23,519 research outputs found
Animated virtual agents to cue user attention: comparison of static and dynamic deictic cues on gaze and touch responses
This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participantâs eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging usersâ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the usersâ eye movements and touch responses
Pervasive and standalone computing: The perceptual effects of variable multimedia quality.
The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a userâs level of information assimilation, however, does impact a usersâ perception of multimedia video âqualityâ. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the usersâ perception of âqualityâ. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia
presentations
Aerospace Medicine and Biology: A continuing bibliography with indexes, supplement 217, March 1981
Approximately 130 reports, articles, and other documents introduced into the NASA scientific and technical information system in February 1981 are included in this bibliography. Topics include aerospace medicine and biology
An informatics system for exploring eye movements in reading
Eye tracking techniques have been widely used in many research areas including
cognitive science, psychology, human-computer interaction, marketing research,
medical research etc. Many computer programs have emerged to help these
researchers to design experiments, present visual stimuli and process the large
quantity of numerical data produced by the eye tracker. However, most applications,
especially commercial products, are designed for a particular tracking device
and tend to be general purpose. Few of them are designed specifically for
reading research. This can be inconvenient when dealing with complex experimental
design, multi-source data collection, and text based data analysis, including
almost every aspect of a reading study lifecycle.
A flexible and powerful system that manages the lifecycle of different reading
studies is required to fulfill these demands. Therefore, we created an informatics
system with two major software suites: Experiment Executor and EyeMap. It
is a system designed specifically for reading research. Experiment Executor
helps reading researchers build complex experimental environments, which can
rapidly present display changes and support the co-registration of eye tracking
information with other data collection devices such as EEG (electroencephalography)
amplifiers. The EyeMap component helps researchers visualize and analysis
a wide range of writing systems including spaced and unspaced scripts, which
can be presented in proportional or non-proportional font types. The aim of the
system is to accelerate the life cycle of a reading experiment from design through
analysis.
Several experiments were conducted on this system. These experiments
confirmed the effectiveness and the capability of the system with several new
reading research findings from the visual information processing stages of reading
Aerospace medicine and biology: A continuing bibliography with indexes (supplement 359)
This bibliography lists 164 reports, articles and other documents introduced into the NASA Scientific and Technical Information System during Jan. 1992. Subject coverage includes: aerospace medicine and physiology, life support systems and man/system technology, protective clothing, exobiology and extraterrestrial life, planetary biology, and flight crew behavior and performance
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Eye-tracking the emergence of attentional anchors in a mathematics learning tablet activity
Little is known about micro-processes by which sensorimotor interaction gives rise to conceptual development. Per embodiment theory, these micro-processes are mediated by dynamical attentional structures. Accordingly this study investigated eye-gaze behaviors during engagement in solving tablet-based bimanual manipulation tasks designed to foster proportional reasoning. Seventy-six elementary- and vocational-school students (9-15 yo) participated in individual task-based clinical interviews. Data gathered included action-logging, eye-tracking, and videography. Analyses revealed the emergence of stable eye-path gaze patterns contemporaneous with first enactments of effective manipulation and prior to verbal articulations of manipulation strategies. Characteristic gaze patterns included consistent or recurring attention to screen locations that bore non-salient stimuli or no stimuli at all yet bore invariant geometric relations to dynamical salient features. Arguably, this research validates empirically hypothetical constructs from constructivism, particularly reflective abstraction
Expectation incongruence in music and code reading: The eye-tracking approach
Humans create and use different kinds of languages in order to store, view, and convey various types of information. Natural languages, such as English, allow people to communicate with each other in everyday and professional contexts. In contrast, symbolic languages, such as Western music notation or programming languages, enable people to make use of technical devices like musical instruments or computers. Research on the eye movements of expert musicians and programmers has revealed certain similarities in how these symbolic languages are read: unlike text reading, experts read music and code with more regressive eye movements. The current dissertation is the first project that explores music and code reading together. It focuses on one of the aspects of music and code reading that is equally important for both symbolic languagesâthe skill of working with unexpected information from a notation. In music and programming, this skill is especially required in tasks such as handling surprising melodic patterns and debugging, respectively.
This dissertation had three main aims: (1) theoretical exploration of similarities and differences in creating expectations that help with pattern recognition in music and programming; (2) development (in music reading) and creation (in code reading) of research methodologies that can be applied in research on incongruent patterns; and (3) exploration of the cognitive processing of incongruent notation in experienced music readers and one experienced code reader.
