5,497 research outputs found

    Effects of Attentional Strategies on Novice Dart Throwing, Quiet Eye Duration and Pupillary Responses

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    This study examined the effects of focus ofattention (FOA) instructions on learning a dart throwing task,quiet eye duration (QED) and pupillary responses. Thirty-sixnovices (M age ¼ 33.6, SD ¼ 19.7) learned using either (a)internal-focus (arm movement), (b) external-focus (target/dart)or (c) control instructions before completing retention andtransfer tests 10 days later. FOA strategies did not significantlybenefit dart throwing learning or performance. QED was associated with performance in the transfer task, and pupillary constriction occurred during the QED. The content of FOAinstructions may have limited anticipated performance benefitsand reduced the FOA influence on QED. Pupillary constrictionreflected increased cognitive effort during QED, suggesting animportant feature of future precision aiming research

    Considerations for the Use of Remote Gaze Tracking to Assess Behavior in Flight Simulators

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    Complex user interfaces (such as those found in an aircraft cockpit) may be designed from first principles, but inevitably must be evaluated with real users. User gaze data can provide valuable information that can help to interpret other actions that change the state of the system. However, care must be taken to ensure that any conclusions drawn from gaze data are well supported. Through a combination of empirical and simulated data, we identify several considerations and potential pitfalls when measuring gaze behavior in high-fidelity simulators. We show that physical layout, behavioral differences, and noise levels can all substantially alter the quality of fit for algorithms that segment gaze measurements into individual fixations. We provide guidelines to help investigators ensure that conclusions drawn from gaze tracking data are not artifactual consequences of data quality or analysis techniques

    Measuring the difficulty of text translation: The combination of text-focused and translator-oriented approaches

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    This paper explores the impact of text complexity on translators’ subjective perception of translation difficulty and on their cognitive load. Twenty-six MA translation students from a UK university were asked to translate three English texts with different complexity into Chinese. Their eye movements were recorded by an eye-tracker, and their cognitive load was self-assessed with a Likert scale before translation and NASA-TLX scales after translation. The results show that: (i) the intrinsic complexity measured by readability, word frequency and non-literalness was in line with the results received from informants’ subjective assessment of translation difficulty; (ii) moderate and positive correlations existed between most items in the self-assessments and the indicator (fixation and saccade durations) obtained by the eye-tracking measurements; and (iii) the informants’ cognitive load as indicated by fixation and saccade durations (but not for pupil size) increased significantly in two of the three texts along with the increase in source text complexity

    StreamingHub: Interactive Stream Analysis Workflows

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    Reusable data/code and reproducible analyses are foundational to quality research. This aspect, however, is often overlooked when designing interactive stream analysis workflows for time-series data (e.g., eye-tracking data). A mechanism to transmit informative metadata alongside data may allow such workflows to intelligently consume data, propagate metadata to downstream tasks, and thereby auto-generate reusable, reproducible analytic outputs with zero supervision. Moreover, a visual programming interface to design, develop, and execute such workflows may allow rapid prototyping for interdisciplinary research. Capitalizing on these ideas, we propose StreamingHub, a framework to build metadata propagating, interactive stream analysis workflows using visual programming. We conduct two case studies to evaluate the generalizability of our framework. Simultaneously, we use two heuristics to evaluate their computational fluidity and data growth. Results show that our framework generalizes to multiple tasks with a minimal performance overhead

