1,099 research outputs found

    A Review and Analysis of Eye-Gaze Estimation Systems, Algorithms and Performance Evaluation Methods in Consumer Platforms

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    In this paper a review is presented of the research on eye gaze estimation techniques and applications, that has progressed in diverse ways over the past two decades. Several generic eye gaze use-cases are identified: desktop, TV, head-mounted, automotive and handheld devices. Analysis of the literature leads to the identification of several platform specific factors that influence gaze tracking accuracy. A key outcome from this review is the realization of a need to develop standardized methodologies for performance evaluation of gaze tracking systems and achieve consistency in their specification and comparative evaluation. To address this need, the concept of a methodological framework for practical evaluation of different gaze tracking systems is proposed.Comment: 25 pages, 13 figures, Accepted for publication in IEEE Access in July 201

    A longitudinal study of text entry by gazing and smiling

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    Face Interface is a wearable device that combines the use of voluntary gaze direction and facial activations, for pointing and selecting objects on a computer screen, respectively. In this thesis a longitudinal study for entering text using Face Interface is presented. The aim of the study was to investigate entering text with Face Interface within a longer period of time. Twelve voluntary participants took part in an experiment that consisted of ten 15-minutes long sessions. The task of the participant in each session was to write text in fifteen minutes with Face Interface and an onscreen keyboard. Writing was done by pointing at the characters by gaze and selected by smiling. The results showed that the overall mean text entry rate for all sessions was 5.39 words per minute (wpm). In the first session the overall mean text entry rate was 3.88 wpm, and in the tenth session 6.59 wpm. The overall mean minimum string distance (MSD) error rate for all sessions was 0.25. In the first session the overall mean MSD error rate was 0.50 and in the tenth session 0.05. The overall mean keystrokes per character (KSPC) value for all sessions was 1.18. In the first session the overall mean KSPC value was 1.26 and in the tenth session 1.2. Subjective ratings showed that Face Interface was easy to use. The rating of the overall operation of Face Interface was 5.9/7.0 in the tenth session. Subjective ratings were positive in all categories in the tenth session

    Influence Factors for Customer Acceptance of Data-Driven Contracts in Insurance Ecosystems

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    Datafication offers several benefits to the insurance sector, but the success of data-driven insurance depends very much on customer acceptance. Thus, this study examines factors that influence customer acceptance of data-driven car and health insurance. These two types of data-driven insurance are based on fitness and driving data, both of which require access to sensor and geo-localization data. The results of an online study with 217 participants using advertisements for data-driven insurances showed that highlighting monetary incentives leads to a higher acceptance than highlighting health or safety incentives. Data-driven insurances allow for individualized tariffs, and accordingly, it is more likely that people who rate their driving skills above-average will take out a datadriven car insurance. Privacy concerns are another important influence factor. The findings demonstrate that customer acceptance of data-driven insurance can be influenced to some extent by framing decision-relevant information material

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications

    Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants

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    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions, group work, general discussions, and socialising. The key results of this seminar are 1) the identification of key research challenges and summaries of breakout groups on multimodal eyewear computing, egocentric vision, security and privacy issues, skill augmentation and task guidance, eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4) an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d, as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)
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