2,265 research outputs found

    Towards Everyday Virtual Reality through Eye Tracking

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    Durch Entwicklungen in den Bereichen Computergrafik, Hardwaretechnologie, Perception Engineering und Mensch-Computer Interaktion, werden Virtual Reality und virtuelle Umgebungen immer mehr in unser tägliches Leben integriert. Head-Mounted Displays werden jedoch im Vergleich zu anderen mobilen Geräten, wie Smartphones und Smartwatches, noch nicht so häufig genutzt. Mit zunehmender Nutzung dieser Technologie und der Gewöhnung von Menschen an virtuelle Anwendungsszenarien ist es wahrscheinlich, dass in naher Zukunft ein alltägliches Virtual-Reality-Paradigma realisiert wird. Im Hinblick auf die Kombination von alltäglicher Virtual Reality und Head-Mounted-Displays, ist Eye Tracking eine neue Technologie, die es ermöglicht, menschliches Verhalten in Echtzeit und nicht-intrusiv zu messen. Bevor diese Technologien in großem Umfang im Alltag eingesetzt werden können, müssen jedoch noch zahlreiche Aspekte genauer erforscht werden. Zunächst sollten Aufmerksamkeits- und Kognitionsmodelle in Alltagsszenarien genau verstanden werden. Des Weiteren sind Maßnahmen zur Wahrung der Privatsphäre notwendig, da die Augen mit visuellen biometrischen Indikatoren assoziiert sind. Zuletzt sollten anstelle von Studien oder Anwendungen, die sich auf eine begrenzte Anzahl menschlicher Teilnehmer mit relativ homogenen Merkmalen stützen, Protokolle und Anwendungsfälle für eine bessere Zugänglichkeit dieser Technologie von wesentlicher Bedeutung sein. In dieser Arbeit wurde unter Berücksichtigung der oben genannten Punkte ein bedeutender wissenschaftlicher Vorstoß mit drei zentralen Forschungsbeiträgen in Richtung alltäglicher Virtual Reality unternommen. Menschliche visuelle Aufmerksamkeit und Kognition innerhalb von Virtual Reality wurden in zwei unterschiedlichen Bereichen, Bildung und Autofahren, erforscht. Die Forschung im Bildungsbereich konzentrierte sich auf die Auswirkungen verschiedener Manipulationen im Klassenraum auf das menschliche Sehverhalten, während die Forschung im Bereich des Autofahrens auf sicherheitsrelevante Fragen und Blickführung abzielte. Die Nutzerstudien in beiden Bereichen zeigen, dass Blickbewegungen signifikante Implikationen für diese alltäglichen Situationen haben. Der zweite wesentliche Beitrag fokussiert sich auf Privatsphäre bewahrendes Eye Tracking für Blickbewegungsdaten von Head-Mounted Displays. Dies beinhaltet Differential Privacy, welche zeitliche Korrelationen von Blickbewegungssignalen berücksichtigt und Privatsphäre wahrende Blickschätzung durch Verwendung eines auf randomisiertem Encoding basierenden Frameworks, welches Augenreferenzunkte verwendet. Die Ergebnisse beider Arbeiten zeigen, dass die Wahrung der Privatsphäre möglich ist und gleichzeitig der Nutzen in einem akzeptablen Bereich bleibt. Wenngleich es bisher nur wenig Forschung zu diesem Aspekt von Eye Tracking gibt, ist weitere Forschung notwendig, um den alltäglichen Gebrauch von Virtual Reality zu ermöglichen. Als letzter signifikanter Beitrag, wurde ein Blockchain- und Smart Contract-basiertes Protokoll zur Eye Tracking Datenerhebung für Virtual Reality vorgeschlagen, um Virtual Reality besser zugänglich zu machen. Die Ergebnisse liefern wertvolle Erkenntnisse für alltägliche Nutzung von Virtual Reality und treiben den aktuellen Stand der Forschung in mehrere Richtungen voran.With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however, are still not used as frequently as other mobile devices such as smart phones and watches. With increased usage of this technology and the acclimation of humans to virtual application scenarios, it is possible that in the near future an everyday virtual reality paradigm will be realized. When considering the marriage of everyday virtual reality and head-mounted displays, eye tracking is an emerging technology that helps to assess human behaviors in a real time and non-intrusive way. Still, multiple aspects need to be researched before these technologies become widely available in daily life. Firstly, attention and cognition models in everyday scenarios should be thoroughly understood. Secondly, as eyes are related to visual biometrics, privacy preserving methodologies are necessary. Lastly, instead of studies or applications utilizing limited human participants with relatively homogeneous characteristics, protocols and use-cases for making such technology more accessible should be essential. In this work, taking the aforementioned points into account, a significant scientific push towards everyday virtual reality has been completed with three main research contributions. Human visual attention and cognition have been researched in virtual reality in two different domains, including education and driving. Research in the education domain has focused on the effects of different classroom manipulations on human visual behaviors, whereas research in the driving domain has targeted safety related issues and gaze-guidance. The user studies in both domains show that eye movements offer significant implications for these everyday setups. The second substantial contribution focuses on privacy preserving eye tracking for the eye movement data that is gathered from head-mounted displays. This includes differential privacy, taking temporal correlations of eye movement signals into account, and privacy preserving gaze estimation task by utilizing a randomized encoding-based framework that uses eye landmarks. The results of both works have indicated that privacy considerations are possible by keeping utility in a reasonable range. Even though few works have focused on this aspect of eye tracking until now, more research is necessary to support everyday virtual reality. As a final significant contribution, a blockchain- and smart contract-based eye tracking data collection protocol for virtual reality is proposed to make virtual reality more accessible. The findings present valuable insights for everyday virtual reality and advance the state-of-the-art in several directions