    Explainable shared control in assistive robotics

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    Shared control plays a pivotal role in designing assistive robots to complement human capabilities during everyday tasks. However, traditional shared control relies on users forming an accurate mental model of expected robot behaviour. Without this accurate mental image, users may encounter confusion or frustration whenever their actions do not elicit the intended system response, forming a misalignment between the respective internal models of the robot and human. The Explainable Shared Control paradigm introduced in this thesis attempts to resolve such model misalignment by jointly considering assistance and transparency. There are two perspectives of transparency to Explainable Shared Control: the human's and the robot's. Augmented reality is presented as an integral component that addresses the human viewpoint by visually unveiling the robot's internal mechanisms. Whilst the robot perspective requires an awareness of human "intent", and so a clustering framework composed of a deep generative model is developed for human intention inference. Both transparency constructs are implemented atop a real assistive robotic wheelchair and tested with human users. An augmented reality headset is incorporated into the robotic wheelchair and different interface options are evaluated across two user studies to explore their influence on mental model accuracy. Experimental results indicate that this setup facilitates transparent assistance by improving recovery times from adverse events associated with model misalignment. As for human intention inference, the clustering framework is applied to a dataset collected from users operating the robotic wheelchair. Findings from this experiment demonstrate that the learnt clusters are interpretable and meaningful representations of human intent. This thesis serves as a first step in the interdisciplinary area of Explainable Shared Control. The contributions to shared control, augmented reality and representation learning contained within this thesis are likely to help future research advance the proposed paradigm, and thus bolster the prevalence of assistive robots.Open Acces

    Eye-tracking technology and the dynamics of natural gaze behavior in sports: an update 2016-2022.

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    Updating and complementing a previous review on eye-tracking technology and the dynamics of natural gaze behavior in sports, this short review focuses on the progress concerning researched sports tasks, applied methods of gaze data collection and analysis as well as derived gaze measures for the time interval of 2016-2022. To that end, a systematic review according to the PRISMA guidelines was conducted, searching Web of Science, PubMed Central, SPORTDiscus, and ScienceDirect for the keywords: eye tracking, gaze behavio*r, eye movement, and visual search. Thirty-one studies were identified for the review. On the one hand, a generally increased research interest and a wider area of researched sports with a particular increase in official's gaze behavior were diagnosed. On the other hand, a general lack of progress concerning sample sizes, amounts of trials, employed eye-tracking technology and gaze analysis procedures must be acknowledged. Nevertheless, first attempts to automated gaze-cue-allocations (GCA) in mobile eye-tracking studies were seen, potentially enhancing objectivity, and alleviating the burden of manual workload inherently associated with conventional gaze analyses. Reinforcing the claims of the previous review, this review concludes by describing four distinct technological approaches to automating GCA, some of which are specifically suited to tackle the validity and generalizability issues associated with the current limitations of mobile eye-tracking studies on natural gaze behavior in sports

    Exploring Robot Teleoperation in Virtual Reality

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    This thesis presents research on VR-based robot teleoperation with a focus on remote environment visualisation in virtual reality, the effects of remote environment reconstruction scale in virtual reality on the human-operator's ability to control the robot and human-operator's visual attention patterns when teleoperating a robot from virtual reality. A VR-based robot teleoperation framework was developed, it is compatible with various robotic systems and cameras, allowing for teleoperation and supervised control with any ROS-compatible robot and visualisation of the environment through any ROS-compatible RGB and RGBD cameras. The framework includes mapping, segmentation, tactile exploration, and non-physically demanding VR interface navigation and controls through any Unity-compatible VR headset and controllers or haptic devices. Point clouds are a common way to visualise remote environments in 3D, but they often have distortions and occlusions, making it difficult to accurately represent objects' textures. This can lead to poor decision-making during teleoperation if objects are inaccurately represented in the VR reconstruction. A study using an end-effector-mounted RGBD camera with OctoMap mapping of the remote environment was conducted to explore the remote environment with fewer point cloud distortions and occlusions while using a relatively small bandwidth. Additionally, a tactile exploration study proposed a novel method for visually presenting information about objects' materials in the VR interface, to improve the operator's decision-making and address the challenges of point cloud visualisation. Two studies have been conducted to understand the effect of virtual world dynamic scaling on teleoperation flow. The first study investigated the use of rate mode control with constant and variable mapping of the operator's joystick position to the speed (rate) of the robot's end-effector, depending on the virtual world scale. The results showed that variable mapping allowed participants to teleoperate the robot more effectively but at the cost of increased perceived workload. The second study compared how operators used a virtual world scale in supervised control, comparing the virtual world scale of participants at the beginning and end of a 3-day experiment. The results showed that as operators got better at the task they as a group used a different virtual world scale, and participants' prior video gaming experience also affected the virtual world scale chosen by operators. Similarly, the human-operator's visual attention study has investigated how their visual attention changes as they become better at teleoperating a robot using the framework. The results revealed the most important objects in the VR reconstructed remote environment as indicated by operators' visual attention patterns as well as their visual priorities shifts as they got better at teleoperating the robot. The study also demonstrated that operators’ prior video gaming experience affects their ability to teleoperate the robot and their visual attention behaviours