Surprising elements in familiar patterns hamper their recognition. Article I presents a theoretical exploration of the similarities and differences in building expectations that allow pattern recognition in music and programming. The proposed prediction model, which serves as the solution to Aim 1, includes three components that are common for both music and programming: (1) knowledge of language systems, (2) knowledge of meaning, and (3) knowledge of context. In addition, it also contains two components that differ for music and programming: (4) translation of information and (5) temporal and motor requirements. Experiments presented in this dissertation can be considered to be the first steps toward looking at certain components of the proposed prediction model in detail when prediction works normally (congruent notation) and when prediction is violated (incongruent notation).
In order to study the reading of surprising incongruent patterns in music and code, special experimental settings, which provide the solution to Aim 2, were developed for music reading and created for code reading. Hence, the selected setup for the music reading study was based on a prior study (Penttinen et al., 2015), where incongruences were introduced in the âMary Had a Little Lambâ melody and all music performances were temporarily controlled using a metronome. Experiment 1 developed this set-up by inserting incongruent notes into two different tonalities and by asking participants to play on a piano or sing from the notation. Thus, the music reading experiment focused on the first, second, fourth, and fifth components of the proposed model in music reading. It explored how the meaning of congruent and incongruent musical symbols is processed by experienced music readers. In addition, it also explored the translation of music information into two different performance ways (singing and playing piano) that have different motor requirements. Combining three different eye movement parameters allowed the researcher to describe different aspects of the cognitive processing of incongruent music readingâthe temporal aspect, with the help of the eye-time span parameter (ETS), the cognitive effort aspect with the help of the mean pupil size parameter measured only in first-pass fixations, and the attention aspect with the help of the first-pass fixation duration. Experiment 2 on code reading was carefully designed on the basis of the music reading study. Consequently, incongruences were introduced in different parts of the familiar notation. The Bubble sort algorithmâa well-known sorting algorithmâwas chosen as an analogue of the âMary Had a Little Lambâ melody in programming. As in the music reading study, all code reading performances were temporarily controlled. The case code study provided some insights into the first and second components of the proposed model in programming by investigating how an experienced programmer reads sorting algorithms with and without surprising patterns. It particularly focuses on the phenomenon of an experienced reader overlooking the surprising pattern, which is considered to be the original one instead so-called proof-readersâ error. In addition, this study explored the issue of the unit of code reading analysis by comparing two different options: lines and elements. The study introduced saccade velocity as a parameter of cognitive effort for the incongruent code reading analysis.
