140,752 research outputs found

    Contested staring: issues and the use of mutual gaze as an on-line measure of social presence

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    Despite many of the current social presence measures relying heavily on subjective post-test questionnaires, some researchers have identified the value of using on-line, behavioural measures. Gaze, and specifically mutual gaze, is known to be related to social perceptions of an interlocutor, as well as facilitating task performance during an interaction [1, 2, 17]. Second Life allows for the investigation of task- based interaction in a highly controllable social environment, whilst simultaneously allowing measurement of eye movements (using a head-mounted eye-tracker). A paradigm for measuring eye movements of a user during interaction with an avatar or agent is presented. The potential for using this paradigm to investigate the use of mutual gaze as an on- line measure of social presence is discussed

    GazeDrone: Mobile Eye-Based Interaction in Public Space Without Augmenting the User

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    Gaze interaction holds a lot of promise for seamless human-computer interaction. At the same time, current wearable mobile eye trackers require user augmentation that negatively impacts natural user behavior while remote trackers require users to position themselves within a confined tracking range. We present GazeDrone, the first system that combines a camera-equipped aerial drone with a computational method to detect sidelong glances for spontaneous (calibration-free) gaze-based interaction with surrounding pervasive systems (e.g., public displays). GazeDrone does not require augmenting each user with on-body sensors and allows interaction from arbitrary positions, even while moving. We demonstrate that drone-supported gaze interaction is feasible and accurate for certain movement types. It is well-perceived by users, in particular while interacting from a fixed position as well as while moving orthogonally or diagonally to a display. We present design implications and discuss opportunities and challenges for drone-supported gaze interaction in public

    Contested Staring: Issues and the use of mutual gaze as an on-line measure of social presence

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    Despite many of the current social presence measures relying heavily on subjective post-test questionnaires, some researchers have identified the value of using on-line, behavioural measures. Gaze, and specifically mutual gaze, is known to be related to social perceptions of an interlocutor, as well as facilitating task performance during an interaction [1, 2, 17]. Second Life allows for the investigation of task- based interaction in a highly controllable social environment, whilst simultaneously allowing measurement of eye movements (using a head-mounted eye-tracker). A paradigm for measuring eye movements of a user during interaction with an avatar or agent is presented. The potential for using this paradigm to investigate the use of mutual gaze as an on- line measure of social presence is discussed

    Illusory perceptions of space and time preserve cross-saccadic perceptual continuity

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    When voluntary saccadic eye movements are made to a silently ticking clock, observers sometimes think that the second hand takes longer than normal to move to its next position. For a short period, the clock appears to have stopped (chronostasis). Here we show that the illusion occurs because the brain extends the percept of the saccadic target backwards in time to just before the onset of the saccade. This occurs every time we move the eyes but it is only perceived when an external time reference alerts us to the phenomenon. The illusion does not seem to depend on the shift of spatial attention that accompanies the saccade. However, if the target is moved unpredictably during the saccade, breaking perception of the target's spatial continuity, then the illusion disappears. We suggest that temporal extension of the target's percept is one of the mechanisms that 'fill in' the perceptual 'gap' during saccadic suppression. The effect is critically linked to perceptual mechanisms that identify a target's spatial stability

    Assessing expertise using eye tracking in a Virtual Reality flight simulation

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    This is the final version. Available on open access from Routledge via the DOI in this recordAvailability of data, material and code : All relevant data and code is available online from: https://osf.io/c2tz9/Objective: The aim of this work was to examine the fidelity and validity of an aviation simulation using eye tracking. Background: Commercial head-mounted virtual reality (VR) systems offer a convenient and cost-effective alternative to existing aviation simulation (e.g., for refresher exercises). We performed pre-implementation testing of a novel aviation simulation, designed for head-mounted VR, to determine its fidelity and validity as a training device. Method: Eighteen airline pilots, with varying levels of flight experience, completed a sequence of training ‘flows’. Self reported measures of presence and workload and users’ perceptions of fidelity were taken. Pilots’ eye movements and performance were recorded to determine whether more experienced pilots showed distinct performance and eye gaze profiles in the simulation, as they would in the real-world. Results: Real-world expertise correlated with eye gaze patterns characterised by fewer, but longer, fixations and a scan path that was more structured and less random. Multidimensional scaling analyses also indicated differential clustering of strategies in more versus less experienced pilots. Subjective ratings of performance, however, showed little relationship with real-world expertise or eye movements. Conclusion: We adopted an evidence-based approach to assessing the fidelity and validity of a VR flight training tool. Pilot reports indicated the simulation was realistic and potentially useful for training, while direct measurement of eye movements was useful for establishing construct validity and psychological fidelity of the simulation

    Integrating body movement into attractiveness research

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    People judge attractiveness and make trait inferences from the physical appearance of others, and research reveals high agreement among observers making such judgments. Evolutionary psychologists have argued that interest in physical appearance and beauty reflects adaptations that motivate the search for desirable qualities in a potential partner. Although men more than women value the physical appearance of a partner, appearance universally affects social perception in both sexes. Most studies of attractiveness perceptions have focused on third party assessments of static representations of the face and body. Corroborating evidence suggests that body movement, such as dance, also conveys information about mate quality. Here we review evidence that dynamic cues (e.g., gait, dance) also influence perceptions of mate quality, including personality traits, strength, and overall attractiveness. We recommend that attractiveness research considers the informational value of body movement in addition to static cues, to present an integrated perspective on human social perception

    Optic flow based perception of two-dimensional trajectories and the effects of a single landmark.

