107 research outputs found

    Design, Implementation, and Performance Study of an Open Source Eye-Control System to Pilot a Parrot AR.Drone Quadrocopter

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    Natural user interface is a fairly new concept in the field of human-computer interaction. It is the idea of using every day natural human behaviors and actions to control a device. An example of a natural user interface is touch control technology in smartphones, tablets, and new laptops. The interaction is more direct when compared to artificial input devices like a keyboard and mouse. Though natural user interface devices might not perform as well as standard input devices for certain applications, for other applications they are now the de facto standard. A new user interface that is poised to be the next natural user interface in human-computer interaction is eye-control, or the ability to control an interface with just the user’s eyes using technology that has been around for a long time called eye trackers. The problem for much of the existence of eye trackers is the cost. Most modern commercial eye trackers cost anywhere between 10,000and10,000 and 40,000, and that is too expensive for regular consumers to buy and use. In this paper, we build a low cost system for eye-control using an open source program called ITU Gaze Tracker. In the process, we developed an interface which allows a user to pilot a Parrot AR.Drone quadrocopter using just their gaze. In this explorative study, we explore the performance of this eye-control system to keyboard control in the operation of an AR.Drone around an obstacle course. We collected certain performance metrics like lap completion time

    A novel approach towards usability studies for visual search tasks in graphical user interface applications using the activity theory approach

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    The field of Human Computer Interaction still strives for a generalized model of visual search tasks (icon search, menu search, text search, label search, search through hypertext and feature recognition). The existing models of visual search, in spite of being impressive, are limited under certain perspectives due to lack of generality. The thesis tries to provide a holistic approach for the modeling of visual search tasks in graphical user interfaces from the Activity Theory (AT) perspective with the aim of rendering a theoretical bridge between HCI and Psychology. A detailed review of literature from the variegated discipline contributing to the study of Visual Search revealed the presence of gray areas, which can be partially addressed by the Activity Theory approach. The case study uses thinking aloud Protocol Analysis technique for analyzing the complex interaction of behavior, cognition and motor action, which manifest in these tasks. The results have been analyzed and possible modifications have been identified. Interestingly, it is observed that Activity Theory can provide substantial theoretical support to aid Usability Testing Techniques

    Eye Gaze Tracking for Human Computer Interaction

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    With a growing number of computer devices around us, and the increasing time we spend for interacting with such devices, we are strongly interested in finding new interaction methods which ease the use of computers or increase interaction efficiency. Eye tracking seems to be a promising technology to achieve this goal. This thesis researches interaction methods based on eye-tracking technology. After a discussion of the limitations of the eyes regarding accuracy and speed, including a general discussion on Fitts’ law, the thesis follows three different approaches on how to utilize eye tracking for computer input. The first approach researches eye gaze as pointing device in combination with a touch sensor for multimodal input and presents a method using a touch sensitive mouse. The second approach examines people’s ability to perform gestures with the eyes for computer input and the separation of gaze gestures from natural eye movements. The third approach deals with the information inherent in the movement of the eyes and its application to assist the user. The thesis presents a usability tool for recording of interaction and gaze activity. It also describes algorithms for reading detection. All approaches present results based on user studies conducted with prototypes developed for the purpose

    Mapping inter-subject and inter-regional brain connectivity during free viewing of novel natural scenes

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    Traditional functional magnetic resonance imaging (fMRI) studies have used controlled tasks such as finger tapping to isolate function in distinct cortical. Recent studies have examined the mechanisms involved during natural conditions by asking subjects to freely view the presentation of a movie. The objective of our study was to further observe the extent to which similarities are present between subjects during natural vision. It was hypothesized that there would be a linear relationship between the percentage of region-specific overlap, which is the percent of the anatomical region of interest which contains spatial activation exhibited by all six subjects, and corresponding temporal correlation values between subjects from those regions. In this study, a controlled experiment was conducted in which all the subjects viewed a movie clip from the 2005 thriller Redeye for the first time during the tMRI scan. Spatial and temporal correlations were examined during a forty minute movie clip in which subjects casually viewed the stimulus. Significant spatial overlap between the six scanned subjects was observed in many regions during the viewing of the forty minute stimulus and this overlap was considerably lower during the second ten minute viewing. Temporal correlation values as high as 0.8 were observed between subjects during the viewing of the forty minute clip. Interregional correlation was also examined within subjects. The use of a movie clip allowed for the activation of a numerous functional regions in a single duration to identify similarity in cortical activation during a complex stimulus both spatially and temporally

    Engineering data compendium. Human perception and performance, volume 3

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design of military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by system designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is Volume 3, containing sections on Human Language Processing, Operator Motion Control, Effects of Environmental Stressors, Display Interfaces, and Control Interfaces (Real/Virtual)

    Measurements of the effects of colored light on the body

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    Colored light is used in movies, restaurants, and other situations to create particular environments. It creates a mood and sets a stage for specific events. This study used colored light to create relaxation and stress in order to evaluate physiological reactions in the human body. In all four studies of this paper, EEG, EKG, and peripheral blood flow were recorded and observed and in the latter two studies peripheral temperature and conductance were also recorded. An audio stressor was introduced in the first three studies to evaluate the stability of the altered mood of the individuals. Considerable mood alterations were observed and were easily depicted in most of the signals recorded. Although the additional stressor did create a stress response with and without colored light, it was more severe in the absence of colored light. In the fourth study, the audio stressor was not used and it was found that colored light was a stressor in itself
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