Research findings from these experimental studies provided the solution to Aim 3 and revealed thatâin both music and code readingâincongruent patterns in the notation led to changes in fixation and cognitive effort parameters (pupil size and saccadic velocity). In contrast to code reading, strict temporal requirements for the processing of incongruence exist in music reading. The application of the eye-time span (ETS) parameter that describes the distance between the performerâs gaze and musical time, allowed the researcher to investigate the temporal aspect of incongruence processing in the music reading experiment. Hence, experienced readers had longer ETS when they approached the incongruent part of the notation and shorter ETS when they were in the process of struggling with the incongruent part. In addition to incongruent reading, the difference in the performance mode of the same music task associated with the translation of information and motor requirements was studied in the music reading experiment by comparing singing and playing from music scores. Despite the fact that the participants played incongruent melodies better than they sang them, the analysis of eye movement parameters allowed the researcher to discover that singing might be less cognitively demanding than playing. These findings are discussed within the proposed theoretical model of prediction and associated expertise theories.Odotusten vastaisten symbolien lukeminen: katseenseurantatutkimus nuotin- ja koodinluvusta
Ihmiset luovat ja kÀyttÀvÀt erilaisia kieliÀ tallentaakseen, tarkastellakseen ja vÀlittÀÀkseen informaatiota. Luonnolliset kielet, kuten englanti, mahdollistavat ihmisten vÀlisen kommunikaation arkisissa ja ammatillisissa tilanteissa. Sen sijaan symboliset kielet, kuten lÀnsimainen nuottikirjoitus tai ohjelmointikielet, mahdollistavat erilaisten laitteiden, kuten soittimien tai tietokoneiden, operoinnin. Taitavien muusikkojen ja koodinlukijoiden silmÀnliikkeiden tutkimus on paljastanut joitakin samankaltaisuuksia siitÀ, miten nÀitÀ kahta symbolikieltÀ luetaan: toisin kuin tekstin lukemisessa, taitavat nuotin- ja koodinlukijat tekevÀt enemmÀn regressiivisiÀ, eli taaksepÀin suuntautuvia silmÀnliikkeitÀ. TÀmÀ vÀitöstutkimus on ensimmÀinen tutkimushanke, jossa tarkastellaan nuotin- ja koodinlukua rinnakkain. Tutkimus keskittyy tiettyyn, molemmissa symbolikielissÀ tÀrkeÀÀn piirteeseen, eli taitoon selvitÀ lukemisen aikana notaatiossa havaittuun yllÀttÀvÀÀn informaatioon. SekÀ musiikin ettÀ ohjelmoinnin aloilla tÀtÀ taitoa tarvitaan silloin, kun lukijan tÀytyy kÀsitellÀ yllÀttÀviÀ melodisia kuvioita musiikkikappaletta lukiessaan tai etsiÀ virheitÀ koodista. TÀllÀ vÀitöstutkimuksella oli kolme pÀÀtavoitetta: (1) teoreettinen pohdinta nuotin- ja koodinluvun yhtÀlÀisyyksistÀ ja eroavaisuuksista ja erityisesti siitÀ, miten taitavat lukijat muodostavat ennakko-oletuksia lukemastaan symbolien tunnistamisen helpottamiseksi; (2) menetelmien kehittÀminen (nuotinluvussa) ja luominen (koodinluvussa) inkongruenttien, eli epÀyhdenmukaisten, kuvioiden lukemisen tutkimukseen; ja (3) taitavien nuotinlukijoiden ja yhden taitavan koodinlukijan kognitiivisen prosessoinnin tutkiminen silloin, kun lukijat kÀsittelevÀt inkongruenttia informaatiota.
YllÀttÀvÀt elementit tutussa visuaalisessa materiaalissa vaikeuttavat kyseessÀ olevan materiaalin prosessointia. Artikkelissa I pohditaan nuotin- ja koodinluvun teoreettisia eroja ja eroavaisuuksista ja sitÀ, miten taitavat lukijat muodostavat ennakko-oletuksia lukiessaan. Ehdotettu ennustusmalli, jonka avulla vastataan pÀÀtavoitteeseen 1, sisÀltÀÀ kolme molemmille symbolikielille yhteistÀ komponenttia: (1) tiedon kielijÀrjestelmÀstÀ, (2) tiedon merkityksestÀ ja (3) tiedon kontekstista. TÀmÀn lisÀksi malli sisÀltÀÀ kaksi komponenttia, joissa nuotin- ja koodinluku eroavat toisistaan: (4) informaation kÀÀntÀminen laitteelle ja (5) temporaaliset ja motoriset vaatimukset. TÀssÀ vÀitöstutkimuksessa esiteltÀvÀt empiiriset osahankkeet olivat ensiaskelia ennustusmallin komponenttien tutkimuksessa. Kahdessa osahankkeessa tarkasteltiin yksityiskohtaisesti tilanteita, joissa ennakko-oletuksia voi hyödyntÀÀ tavalliseen tapaan (kongruentti notaatio) ja kun odotukset eivÀt toteudu (inkongruentti notaatio).
