1,029 research outputs found

    Gaze Behaviour on Interacted Objects during Hand Interaction in Virtual Reality for Eye Tracking Calibration

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    In this paper, we investigate the probability and timing of attaining gaze fixations on interacted objects during hand interaction in virtual reality, with the main purpose for implicit and continuous eye tracking re-calibration. We conducted an evaluation with 15 participants in which their gaze was recorded while interacting with virtual objects. The data was analysed to find factors influencing the probability of fixations at different phases of interaction for different object types. The results indicate that 1) interacting with stationary objects may be favourable in attaining fixations to moving objects, 2) prolonged and precision-demanding interactions positively influences the probability to attain fixations, 3) performing multiple interactions simultaneously can negatively impact the probability of fixations, and 4) feedback can initiate and end fixations on objects

    Honesty, social presence, and self-service in retail

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    Retail self-service checkouts (SCOs) can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff. Recent research indicates that the lack of presence of staff may provide the opportunity for consumers to behave dishonestly. This study examined whether a social presence in the form of visual, humanlike SCO interface agents had an effect on dishonest user behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. Our hypotheses were partially supported by the results. We conclude that companies adopting self-service technology may consider the implementation of social presence to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study

    Social presence and dishonesty in retail

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    Self-service checkouts (SCOs) in retail can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff, together with reduced queuing times. Recent research indicates that the absence of staff may provide the opportunity for consumers to behave dishonestly, consistent with a perceived lack of social presence. This study examined whether a social presence in the form of various instantiations of embodied, visual, humanlike SCO interface agents had an effect on opportunistic behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. This was partially supported by the results. The findings contribute to the theoretical framework in social presence research. We concluded that companies adopting self-service technology may consider the implementation of social presence in technology applications to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study.<br/

    In the user's eyes we find trust: Using gaze data as a predictor or trust in an artifical intelligence

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    Trust is essential for our interactions with others but also with artificial intelligence (AI) based systems. To understand whether a user trusts an AI, researchers need reliable measurement tools. However, currently discussed markers mostly rely on expensive and invasive sensors, like electroencephalograms, which may cause discomfort. The analysis of gaze data has been suggested as a convenient tool for trust assessment. However, the relationship between trust and several aspects of the gaze behaviour is not yet fully understood. To provide more insights into this relationship, we propose a exploration study in virtual reality where participants have to perform a sorting task together with a simulated AI in a simulated robotic arm embedded in a gaming. We discuss the potential benefits of this approach and outline our study design in this submission.Comment: Workshop submission of a proposed research project at TRAIT 2023 (held at CHI2023 in Hamburg

    Flipping the world upside down: Using eye tracking in virtual reality to study visual search in inverted scenes

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    Image inversion is a powerful tool for investigating cognitive mechanisms of visual perception. However, studies have mainly used inversion in paradigms presented on two-dimensional computer screens. It remains open whether disruptive effects of inversion also hold true in more naturalistic scenarios. In our study, we used scene inversion in virtual reality in combination with eye tracking to investigate the mechanisms of repeated visual search through three-dimensional immersive indoor scenes. Scene inversion affected all gaze and head measures except fixation durations and saccade amplitudes. Our behavioral results, surprisingly, did not entirely follow as hypothesized: While search efficiency dropped significantly in inverted scenes, participants did not utilize more memory as measured by search time slopes. This indicates that despite the disruption, participants did not try to compensate the increased difficulty by using more memory. Our study highlights the importance of investigating classical experimental paradigms in more naturalistic scenarios to advance research on daily human behavior

    Development and Calibration of an Eye-Tracking Fixation Identification Algorithm for Immersive Virtual Reality