    Workload-aware systems and interfaces for cognitive augmentation

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    In today's society, our cognition is constantly influenced by information intake, attention switching, and task interruptions. This increases the difficulty of a given task, adding to the existing workload and leading to compromised cognitive performances. The human body expresses the use of cognitive resources through physiological responses when confronted with a plethora of cognitive workload. This temporarily mobilizes additional resources to deal with the workload at the cost of accelerated mental exhaustion. We predict that recent developments in physiological sensing will increasingly create user interfaces that are aware of the user’s cognitive capacities, hence able to intervene when high or low states of cognitive workload are detected. In this thesis, we initially focus on determining opportune moments for cognitive assistance. Subsequently, we investigate suitable feedback modalities in a user-centric design process which are desirable for cognitive assistance. We present design requirements for how cognitive augmentation can be achieved using interfaces that sense cognitive workload. We then investigate different physiological sensing modalities to enable suitable real-time assessments of cognitive workload. We provide empirical evidence that the human brain is sensitive to fluctuations in cognitive resting states, hence making cognitive effort measurable. Firstly, we show that electroencephalography is a reliable modality to assess the mental workload generated during the user interface operation. Secondly, we use eye tracking to evaluate changes in eye movements and pupil dilation to quantify different workload states. The combination of machine learning and physiological sensing resulted in suitable real-time assessments of cognitive workload. The use of physiological sensing enables us to derive when cognitive augmentation is suitable. Based on our inquiries, we present applications that regulate cognitive workload in home and work settings. We deployed an assistive system in a field study to investigate the validity of our derived design requirements. Finding that workload is mitigated, we investigated how cognitive workload can be visualized to the user. We present an implementation of a biofeedback visualization that helps to improve the understanding of brain activity. A final study shows how cognitive workload measurements can be used to predict the efficiency of information intake through reading interfaces. Here, we conclude with use cases and applications which benefit from cognitive augmentation. This thesis investigates how assistive systems can be designed to implicitly sense and utilize cognitive workload for input and output. To do so, we measure cognitive workload in real-time by collecting behavioral and physiological data from users and analyze this data to support users through assistive systems that adapt their interface according to the currently measured workload. Our overall goal is to extend new and existing context-aware applications by the factor cognitive workload. We envision Workload-Aware Systems and Workload-Aware Interfaces as an extension in the context-aware paradigm. To this end, we conducted eight research inquiries during this thesis to investigate how to design and create workload-aware systems. Finally, we present our vision of future workload-aware systems and workload-aware interfaces. Due to the scarce availability of open physiological data sets, reference implementations, and methods, previous context-aware systems were limited in their ability to utilize cognitive workload for user interaction. Together with the collected data sets, we expect this thesis to pave the way for methodical and technical tools that integrate workload-awareness as a factor for context-aware systems.Tagtäglich werden unsere kognitiven Fähigkeiten durch die Verarbeitung von unzähligen Informationen in Anspruch genommen. Dies kann die Schwierigkeit einer Aufgabe durch mehr oder weniger Arbeitslast beeinflussen. Der menschliche Körper drückt die Nutzung kognitiver Ressourcen durch physiologische Reaktionen