2,375 research outputs found

    Eye-tracking in Translation and Interpreting Studies: The growing popularity and methodological problems

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    The emerging eye-tracking technique has opened a window of opportunities not only in medical research but also in Translation and Interpreting Studies. In recent years this research method has been used to trace the processes of reading, translation and interpreting. Eye-tracking has recently become a popular technique to examine cognitive effort involved in written translation, audiovisual translation and conference interpreting. Thanks to the use of an eye-tracker one is able to investigate the whole process and not limit oneself to analysing the quality of the output. To be more precise, by means of eye-tracking experimenters may investigate moment-by-moment changes in the cognitive effort necessary to perform a given translation/interpreting task. Useful as the eye-tracking technique may be, researchers must often face methodological and apparatus-related challenges. The present paper is intended to discuss the eye-tracking methodology and then to address the potential problems of applying this method to investigate the processes of translation and interpreting. Among the notions to be discussed are: the types of eye-trackers and their usability, accuracy vs. ecological validity, accommodation (O'Brien 2010), sampling, the use of inferential statistics for small experimental groups as well as ethics. I will also refer to my own research on the notion of language-pair specificity in sight translation (Korpal 2012) as well as a collaborative work on numerical data processing in simultaneous interpreting (Korpal and Stachowiak, manuscript in preparation)

    Methodological Challenges in Eye-Tracking based Usability Testing of 3-Dimensional Software – Presented via Experiences of Usability Tests of Four 3D Applications

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    Eye-tracking based usability testing and User Experience (UX) research are widespread in the development processes of various types of software; however, there exist specific difficulties during usability tests of three-dimensional (3D) software. Analysing the screen records with gaze plots, heatmaps of fixations, and statistics of Areas of Interests (AOI), methodological problems occur when the participant wants to rotate, zoom, or move the 3D space. The data gained regarded the menu bar is mainly interpretable; however, the data regarded the 3D environment is hardly so, or not at all. Our research tested four software applications with the aforementioned problem in mind: ViveLab and Jack Digital Human Modelling (DHM) and ArchiCAD and CATIA Computer Aided Design (CAD) software. Our original goal was twofold. Firstly, with these usability tests, we aimed to identify issues in the software. Secondly, we tested the utility of a new methodology which was included in the tests. This paper summarizes the results on the methodology based on individual experiments with different software applications. One of the main ideas behind the methodology adopted is to tell the participants (during certain subtasks of the tests) not to move the 3D space while they perform the given tasks at a certain point in the usability test. During the experiments, we applied a Tobii eye-tracking device, and after the task completion, each participant was interviewed. Based on these experiences, the methodology appears to be both useful and applicable, and its visualisation techniques for one or more participants are interpretable

    Attentional Bias Modification Training in Virtual Reality: Evaluation of User Experience

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    Recent technological advances have paved the way for incorporating virtual reality (VR) into attentional bias modification training (ABMT) for the treatment of eating disorders. An important consideration in this therapeutic approach is ensuring the ease and comfort of users of the hardware and software, preventing them from becoming additional obstacles during treatment. To assess this, 68 healthy participants engaged in an ABMT experiment aimed at evaluating various factors, including usability as well as the participants’ comfort while using the VR equipment, task-induced fatigue, and attitudes towards the technology. Our results indicated a favorable usability level for the ABMT proposed in this study. While their discomfort, anxiety, and fatigue increased during the task, these did not significantly impact its execution. However, heightened anxiety and fatigue were linked to lower evaluations of software usability. Other variables considered in the experiment did not notably affect the task

    Driver’s Distraction and Understandability of Using GPS Navigation

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    GPS navigation is available on smartphone application providing turn-by-turn navigation instruction on smartphones and the distraction from GPS usage while driving also became an issue. In this paper, we present the strategy to mitigate the level of distraction by manipulating the type of display visual (2D and 3D) and placement (right, steer and left). We conducted field experiments in left-hand real traffic with 12 subjects. Our result illustrated that 3D conditions implied much fewer frequency of eye glances (FOG) than 2D conditions. Furthermore, steer conditions has much higher FOG than right and left placement conditions, but we found no significant effects on the ease of understanding (EOU) for visual display difference and the number of error for all conditions

    Using Adherence-Contingent Rebates on Chronic Disease Treatment Costs to Promote Medication Adherence: Results from a Randomized Controlled Trial