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    [EN] Fixation identification is an essential task in the extraction of relevant information from gaze patterns; various algorithms are used in the identification process. However, the thresholds used in the algorithms greatly affect their sensitivity. Moreover, the application of these algorithm to eye-tracking technologies integrated into head-mounted displays, where the subject's head position is unrestricted, is still an open issue. Therefore, the adaptation of eye-tracking algorithms and their thresholds to immersive virtual reality frameworks needs to be validated. This study presents the development of a dispersion-threshold identification algorithm applied to data obtained from an eye-tracking system integrated into a head-mounted display. Rules-based criteria are proposed to calibrate the thresholds of the algorithm through different features, such as number of fixations and the percentage of points which belong to a fixation. The results show that distance-dispersion thresholds between 1-1.6 degrees and time windows between0.25-0.4s are the acceptable range parameters, with 1 degrees and0.25s being the optimum. The work presents a calibrated algorithm to be applied in future experiments with eye-tracking integrated into head-mounted displays and guidelines for calibrating fixation identification algorithmsWe thank Pepe Roda Belles for the development of the virtual reality environment and the integration of the HMD with Unity platform. We also thank Masoud Moghaddasi for useful discussions and recommendations.Llanes-Jurado, J.; Marín-Morales, J.; Guixeres Provinciale, J.; Alcañiz Raya, ML. (2020). Development and Calibration of an Eye-Tracking Fixation Identification Algorithm for Immersive Virtual Reality. Sensors. 20(17):1-15. https://doi.org/10.3390/s20174956S1152017Cipresso, P., Giglioli, I. A. C., Raya, M. A., & Riva, G. (2018). The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature. Frontiers in Psychology, 9. doi:10.3389/fpsyg.2018.02086Chicchi Giglioli, I. A., Pravettoni, G., Sutil Martín, D. L., Parra, E., & Raya, M. A. (2017). A Novel Integrating Virtual Reality Approach for the Assessment of the Attachment Behavioral System. Frontiers in Psychology, 8. doi:10.3389/fpsyg.2017.00959Marín-Morales, J., Higuera-Trujillo, J. L., De-Juan-Ripoll, C., Llinares, C., Guixeres, J., Iñarra, S., & Alcañiz, M. (2019). Navigation Comparison between a Real and a Virtual Museum: Time-dependent Differences using a Head Mounted Display. Interacting with Computers, 31(2), 208-220. doi:10.1093/iwc/iwz018Kober, S. E., Kurzmann, J., & Neuper, C. (2012). Cortical correlate of spatial presence in 2D and 3D interactive virtual reality: An EEG study. International Journal of Psychophysiology, 83(3), 365-374. doi:10.1016/j.ijpsycho.2011.12.003Borrego, A., Latorre, J., Llorens, R., Alcañiz, M., & Noé, E. (2016). Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters. Journal of NeuroEngineering and Rehabilitation, 13(1). doi:10.1186/s12984-016-0174-1Clemente, M., Rodríguez, A., Rey, B., & Alcañiz, M. (2014). Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications, 41(4), 1584-1592. doi:10.1016/j.eswa.2013.08.055Borrego, A., Latorre, J., Alcañiz, M., & Llorens, R. (2018). Comparison of Oculus Rift and HTC Vive: Feasibility for Virtual Reality-Based Exploration, Navigation, Exergaming, and Rehabilitation. Games for Health Journal, 7(3), 151-156. doi:10.1089/g4h.2017.0114Jensen, L., & Konradsen, F. (2017). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23(4), 1515-1529. doi:10.1007/s10639-017-9676-0Jost, T. A., Drewelow, G., Koziol, S., & Rylander, J. (2019). A quantitative method for evaluation of 6 degree of freedom virtual reality systems. Journal of Biomechanics, 97, 109379. doi:10.1016/j.jbiomech.2019.109379Chandrasekera, T., Fernando, K., & Puig, L. (2019). Effect of Degrees of Freedom on the Sense of Presence Generated by Virtual Reality (VR) Head-Mounted Display Systems: A Case Study on the Use of VR in Early Design Studios. Journal of Educational Technology Systems, 47(4), 513-522. doi:10.1177/0047239518824862Bălan, O., Moise, G., Moldoveanu, A., Leordeanu, M., & Moldoveanu, F. (2020). An Investigation of Various Machine and Deep Learning Techniques Applied in Automatic Fear Level Detection and Acrophobia Virtual Therapy. Sensors, 20(2), 496. doi:10.3390/s20020496Armstrong, T., & Olatunji, B. O. 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Frontiers in Behavioral Neuroscience, 8. doi:10.3389/fnbeh.2014.00426Juvrud, J., Gredebäck, G., Åhs, F., Lerin, N., Nyström, P., Kastrati, G., & Rosén, J. (2018). The Immersive Virtual Reality Lab: Possibilities for Remote Experimental Manipulations of Autonomic Activity on a Large Scale. Frontiers in Neuroscience, 12. doi:10.3389/fnins.2018.00305Hessels, R. S., Niehorster, D. C., Nyström, M., Andersson, R., & Hooge, I. T. C. (2018). Is the eye-movement field confused about fixations and saccades? A survey among 124 researchers. Royal Society Open Science, 5(8), 180502. doi:10.1098/rsos.180502Diaz, G., Cooper, J., Kit, D., & Hayhoe, M. (2013). Real-time recording and classification of eye movements in an immersive virtual environment. Journal of Vision, 13(12), 5-5. doi:10.1167/13.12.5Duchowski, A. T., Medlin, E., Gramopadhye, A., Melloy, B., & Nair, S. (2001). Binocular eye tracking in VR for visual inspection training. 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    An empirical investigation of gaze selection in mid-air gestural 3D manipulation

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    In this work, we investigate gaze selection in the context of mid-air hand gestural manipulation of 3D rigid bodies on monoscopic displays. We present the results of a user study with 12 participants in which we compared the performance of Gaze, a Raycasting technique (2D Cursor) and a Virtual Hand technique (3D Cursor) to select objects in two 3D mid-air interaction tasks. Also, we compared selection confirmation times for Gaze selection when selection is followed by manipulation to when it is not. Our results show that gaze selection is faster and more preferred than 2D and 3D mid-air-controlled cursors, and is particularly well suited for tasks in which users constantly switch between several objects during the manipulation. Further, selection confirmation times are longer when selection is followed by manipulation than when it is not