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    It is well established that human observers can detect their heading direction on a very short time scale on the basis of optic flow (500ms; Hooge et al., 2000). Can they also integrate these perceptions over time to reconstruct a 2D trajectory simulated by the optic flow stimulus? We investigated the visual perception and reconstruction of passively travelled two-dimensional trajectories from optic flow with and without a single landmark. Stimuli in which translation and yaw are unyoked can give rise to illusory percepts; using a structured visual environment instead of only dots can improve perception of these stimuli. Does the additional visual and/or extra-retinal information provided by a single landmark have a similar, beneficial effect? Here, seated, stationary subjects wore a head-mounted display showing optic flow stimuli that simulated various manoeuvres: linear or curvilinear 2D trajectories over a horizontal ground plane. The simulated orientation was either fixed in space, fixed relative to the path, or changed relative to both. Afterwards, subjects reproduced the perceived manoeuvre with a model vehicle, of which we recorded position and orientation. Yaw was perceived correctly. Perception of the travelled path was less accurate, but still good when the simulated orientation was fixed in space or relative to the trajectory. When the amount of yaw was not equal to the rotation of the path, or in the opposite direction, subjects still perceived orientation as fixed relative to the trajectory. This caused trajectory misperception because yaw was wrongly attributed to a rotation of the path. A single landmark could improve perception

    Diverse perceptions of smart spaces

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    This is the era of smart technology and of ‘smart’ as a meme, so we have run three workshops to examine the ‘smart’ meme and the exploitation of smart environments. The literature relating to smart spaces focuses primarily on technologies and their capabilities. Our three workshops demonstrated that we require a stronger user focus if we are advantageously to exploit spaces ascribed as smart: we examined the concept of smartness from a variety of perspectives, in collaboration with a broad range of contributors. We have prepared this monograph mainly to report on the third workshop, held at Bournemouth University in April 2012, but do also consider the lessons learned from all three. We conclude with a roadmap for a fourth (and final) workshop, which is intended to emphasise the overarching importance of the humans using the spac

    An athletic approach to studying perception-action integration: Does sport-specific training, and the impact of injury, influence how individuals visually guide navigation?

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    The objective of this thesis was to investigate perception-action integration capabilities of individuals during a choice navigation task. This task assessed navigation strategies in open space while individuals avoided colliding with two vertical obstacles that created a body-scaled, horizontal gap, at three varying obstacle distances from the starting location (3m, 5m, 7m). The two studies completed in this thesis employed the same paradigm to assess the hypothesized group differences. Gaze behaviours and kinematics of navigation strategies were compared between: 1) athletes specifically trained in navigating in open space versus non-athletes; and 2) athletes with post-concussion syndrome (PCS) versus non-concussed, specifically trained athletes. Specifically trained athletes have been identified as demonstrating more successful perception-action integration in discrete motor tasks related to their sport (Mann et al., 2007; Vickers, 2007). However, whether these abilities translate to the continuous motor task of obstacle avoidance in open space was unknown. The purpose of Study 1 was to identify the influence of sport-specific training on navigating in open space (i.e. navigational strategies of large field sport athletes) compared to age-matched, non-athletes. It was hypothesized that specifically-trained athletes would demonstrate fewer, longer fixations, suggesting a more successful perception-action integration strategy (as defined by Mann et al., 2007), and would employ more sport-specific navigation strategies than non-athletes by maintaining their straight trajectory toward the goal (Fajen & Warren, 2003). Athletes were found to make fewer, longer fixations than non-athletes. However, no differences were observed between navigation strategies of the two groups, nor were any kinematic measures found to differ between groups. It can be concluded that athletes and non-athletes differentially obtain visual information to perform the same actions, suggesting that athletes and non-athletes differentially perform perception-action integration when navigating in open space. Future studies are required to identify sport-specific nuances of navigation (moving obstacles, running) to better identify athletic-related navigation strategies. Although athletic training can enhance perception-action integration strategies, sport-related injuries can hinder this process. Following a concussion, individuals experience deficits of perception-action integration that persist well beyond 30 days of recovery, post-concussion (Baker and Cinelli, 2014; Slobounov et al., 2006). These perception-action integration deficits may also exist in individual with postconcussion syndrome (PCS). The purpose of the Study 2 was to identify whether perception-action integration deficits persist with the persistent physical symptoms of concussion characteristic of PCS. The current study revealed that athletes with PCS did not differ from non-concussed athletes on any measure of visual fixation strategy, nor were they found to differ on any kinematic measure assessed. These findings suggest that in the context of the current paradigm, athletes with PCS have no perception-action integration deficit. In that, athletes with PCS may have adapted perception-action integration strategies to navigate with equal efficiency as a specifically-trained group of athletes or that the paradigm was not sensitive enough to identify these differences. Such findings suggest that more research is required to assess what, if any, perception-action integration deficits persist with persisting physical symptoms of PCS to better benefit rehabilitative procedures and outcomes for these individuals. Together, these studies add to what was previously known about perception-action integration, as it relates to navigation. Both studies assessed perception-action integration in unique populations that add to understanding of behavioural dynamics in the sport setting. Study 1 builds on a line of research assessing affordance theory and behavioural dynamics in sport (Fajen, Riley, & Turvey, 2008). The findings of this study suggest that although navigation strategies did not differ between specifically trained athletes and non-athletes, visual search strategies employed in task did. Such findings add to the understanding that sport-specific training influences perception-action integration, through our understanding of how athletes obtain visual information to perform actions. This thesis did not identify perception-action integration deficits in athletes with PCS. These findings suggest that the individuals in the present study likely adapted to their injury as they demonstrated equal ability in gaze and navigation strategies to specifically-trained athletes. As such, further research is required to assess the cognitive, motor, and sensory-motor deficits that may persist with the persisting physical symptoms of PCS. As individuals with PCS do not demonstrate similar visuomotor integration deficits as individuals with acute concussions (Baker & Cinelli, 2014), such individuals must be assessed and researched as a separate population
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