p  = 0.054 < 0.1 in AOI-2). This was determined by the fixation count ( p  = 0.024 < 0.05 in AOI-1 and p  = 0.034 < 0.05 in AOI-2), fixation duration ( p  = 0.036 < 0.05 in AOI-1 and p  = 0.047 < 0.05 in AOI-2), and saccade duration ( p  = 0.05 ≤ 0.05 in AOI-1 and p  = 0.042 < 0.05 in AOI-2) in poor-visibility scenes. In the remaining scenes, the SA could not be measured using eye movements alone. This study lays a foundation for the cognitive mechanism recognition of pilots based on SA via eye-tracking technology, which provides a reference to establish cognitive competency standards in preliminary pilot screenings.


2021 ◽  
Vol 2021 (1) ◽  
pp. 21-26
Author(s):  
Abderrezzaq Sendjasni ◽  
Mohamed-Chaker Larabi ◽  
Faouzi Alaya Cheikh

360-degree Image quality assessment (IQA) is facing the major challenge of lack of ground-truth databases. This problem is accentuated for deep learning based approaches where the performances are as good as the available data. In this context, only two databases are used to train and validate deep learning-based IQA models. To compensate this lack, a dataaugmentation technique is investigated in this paper. We use visual scan-path to increase the learning examples from existing training data. Multiple scan-paths are predicted to account for the diversity of human observers. These scan-paths are then used to select viewports from the spherical representation. The results of the data-augmentation training scheme showed an improvement over not using it. We also try to answer the question of using the MOS obtained for the 360-degree image as the quality anchor for the whole set of extracted viewports in comparison to 2D blind quality metrics. The comparison showed the superiority of using the MOS when adopting a patch-based learning.


2021 ◽  
Vol 17 (8) ◽  
pp. e1009322
Author(s):  
Akshay Jagatap ◽  
Simran Purokayastha ◽  
Hritik Jain ◽  
Devarajan Sridharan

Despite possessing the capacity for selective attention, we often fail to notice the obvious. We investigated participants’ (n = 39) failures to detect salient changes in a change blindness experiment. Surprisingly, change detection success varied by over two-fold across participants. These variations could not be readily explained by differences in scan paths or fixated visual features. Yet, two simple gaze metrics–mean duration of fixations and the variance of saccade amplitudes–systematically predicted change detection success. We explored the mechanistic underpinnings of these results with a neurally-constrained model based on the Bayesian framework of sequential probability ratio testing, with a posterior odds-ratio rule for shifting gaze. The model’s gaze strategies and success rates closely mimicked human data. Moreover, the model outperformed a state-of-the-art deep neural network (DeepGaze II) with predicting human gaze patterns in this change blindness task. Our mechanistic model reveals putative rational observer search strategies for change detection during change blindness, with critical real-world implications.


2021 ◽  
Vol 11 (16) ◽  
pp. 7628
Author(s):  
Po-Hung Lin ◽  
Hung-Jen Chen ◽  
Zhi-Qian Wang

“Spot the Difference” is a well-known game where players must find subtle differences between two almost identical pictures. If “Spot the Difference” is designed for videos, what is the difference between videos and pictures? If the performance of videos is measured by an eye tracker, what scan paths will be conducted? In this study, we explored this game using a video to conduct a visual performance evaluation. Twenty-five subjects were recruited in a full-factorial experiment to investigate the effect of background (with background, without background), video type (animation, text), and arrangement (left-to-right, top-to-bottom) on searching, eye tracking performance, and visual fatigue. The results showed that the video type had a significant effect on the accuracy and subjective visual fatigue, with the accuracy and subjective visual fatigue for animation being better than for text. The results also indicated that the arrangement had a significant effect on the number of fixations, where top-to-bottom arrangement brought a higher number of fixations. The background had a significant effect on accuracy and subjective visual fatigue, where the accuracy and subjective visual fatigue without a background was better than with a background. For the analysis of the scan path, a denser scan path was found in text than in animation, in top-to-bottom arrangement than in left-to-right arrangement, and without a background than with a background. In the future, game manufacturers should use the results of this research to design different “Spot the Difference” videos. When designing a simple game, an animation without a background and involving a left-to-right arrangement was recommended. When designing a difficult game, the opposite settings should be used.


2021 ◽  
Vol 11 (15) ◽  
pp. 7166
Author(s):  
Alexander Schmidt ◽  
Maximiliane Amelie Schlenz ◽  
Haoyu Liu ◽  
Holger Sebastian Kämpe ◽  
Bernd Wöstmann

This study aimed to investigate the transfer accuracy (trueness and precision) of three different intraoral scanning families using different hardware and software versions over the last decade from 2012 to 2021, compared to a conventional impression. Therefore, an implant master model with a reference cube was digitized and served as a reference dataset. Digital impressions of all three scanning families (True definition, TRIOS, CEREC) were recorded (n = 10 per group), and conventional implant impressions were taken (n = 10). The conventional models were digitized, and all models (conventional and digital) were measured. Therefore, it was possible to obtain the deviations between the master model and the scans or conventional models in terms of absolute three-dimensional (3D) deviations, deviations in rotation, and angulation. The results for deviations between the older and newer scanning systems were analyzed using pairwise comparisons (p < 0.05; SPSS 26). The absolute 3D deviations increased with increasing scan path length, particularly for the older hardware and software versions (old vs. new (MW ± SD) True Definition: 355 ± 62 µm vs. 483 ± 110 µm; TRIOS: 574 ± 274 µm vs. 258 ± 100 µm; and CEREC: 1356 ± 1023 µm vs. 110 ± 49 µm). This was also true for deviations in rotation and angulation. The conventional impression showed an advantage only regarding the absolute 3D deviation compared to the older systems. Based on the data of the present study, the accuracy of intraoral scanners is decisively related to hardware and software; though, newer systems or software do not necessarily warrant improvement. Nevertheless, to achieve high transfer accuracy, regular updating of digital systems is recommended. The challenge of increasing errors with increasing scan paths is overcome in the most recent systems. The combination of two different scanning principles in a single device seems to be beneficial.