    Preferences for Carsharing-Facilitated Neighbourhoods: a Latent-Class Model

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    One of the most prominent examples of the emerging sharing economy phenomenon is carsharing. Carsharing provides people short-term access to private vehicles without the higher cost and responsibilities that would come with the ownership of a private car. Carsharing programs provide a fleet of vehicles that are parked in a network of locations which are usually located in urban areas with easy access to other transport modes. According to Shaheen & Cohen (2013) the most prominent carsharing business models include: neighborhood residential; business; government and institutional fleets; transit-based; college and university-based; and personal vehicle sharing (use of privately-owned autos employed in shared-use vehicle services). Among these, neighborhood residential carsharing which focuses on mixed-use, urban and residential neighborhoods, is found to be the most common and profitable business model for providers. Residents who live in the neighborhoods with carsharing facilities do not have to own private cars but can use vehicles easily by subscribing to the carsharing service. To use the shared vehicles, residents only need to prebook the cars online before the trip. Once the preparation is done, residents can freely use vehicles until they annouce they have finished the using. According to Chen & Kockelman (2016), travelers who live in dense neighborhoods and join a carsharing service reduce their energy use and emissions. Moreover, in the same study it is found that the demand for parking infrastructure also decreases when travelers chose to join a carhsaring service instead of using private owned car. Decreased parking demand can result in obselete areas in cities which can be transformed into other land uses such as green facilties or more residential buildings. As modern cities are facing challenges such as traffic jam, air pollution, parking tension, urban land use shortage, carsharing facilities in neighborhoods can provide solutions for better living environments and increased quality of life for residents. In this study, we investigate the willingness of citizens that currently live in urban areas of The Netherlands, to move to a neighborhood with carsharing facilities. For that purpose, a stated choice experiment is designed by considering the attributes of neighborhood residential carsharing: These attributes can becategorized as the specifications of carsharing (carsharing costs, booking time, accessibility to home, parking distance to the destination), specifications of carsharing and housing interacted environment (commuting distance, public transport accessibility, housing location, private parking space, green density, children playing area safety) and specificaitons of houses (house type, ownership, size, price, built time). For data collection, a panel is used which consists of respondents from the Netherlands. In total 623 respondents are gathered for the analysis. In order to segment respondents we applied a latent class analysis. According to the results, the 2-class solution gave the best results. Rho-squared is found to be 0.327. The first class is strongly less willing to move to such neighborhoods; the second class is willing to live in a neighborhood carsharing. The strongly less willing group is mainly influenced by the dwelling characteristics such as size, cost and building year and neighborhood characteristics such as parking availability and commuting distance. Moreover, this group also prefers living in neighborhoods with carsharing facilities if carsharing has no costs (free). The second group who are willing to move in a neighborhood with carsharing facilities is mainly influenced by carsharing and residential attributes. This group prefers carsharing that has no cost with little booking time and 5 min walking distance to home. Moreover, just as the first group, they prefer dwellings with bigger living environments and lower costs. However, the influence of these dwelling preferences on their willingness to live in a neighborhood with a carsharing facility is less than the first group. These results are useful to identify the right socio-demographic groups, residential environments and develop strategies in order to establish casharing facilitated neighborhoods

    Coordinated Eye and Head Movements for Gaze Interaction in 3D Environments

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    Gaze is attractive for interaction, as we naturally look at objects we are interested in. As a result, gaze has received significant attention within human-computer interaction as an input modality. However, gaze has been limited to only eye movements in situations where head movements are not expected to be used or as head movements in an approximation of gaze when an eye tracker is unavailable. From these observations arise an opportunity and a challenge: we propose to consider gaze as multi-modal in line with psychology and neuroscience research to more accurately represent user movements. The natural coordination of eye and head movements could then enable the development of novel interaction techniques to further the possibilities of gaze as an input modality. However, knowledge of the eye and head coordination in 3D environments and its usage for interaction design is limited. This thesis explores eye and head coordination and their potential for interaction in 3D environments by developing interaction techniques that aim to tackle established gaze-interaction issues. We study fundamental eye, head, and body movements in virtual reality during gaze shifts. From the study results, we design interaction techniques and applications that avoid the Midas touch issue, allow expressive gaze- based interaction, and handle eye tracking accuracy issues. We ground the evaluation of our interaction techniques through empirical studies. From the techniques and study results, we define three design principles for coordinated eye and head interaction from these works that distinguish between eye- only and head-supported gaze shifts, eye-head alignment as input, and distinguishing head movements for gestures and head movements that naturally occur to support gaze. We showcase new directions for gaze-based interaction and present a new way to think about gaze by taking a more comprehensive approach to gaze interaction and showing that there is more to gaze than just the eyes
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