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    Background: Poor adherence to medications is a global public health concern with substantial health and cost implications, especially for chronic conditions. In the USA, poor adherence is estimated to cause 125,000 deaths and cost US100Billionannually.Themostsuccessfuladherencepromotingstrategiesthathavebeenidentifiedsofarhavemoderateeffect,arerelativelycostly,andraiseavailability,feasibility,and/orscalabilityissues.Objective:ThemainobjectiveofSIGMA(StudyonIncentivesforGlaucomaMedicationAdherence)wastomeasuretheeffectivenessonmedicationadherenceofanovelincentivestrategybasedonbehavioraleconomicsthatwerefertoasadherencecontingentrebates.Theserebatesofferedpatientsaneartermbenefitwhileleveraginglossaversionandregretndincreasingthesalienceofadherence.Methods:IGMAisa6monthrandomized,controlled,openlabel,singlecentersuperioritytrialwithtwoparallelarms.totalof100nonadherentglaucomapatientsfromtheSingaporeNationalEyeCentrewererandomizedintointervention(adherencecontingentrebates)andusualcare(norebates)armsina1:1ratio.TheprimaryoutcomewasthemeanchangefrombaselineinpercentageofadherentdaysatMonth6.ThetrialregistrationnumberisNCT02271269andadetailedstudyprotocolhasbeenpublishedelsewhere.Findings:Wefoundthatparticipantswhowereofferedadherencecontingentrebateswereadherenttoalltheiredicationson73.1US100 Billion annually. The most successful adherence-promoting strategies that have been identified so far have moderate effect, are relatively costly, and raise availability, feasibility, and/or scalability issues. Objective: The main objective of SIGMA (Study on Incentives for Glaucoma Medication Adherence) was to measure the effectiveness on medication adherence of a novel incentive strategy based on behavioral economics that we refer to as adherence-contingent rebates. These rebates offered patients a near-term benefit while leveraging loss aversion and regret nd increasing the salience of adherence. Methods: IGMA is a 6-month randomized, controlled, open-label, single-center superiority trial with two parallel arms. total of 100 non-adherent glaucoma patients from the Singapore National Eye Centre were randomized into intervention (adherence-contingent rebates) and usual care (no rebates) arms in a 1:1 ratio. The primary outcome was the mean change from baseline in percentage of adherent days at Month 6. The trial registration number is NCT02271269 and a detailed study protocol has been published elsewhere. Findings: We found that participants who were offered adherence-contingent rebates were adherent to all their edications on 73.1% of the days after 6 months, which is 12.2 percentage points (p = 0.027) higher than in those not receiving the rebates after controlling for baseline differences. This better behavioral outcome was achieved by rebates averaging 8.07 Singapore dollars (US5.94 as of 2 November 2017) per month during the intervention period. Conclusion: This study shows that simultaneously leveraging several insights from behavioral economics can significantly improve medication adherence rates. The relatively low cost of the rebates and significant health and cost implications of medication non-adherence suggest that this strategy has the potential to cost-effectively improve health outcomes for many conditions

    Estimating pilots’ cognitive load from ocular parameters through simulation and in-flight studies

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    Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. This paper investigated use of eye gaze trackers in military aviation environment to automatically estimate pilot’s cognitive load from ocular parameters. We used a fixed base variable stability flight simulator with longitudinal tracking task and collected data from 14 military pilots. In a second study, we undertook three test flights with a BAES Hawk Trainer aircraft doing air to ground attack training missions and constant G level turn maneuvers up to +5G. Our study found that ocular parameters like rate of fixation is significantly different in different flying conditions and significantly correlate with altitude gradient during air to ground dive training task, normal load factor (G) of the aircraft during constant G level turn maneuvers and pilot’s control inceptor and tracking error in simulation tasks. Results from our studies can be used for real time estimation of pilots’ cognitive load, providing suitable warnings and alerts to the pilot in cockpit and training of military pilots on cognitive load management during operational missions

    Embedding accessibility and usability: considerations for e-learning research and development projects

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    This paper makes the case that if e‐learning research and development projects are to be successfully adopted in real‐world teaching and learning contexts, then they must effectively address accessibility and usability issues; and that these need to be integrated throughout the project. As such, accessibility and usability issues need to be made explicit in project documentation, along with allocation of appropriate resources and time. We argue that accessibility and usability are intrinsically inter‐linked. An integrated accessibility and usability evaluation methodology that we have developed is presented and discussed. The paper draws on a series of mini‐case studies from e‐learning projects undertaken over the past 10 years at the Open University

    Accuracy and precision of fixation locations recorded with the low-cost Eye Tribe tracker in different experimental set-ups

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    This article compares the accuracy and precision of the low-cost Eye Tribe tracker and a well-established comparable eye tracker: SMI RED 250. Participants were instructed to fixate on predefined point locations on a screen. The accuracy is measured by the distance between the recorded fixation locations and the actual location. Precision is represented by the standard deviation of these measurements. Furthermore, the temporal precision of both eye tracking devices (sampling rate) is evaluated as well. The obtained results illustrate that a correct set-up and selection of software to record and process the data are of utmost importance to obtain acceptable results with the low-cost device. Nevertheless, with careful selections in each of these steps, the quality (accuracy and precision) of the recorded data can be considered comparable
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