aus, wenn dieser mit kognitiver Arbeitsbelastung konfrontiert oder überfordert wird. Dadurch werden weitere Ressourcen mobilisiert, um die Arbeitsbelastung vorübergehend zu bewältigen. Wir prognostizieren, dass die derzeitige Entwicklung physiologischer Messverfahren kognitive Leistungsmessungen stets möglich machen wird, um die kognitive Arbeitslast des Nutzers jederzeit zu messen. Diese sind in der Lage, einzugreifen wenn eine zu hohe oder zu niedrige kognitive Belastung erkannt wird. Wir konzentrieren uns zunächst auf die Erkennung passender Momente für kognitive Unterstützung welche sich der gegenwärtigen kognitiven Arbeitslast bewusst sind. Anschließend untersuchen wir in einem nutzerzentrierten Designprozess geeignete Feedbackmechanismen, die zur kognitiven Assistenz beitragen. Wir präsentieren Designanforderungen, welche zeigen wie Schnittstellen eine kognitive Augmentierung durch die Messung kognitiver Arbeitslast erreichen können. Anschließend untersuchen wir verschiedene physiologische Messmodalitäten, welche Bewertungen der kognitiven Arbeitsbelastung in Realzeit ermöglichen. Zunächst validieren wir empirisch, dass das menschliche Gehirn auf kognitive Arbeitslast reagiert. Es zeigt sich, dass die Ableitung der kognitiven Arbeitsbelastung über Elektroenzephalographie eine geeignete Methode ist, um den kognitiven Anspruch neuartiger Assistenzsysteme zu evaluieren. Anschließend verwenden wir Eye-Tracking, um Veränderungen in den Augenbewegungen und dem Durchmesser der Pupille unter verschiedenen Intensitäten kognitiver Arbeitslast zu bewerten. Das Anwenden von maschinellem Lernen führt zu zuverlässigen Echtzeit-Bewertungen kognitiver Arbeitsbelastung. Auf der Grundlage der bisherigen Forschungsarbeiten stellen wir Anwendungen vor, welche die Kognition im häuslichen und beruflichen Umfeld unterstützen. Die physiologischen Messungen stellen fest, wann eine kognitive Augmentierung sich als günstig erweist. In einer Feldstudie setzen wir ein Assistenzsystem ein, um die erhobenen Designanforderungen zur Reduktion kognitiver Arbeitslast zu validieren. Unsere Ergebnisse zeigen, dass die Arbeitsbelastung durch den Einsatz von Assistenzsystemen reduziert wird. Im Anschluss untersuchen wir, wie kognitive Arbeitsbelastung visualisiert werden kann. Wir stellen eine Implementierung einer Biofeedback-Visualisierung vor, die das Nutzerverständnis zum Verlauf und zur Entstehung von kognitiver Arbeitslast unterstützt. Eine abschließende Studie zeigt, wie Messungen kognitiver Arbeitslast zur Vorhersage der aktuellen Leseeffizienz benutzt werden können. Wir schließen hierbei mit einer Reihe von Applikationen ab, welche sich kognitive Arbeitslast als Eingabe zunutze machen. Die vorliegende wissenschaftliche Arbeit befasst sich mit dem Design von Assistenzsystemen, welche die kognitive Arbeitslast der Nutzer implizit erfasst und diese bei der Durchführung alltäglicher Aufgaben unterstützt. Dabei werden physiologische Daten erfasst, um Rückschlüsse in Realzeit auf die derzeitige kognitive Arbeitsbelastung zu erlauben. Anschließend werden diese Daten analysiert, um dem Nutzer strategisch zu assistieren. Das Ziel dieser Arbeit ist die Erweiterung neuartiger und bestehender kontextbewusster Benutzerschnittstellen um den Faktor kognitive Arbeitslast. Daher werden in dieser Arbeit arbeitslastbewusste Systeme und arbeitslastbewusste Benutzerschnittstellen als eine zusätzliche Dimension innerhalb des Paradigmas kontextbewusster Systeme präsentiert. Wir stellen acht Forschungsstudien vor, um die Designanforderungen und die Implementierung von kognitiv arbeitslastbewussten Systemen zu untersuchen. Schließlich stellen wir unsere Vision von zukünftigen kognitiven arbeitslastbewussten Systemen und Benutzerschnittstellen vor. Durch die knappe Verfügbarkeit öffentlich zugänglicher Datensätze, Referenzimplementierungen, und Methoden, waren Kontextbewusste Systeme in der Auswertung kognitiver Arbeitslast bezüglich der Nutzerinteraktion limitiert. Ergänzt durch die in dieser Arbeit gesammelten Datensätze erwarten wir, dass diese Arbeit den Weg für methodische und technische Werkzeuge ebnet, welche kognitive Arbeitslast als Faktor in das Kontextbewusstsein von Computersystemen integriert