    Using brain-computer interaction and multimodal virtual-reality for augmenting stroke neurorehabilitation

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    Every year millions of people suffer from stroke resulting to initial paralysis, slow motor recovery and chronic conditions that require continuous reha bilitation and therapy. The increasing socio-economical and psychological impact of stroke makes it necessary to find new approaches to minimize its sequels, as well as novel tools for effective, low cost and personalized reha bilitation. The integration of current ICT approaches and Virtual Reality (VR) training (based on exercise therapies) has shown significant improve ments. Moreover, recent studies have shown that through mental practice and neurofeedback the task performance is improved. To date, detailed in formation on which neurofeedback strategies lead to successful functional recovery is not available while very little is known about how to optimally utilize neurofeedback paradigms in stroke rehabilitation. Based on the cur rent limitations, the target of this project is to investigate and develop a novel upper-limb rehabilitation system with the use of novel ICT technolo gies including Brain-Computer Interfaces (BCI’s), and VR systems. Here, through a set of studies, we illustrate the design of the RehabNet frame work and its focus on integrative motor and cognitive therapy based on VR scenarios. Moreover, we broadened the inclusion criteria for low mobility pa tients, through the development of neurofeedback tools with the utilization of Brain-Computer Interfaces while investigating the effects of a brain-to-VR interaction.Todos os anos, milho˜es de pessoas sofrem de AVC, resultando em paral isia inicial, recupera¸ca˜o motora lenta e condic¸˜oes cr´onicas que requerem re abilita¸ca˜o e terapia cont´ınuas. O impacto socioecon´omico e psicol´ogico do AVC torna premente encontrar novas abordagens para minimizar as seque las decorrentes, bem como desenvolver ferramentas de reabilita¸ca˜o, efetivas, de baixo custo e personalizadas. A integra¸c˜ao das atuais abordagens das Tecnologias da Informa¸ca˜o e da Comunica¸ca˜o (TIC) e treino com Realidade Virtual (RV), com base em terapias por exerc´ıcios, tem mostrado melhorias significativas. Estudos recentes mostram, ainda, que a performance nas tare fas ´e melhorada atrav´es da pra´tica mental e do neurofeedback. At´e a` data, na˜o existem informac¸˜oes detalhadas sobre quais as estrat´egias de neurofeed back que levam a uma recupera¸ca˜o funcional bem-sucedida. De igual modo, pouco se sabe acerca de como utilizar, de forma otimizada, o paradigma de neurofeedback na recupera¸c˜ao de AVC. Face a tal, o objetivo deste projeto ´e investigar e desenvolver um novo sistema de reabilita¸ca˜o de membros supe riores, recorrendo ao uso de novas TIC, incluindo sistemas como a Interface C´erebro-Computador (ICC) e RV. Atrav´es de um conjunto de estudos, ilus tramos o design do framework RehabNet e o seu foco numa terapia motora e cognitiva, integrativa, baseada em cen´arios de RV. Adicionalmente, ampli amos os crit´erios de inclus˜ao para pacientes com baixa mobilidade, atrav´es do desenvolvimento de ferramentas de neurofeedback com a utilizac¸˜ao de ICC, ao mesmo que investigando os efeitos de uma interac¸˜ao c´erebro-para-RV
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