TĂ€ssĂ€ vĂ€itöstutkimuksessa kehitettiin koeasetelmia nuotin- ja koodinluvun aikaisten, yllĂ€ttĂ€vien ja inkongruenttien kuvioiden lukemisen tutkimusta varten (pÀÀtavoite 2). Nuotinlukuaiheinen koeasetelma pohjautui aikaisempaan tutkimukseen (Penttinen et al., 2015), jossa epĂ€yhdenmukaisuuksia sijoitettiin tuttuun âMaijallâ oli karitsaâ âmelodiaan ja soittosuoritusten ajoitusta kontrolloitiin metronomin avulla. Osatutkimus 1 kehitti tĂ€tĂ€ asetelmaa edelleen esittĂ€mĂ€llĂ€ tutun kappaleen osallistujille kahdessa eri sĂ€vellajissa ja pyytĂ€mĂ€llĂ€ osallistujia toteuttamaan melodia kahdella eri tavalla, soittaen ja laulaen. Osatutkimus 1 keskittyi siis ennustusmallin ensimmĂ€iseen, toiseen, neljĂ€nteen ja viidenteen komponenttiin nuotinlukemisen nĂ€kökulmasta. Osatutkimuksessa 1 tutkittiin kuinka taitavat nuotinlukijat prosessoivat kongruenttien ja inkongruenttien nuottisymbolien merkityksiĂ€. TĂ€mĂ€n lisĂ€ksi osahanke selvitti sitĂ€, miten nuottiinformaatio kÀÀnnettiin kahdelle motorisilta vaatimuksiltaan erilaiselle âsoittimelleâ (pianonsoitto ja laulaminen). Kognitiivisia prosesseja inkongruentin materiaalin lukemisen aikana kuvailtiin kolmen eri silmĂ€nliikemuuttujan turvin: lukuprosessin ajallista etenemistĂ€ selvitettiin eye-time span âmittarin (ETS) avulla, kognitiivista työmÀÀrÀÀ mittaamalla pupillin koon vaihtelua, ja fiksaatioiden kestot kertoivat huomion kohdistumisesta notaation eri osiin ensilukemisen aikana. Koodinlukuun keskittyvĂ€ osatutkimus 2 suunniteltiin osatutkimuksen 1 koeasetelman pohjalta ja epĂ€yhdenmukaisuudet sijoitettiin jĂ€lleen tuttuun notaatioon. Koodinlukukokeessa nuotinlukukokeen âMaijallâ oli karitsaâ âmelodian tilalle valittiin hyvin tunnettu kuplalajittelualgoritmi, ja myös koodinlukutehtĂ€vĂ€ssĂ€ kontrolloitiin ajankĂ€yttöÀ.
Tapaustutkimuksessa selvitettiin, miten kokenut ohjelmoija luki lajittelualgoritmia silloin kun siinĂ€ joko oli tai ei ollut inkongruentteja kohtia. NĂ€in voitiin tarkastella ennustusmallin ensimmĂ€istĂ€ ja toista komponenttia koodinlukemisen nĂ€kökulmasta. Tapaustutkimus keskittyi erityisesti tilanteeseen, jossa kokenut lukija ohitti yllĂ€ttĂ€vĂ€t elementit notaatiossa ja tulkitsi inkongruentin algoritmin oikeaksi ja alkuperĂ€iseksi (ns. proof-readersâ error). TĂ€mĂ€n lisĂ€ksi osatutkimuksessa 2 testattiin koodinlukututkimuksiin sopivia analyysiyksiköitĂ€ vertaamalla kahta vaihtoehtoa, rivejĂ€ ja elementtejĂ€, ja esiteltiin sakkadien nopeus kognitiivisen työmÀÀrĂ€n tarkasteluun sopivana, koodinlukututkimuksille uutena mittarina.
Osatutkimusten 1 ja 2 perusteella vastattiin pÀÀtavoitteeseen 3. Osatutkimuksissa selvisi, ettÀ sekÀ nuotin- ettÀ koodinlukutilanteissa inkongruentit kohdat notaatiossa johtivat muutoksiin fiksaatio- ja kognitiivisen työmÀÀrÀn mittareissa (pupillin koko ja sakkadin nopeus). Toisin kuin koodinluvussa, tiukat temporaaliset rajoitteet sÀÀtelevÀt inkongruenssin prosessointia nuotinluvun aikana. TÀstÀ syystÀ nuotinlukukokeessa hyödynnettiin ETS-mittaria, joka kertoo katseen kohdan ja musiikillisen ajan vÀlisestÀ etÀisyydestÀ. Taitavien nuotinlukijoiden ETS oli pidempi, kun he lukiessaan lÀhestyivÀt inkongruenttia kohtaa, ja lyhyempi, kun he soittivat tÀtÀ samaista kohtaa. Inkongruentin kohdan lukemisen lisÀksi tutkittiin kahta erilaista esitystapaa (laulaminen ja soittaminen), sillÀ esitystapa liittyy nuotti-informaation kÀÀntÀmiseen oikeiksi motoriksiksi liikkeiksi. Vaikka osallistujat soittivat inkongruentit melodiat paremmin kuin he lauloivat ne, silmÀnliikkeiden tarkastelu osoitti ettÀ laulaminen saattoi silti olla osallistujille kognitiivisesti vÀhemmÀn vaativaa kuin soittaminen. NÀitÀ havaintoja pohditaan vÀitöskirjatutkimuksessa esitetyn ennustusmallin sekÀ asiantuntijuusteorioiden valossa
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