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Investigating Real-time Touchless Hand Interaction and Machine Learning Agents in Immersive Learning Environments

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    The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. eXtended Reality (XR), with its potential to bridge the virtual and real environments, creates new possibilities to develop more engaging and productive learning experiences. Evidence is emerging that thissophisticated technology offers new ways to improve the learning process for better student interaction and engagement. Recently, immersive technology has garnered much attention as an interactive technology that facilitates direct interaction with virtual objects in the real world. Furthermore, these virtual objects can be surrogates for real-world teaching resources, allowing for virtual labs. Thus XR could enable learning experiences that would not bepossible in impoverished educational systems worldwide. Interestingly, concepts such as virtual hand interaction and techniques such as machine learning are still not widely investigated in immersive learning. Hand interaction technologies in virtual environments can support the kinesthetic learning pedagogical approach, and the need for its touchless interaction nature hasincreased exceptionally in the post-COVID world. By implementing and evaluating real-time hand interaction technology for kinesthetic learning and machine learning agents for self-guided learning, this research has addressed these underutilized technologies to demonstrate the efficiency of immersive learning. This thesis has explored different hand-tracking APIs and devices to integrate real-time hand interaction techniques. These hand interaction techniques and integrated machine learning agents using reinforcement learning are evaluated with different display devices to test compatibility. The proposed approach aims to provide self-guided, more productive, and interactive learning experiences. Further, this research has investigated ethics, privacy, and security issues in XR and covered the future of immersive learning in the Metaverse.<br/

    Privacy-Preserving Gaze Data Streaming in Immersive Interactive Virtual Reality:Robustness and User Experience

