3,387 research outputs found

    Representative Scanpath Identification for Group Viewing Pattern Analysis

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    Scanpaths are composed of fixations and saccades. Viewing trends reflected by scanpaths play an important role in scientific studies like saccadic model evaluation and real-life applications like artistic design. Several scanpath synthesis methods have been proposed to obtain a scanpath that is representative of the group viewing trend. But most of them either target a specific category of viewing materials like webpages or leave out some useful information like gaze duration. Our previous work defined the representative scanpath as the barycenter of a group of scanpaths, which actually shows the averaged shape of multiple scanpaths. In this paper, we extend our previous framework to take gaze duration into account, obtaining representative scanpaths that describe not only attention distribution and shift but also attention span. The extended framework consists of three steps: Eye-gaze data preprocessing, scanpath aggregation and gaze duration analysis. Experiments demonstrate that the framework can well serve the purpose of mining viewing patterns and “barycenter” based representative scanpaths can better characterize the pattern

    Direct and indirect effects of attention and visual function on gait impairment in Parkinson’s disease: influence of task and turning

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    Gait impairment is a core feature of Parkinson’s disease (PD) which has been linked to cognitive and visual deficits, but interactions between these features are poorly understood. Monitoring saccades allows investigation of real-time cognitive and visual processes and their impact on gait when walking. This study explored; 1) saccade frequency when walking under different attentional manipulations of turning and dual-task; and 2) direct and indirect relationships between saccades, gait impairment, vision and attention. Saccade frequency (number of fast eye-movements per-second) was measured during gait in 60 PD and 40 age-matched control participants using a mobile eye-tracker. Saccade frequency was significantly reduced in PD compared to controls during all conditions. However, saccade frequency increased with a turn and decreased under dual-task for both groups. Poorer attention directly related to saccade frequency, visual function and gait impairment in PD, but not controls. Saccade frequency did not directly relate to gait in PD, but did in controls. Instead, saccade frequency and visual function deficit indirectly impacted gait impairment in PD, which was underpinned by their relationship with attention. In conclusion, our results suggest a vital role for attention with direct and indirect influences on gait impairment in PD. Attention directly impacted saccade frequency, visual function and gait impairment in PD, with connotations for falls. It also underpinned indirect impact of visual and saccadic impairment on gait. Attention therefore represents a key therapeutic target that should be considered in future research

    Peripheral visual cues and their effect on the perception of egocentric depth in virtual and augmented environments

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    The underestimation of depth in virtual environments at mediumield distances is a well studied phenomenon. However, the degree by which underestimation occurs varies widely from one study to the next, with some studies reporting as much as 68% underestimation in distance and others with as little as 6% (Thompson et al. [38] and Jones et al. [14]). In particular, the study detailed in Jones et al. [14] found a surprisingly small underestimation effect in a virtual environment (VE) and no effect in an augmented environment (AE). These are highly unusual results when compared to the large body of existing work in virtual and augmented distance judgments [16, 31, 36–38, 40–43]. The series of experiments described in this document attempted to determine the cause of these unusual results. Specifically, Experiment I aimed to determine if the experimental design was a factor and also to determine if participants were improving their performance throughout the course of the experiment. Experiment II analyzed two possible sources of implicit feedback in the experimental procedures and identified visual information available in the lower periphery as a key source of feedback. Experiment III analyzed distance estimation when all peripheral visual information was eliminated. Experiment IV then illustrated that optical flow in a participant’s periphery is a key factor in facilitating improved depth judgments in both virtual and augmented environments. Experiment V attempted to further reduce cues in the periphery by removing a strongly contrasting white surveyor’s tape from the center of the hallway, and found that participants continued to significantly adapt even when given very sparse peripheral cues. The final experiment, Experiment VI, found that when participants’ views are restricted to the field-of-view of the screen area on the return walk, adaptation still occurs in both virtual and augmented environments
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