Author(s):  
Janahan Selvanayagam ◽  
Kevin D Johnston ◽  
Raymond Ka Wong ◽  
David J Schaeffer ◽  
Stefan Everling

Faces are stimuli of critical importance for primates. The common marmoset (Callithrix jacchus) is a promising model for investigations of face processing, as this species possesses oculomotor and face processing networks resembling those of macaques and humans. Face processing is often disrupted in neuropsychiatric conditions such as schizophrenia (SZ) and thus it is important to recapitulate underlying circuitry dysfunction preclinically. The N-Methyl-D-aspartate (NMDA) non-competitive antagonist ketamine has been used extensively to model the cognitive symptoms of SZ. Here, we investigated the effects of a subanesthetic dose of ketamine on oculomotor behaviour in marmosets during face viewing. Four marmosets received systemic ketamine or saline injections while viewing phase-scrambled or intact videos of conspecifics' faces. To evaluate effects of ketamine on scan paths during face viewing, we identified regions of interest in each face video, and classified locations of saccade onsets and landing positions within these areas. A preference for the snout over eye regions was observed following ketamine administration. In addition, regions in which saccades landed could be significantly predicted by saccade onset region in the saline but not the ketamine condition. No significant drug effects were observed for phase-scrambled videos. Effects on saccade control were limited to a reduction in saccade amplitudes during viewing of scrambled videos. Thus, ketamine induced a significant disruption of scan paths during viewing of conspecific faces but limited effects on saccade motor control. These findings support the use of ketamine in marmosets for investigating changes in neural circuits underlying social cognition in neuropsychiatric disorders.


2021 ◽  
Vol 19 (2) ◽  
pp. 147470492199658
Author(s):  
Anne Schienle ◽  
Jonas Potthoff ◽  
Elena Schönthaler ◽  
Carina Schlintl

Studies with adults found a memory bias for disgust, such that memory for disgusting stimuli was enhanced compared to neutral and frightening stimuli. We investigated whether this bias is more pronounced in females and whether it is already present in children. Moreover, we analyzed whether the visual exploration of disgust stimuli during encoding is associated with memory retrieval. In a first recognition experiment with intentional learning, 50 adults (mean age; M = 23 years) and 52 children ( M = 11 years) were presented with disgusting, frightening, and neutral pictures. Both children and adults showed a better recognition performance for disgusting images compared to the other image categories. Males and females did not differ in their memory performance. In a second free recall experiment with eye-tracking, 50 adults ( M = 22 years) viewed images from the categories disgust, fear, and neutral. Disgusting and neutral images were matched for color, complexity, brightness, and contrast. The participants, who were not instructed to remember the stimuli, showed a disgust memory bias as well as shorter fixation durations and longer scan paths for disgusting images compared to neutral images. This “hyperscanning pattern” correlated with the number of correctly recalled disgust images. In conclusion, we found a disgust-related memory bias in both children and adults regardless of sex and independently of the memorization method used (recognition/free recall; intentional/incidental).


2021 ◽  
Author(s):  
Janahan Selvanayagam ◽  
Kevin D. Johnston ◽  
Raymond K. Wong ◽  
David J. Schaeffer ◽  
Stefan Everling

AbstractFaces are stimuli of critical importance for primates. The common marmoset (Callithrix jacchus) is a promising model for investigations of face processing, as this species possesses oculomotor and face processing networks resembling those of macaques and humans. Face processing is often disrupted in neuropsychiatric conditions such as schizophrenia (SZ) and thus it is important to recapitulate underlying circuitry dysfunction preclinically. The N-Methyl-D-aspartate (NMDA) non-competitive antagonist ketamine has been used extensively to model the cognitive symptoms of SZ. Here, we investigated the effects of a subanesthetic dose of ketamine on oculomotor behaviour in marmosets during face viewing. Four marmosets received systemic ketamine or saline injections while viewing phase-scrambled or intact videos of conspecifics’ faces. To evaluate effects of ketamine on scan paths during face viewing, we identified regions of interest in each face video, and classified locations of saccade onsets and landing positions within these areas. A preference for the snout over eye regions was observed following ketamine administration. In addition, regions in which saccades landed could be significantly predicted by saccade onset region in the saline but not the ketamine condition. No significant drug effects were observed for phase-scrambled videos. Effects on saccade control were limited to a reduction in saccade amplitudes during viewing of scrambled videos. Thus, ketamine induced a significant disruption of scan paths during viewing of conspecific faces but limited effects on saccade motor control. These findings support the use of ketamine in marmosets for investigating changes in neural circuits underlying social cognition in neuropsychiatric disorders.


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