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    Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks [14]. The state of our knowledge about currently existing privacy mechanisms is limited to privacy-utility trade-off curves based on data-centric metrics of utility, such as prediction error, and black-box threat models. We propose that for interactive VR applications, it is essential to consider user-centric notions of utility and a variety of threat models. We develop a methodology to evaluate real-time privacy mechanisms for interactive VR applications that incorporate subjective user experience and task performance metrics. We evaluate selected privacy mechanisms using this methodology and find that re-identification accuracy can be decreased to as low as 14% while maintaining a high usability score and reasonable task performance. Finally, we elucidate three threat scenarios (black-box, black-box with exemplars, and white-box) and assess how well the different privacy mechanisms hold up to these adversarial scenarios. This work advances the state of the art in VR privacy by providing a methodology for end-to-end assessment of the risk of re-identification attacks and potential mitigating solutions

    Privacy-Preserving Gaze Data Streaming in Immersive Interactive Virtual Reality: Robustness and User Experience

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    Eye tracking is routinely being incorporated into virtual reality (VR) systems. Prior research has shown that eye tracking data, if exposed, can be used for re-identification attacks. The state of our knowledge about currently existing privacy mechanisms is limited to privacy-utility trade-off curves based on data-centric metrics of utility, such as prediction error, and black-box threat models. We propose that for interactive VR applications, it is essential to consider user-centric notions of utility and a variety of threat models. We develop a methodology to evaluate real-time privacy mechanisms for interactive VR applications that incorporate subjective user experience and task performance metrics. We evaluate selected privacy mechanisms using this methodology and find that re-identification accuracy can be decreased to as low as 14% while maintaining a high usability score and reasonable task performance. Finally, we elucidate three threat scenarios (black-box, black-box with exemplars, and white-box) and assess how well the different privacy mechanisms hold up to these adversarial scenarios. This work advances the state of the art in VR privacy by providing a methodology for end-to-end assessment of the risk of re-identification attacks and potential mitigating solutions.Comment: To appear in IEEE Transactions on Visualization and Computer Graphic

    Smart and Secure Augmented Reality for Assisted Living

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    Augmented reality (AR) is one of the biggest technology trends which enables people to see the real-life surrounding environment with a layer of virtual information overlaid on it. Assistive devices use this match of information to help people better understand the environment and consequently be more efficient. Specially, AR has been extremely useful in the area of Ambient Assisted Living (AAL). AR-based AAL solutions are designed to support people in maintaining their autonomy and compensate for slight physical and mental restrictions by instructing them on everyday tasks. The discovery of visual attention for assistive aims is a big challenge since in dynamic cluttered environments objects are constantly overlapped and partial object occlusion is also frequent. Current solutions use egocentric object recognition techniques. However, the lack of accuracy affects the system's ability to predict users’ needs and consequently provide them with the proper support. Another issue is the manner that sensitive data is treated. This highly private information is crucial for improving the quality of healthcare services. However, current blockchain approaches are used only as a permission management system, while the data is still stored locally. As a result, there is a potential risk of security breaches. Privacy risk in the blockchain domain is also a concern. As major investigation tackles privacy issues based on off-chain approaches, there is a lack of effective solutions for providing on-chain data privacy. Finally, the Blockchain size has been shown to be a limiting factor even for chains that store simple transactional data, much less the massive blocks that would be required for storing medical imaging studies. To tackle the aforementioned major issues, this research proposes a framework to provide a smarter and more secure AR-based solution for AAL. Firstly, a combination of head-worn eye-trackers cameras with egocentric video is designed to improve the accuracy of visual attention object recognition in free-living settings. A heuristic function is designed to generate a probability estimation of visual attention over objects within an egocentric video. Secondly, a novel methodology for the storage of large sensitive AR-based AAL data is introduced in a decentralized fashion. By leveraging the power of the IPFS (InterPlanetary File System) protocol to tackle the lack of storage issue in the Blockchain. Meanwhile, a blockchain solution on the Secret Network blockchain is developed to tackle the existent lack of privacy on smart contracts, which provides data privacy at both transactional and computational levels. In addition, is included a new off-chain solution encapsulates a governing body for permission management purposes to solve the problem of the lost or eventual theft of private keys. Based on the research findings, that visual attention-object detection approach is applicable to cluttered environments which presents a transcend performance compared to the current methods. This study also produced an egocentric indoor dataset annotated with human fixation during natural exploration in a cluttered environment. Comparing to previous works, this dataset is more realistic because it was recorded in real settings with variations in terms of objects overlapping regions and object sizes. With respect to the novel decentralized storage methodology, results indicate that sensitive data can be stored and queried efficiently using the Secret Network blockchain. The proposed approach achieves both computational and transactional privacy with significantly less cost. Additionally, this approach mitigates the risk of permanent loss of access to the patient on-chain data records. The proposed framework can be applied as an assistive technology in a wide range of sectors that requires AR-based solution with high-precision visual-attention object detection, efficient data access, high-integrity data storage and full data privacy and security

    Sensing, interpreting, and anticipating human social behaviour in the real world

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    Low-level nonverbal social signals like glances, utterances, facial expressions and body language are central to human communicative situations and have been shown to be connected to important high-level constructs, such as emotions, turn-taking, rapport, or leadership. A prerequisite for the creation of social machines that are able to support humans in e.g. education, psychotherapy, or human resources is the ability to automatically sense, interpret, and anticipate human nonverbal behaviour. While promising results have been shown in controlled settings, automatically analysing unconstrained situations, e.g. in daily-life settings, remains challenging. Furthermore, anticipation of nonverbal behaviour in social situations is still largely unexplored. The goal of this thesis is to move closer to the vision of social machines in the real world. It makes fundamental contributions along the three dimensions of sensing, interpreting and anticipating nonverbal behaviour in social interactions. First, robust recognition of low-level nonverbal behaviour lays the groundwork for all further analysis steps. Advancing human visual behaviour sensing is especially relevant as the current state of the art is still not satisfactory in many daily-life situations. While many social interactions take place in groups, current methods for unsupervised eye contact detection can only handle dyadic interactions. We propose a novel unsupervised method for multi-person eye contact detection by exploiting the connection between gaze and speaking turns. Furthermore, we make use of mobile device engagement to address the problem of calibration drift that occurs in daily-life usage of mobile eye trackers. Second, we improve the interpretation of social signals in terms of higher level social behaviours. In particular, we propose the first dataset and method for emotion recognition from bodily expressions of freely moving, unaugmented dyads. Furthermore, we are the first to study low rapport detection in group interactions, as well as investigating a cross-dataset evaluation setting for the emergent leadership detection task. Third, human visual behaviour is special because it functions as a social signal and also determines what a person is seeing at a given moment in time. Being able to anticipate human gaze opens up the possibility for machines to more seamlessly share attention with humans, or to intervene in a timely manner if humans are about to overlook important aspects of the environment. We are the first to propose methods for the anticipation of eye contact in dyadic conversations, as well as in the context of mobile device interactions during daily life, thereby paving the way for interfaces that are able to proactively intervene and support interacting humans.Blick, Gesichtsausdrücke, Körpersprache, oder Prosodie spielen als nonverbale Signale eine zentrale Rolle in menschlicher Kommunikation. Sie wurden durch vielzählige Studien mit wichtigen Konzepten wie Emotionen, Sprecherwechsel, Führung, oder der Qualität des Verhältnisses zwischen zwei Personen in Verbindung gebracht. Damit Menschen effektiv während ihres täglichen sozialen Lebens von Maschinen unterstützt werden können, sind automatische Methoden zur Erkennung, Interpretation, und Antizipation von nonverbalem Verhalten notwendig. Obwohl die bisherige Forschung in kontrollierten Studien zu ermutigenden Ergebnissen gekommen ist, bleibt die automatische Analyse nonverbalen Verhaltens in weniger kontrollierten Situationen eine Herausforderung. Darüber hinaus existieren kaum Untersuchungen zur Antizipation von nonverbalem Verhalten in sozialen Situationen. Das Ziel dieser Arbeit ist, die Vision vom automatischen Verstehen sozialer Situationen ein Stück weit mehr Realität werden zu lassen. Diese Arbeit liefert wichtige Beiträge zur autmatischen Erkennung menschlichen Blickverhaltens in alltäglichen Situationen. Obwohl viele soziale Interaktionen in Gruppen stattfinden, existieren unüberwachte Methoden zur Augenkontakterkennung bisher lediglich für dyadische Interaktionen. Wir stellen einen neuen Ansatz zur Augenkontakterkennung in Gruppen vor, welcher ohne manuelle Annotationen auskommt, indem er sich den statistischen Zusammenhang zwischen Blick- und Sprechverhalten zu Nutze macht. Tägliche Aktivitäten sind eine Herausforderung für Geräte zur mobile Augenbewegungsmessung, da Verschiebungen dieser Geräte zur Verschlechterung ihrer Kalibrierung führen können. In dieser Arbeit verwenden wir Nutzerverhalten an mobilen Endgeräten, um den Effekt solcher Verschiebungen zu korrigieren. Neben der Erkennung verbessert diese Arbeit auch die Interpretation sozialer Signale. Wir veröffentlichen den ersten Datensatz sowie die erste Methode zur Emotionserkennung in dyadischen Interaktionen ohne den Einsatz spezialisierter Ausrüstung. Außerdem stellen wir die erste Studie zur automatischen Erkennung mangelnder Verbundenheit in Gruppeninteraktionen vor, und führen die erste datensatzübergreifende Evaluierung zur Detektion von sich entwickelndem Führungsverhalten durch. Zum Abschluss der Arbeit präsentieren wir die ersten Ansätze zur Antizipation von Blickverhalten in sozialen Interaktionen. Blickverhalten hat die besondere Eigenschaft, dass es sowohl als soziales Signal als auch der Ausrichtung der visuellen Wahrnehmung dient. Somit eröffnet die Fähigkeit zur Antizipation von Blickverhalten Maschinen die Möglichkeit, sich sowohl nahtloser in soziale Interaktionen einzufügen, als auch Menschen zu warnen, wenn diese Gefahr laufen wichtige Aspekte der Umgebung zu übersehen. Wir präsentieren Methoden zur Antizipation von Blickverhalten im Kontext der Interaktion mit mobilen Endgeräten während täglicher Aktivitäten, als auch während dyadischer Interaktionen mittels Videotelefonie

    Eye tracking and artificial intelligence for competency assessment in engineering education: a review

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    In recent years, eye-tracking (ET) methods have gained an increasing interest in STEM education research. When applied to engineering education, ET is particularly relevant for understanding some aspects of student behavior, especially student competency, and its assessment. However, from the instructor’s perspective, little is known about how ET can be used to provide new insights into, and ease the process of, instructor assessment. Traditionally, engineering education is assessed through time-consuming and labor-extensive screening of their materials and learning outcomes. With regard to this, and coupled with, for instance, the subjective open-ended dimensions of engineering design, assessing competency has shown some limitations. To address such issues, alternative technologies such as artificial intelligence (AI), which has the potential to massively predict and repeat instructors’ tasks with higher accuracy, have been suggested. To date, little is known about the effects of combining AI and ET (AIET) techniques to gain new insights into the instructor’s perspective. We conducted a Review of engineering education over the last decade (2013–2022) to study the latest research focusing on this combination to improve engineering assessment. The Review was conducted in four databases (Web of Science, IEEE Xplore, EBSCOhost, and Google Scholar) and included specific terms associated with the topic of AIET in engineering education. The research identified two types of AIET applications that mostly focus on student learning: (1) eye-tracking devices that rely on AI to enhance the gaze-tracking process (improvement of technology), and (2) the use of AI to analyze, predict, and assess eye-tracking analytics (application of technology). We ended the Review by discussing future perspectives and potential contributions to the assessment of engineering learning
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