97 research outputs found

    On object selection in gaze controlled environments

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    In the past twenty years, gaze control has become a reliable alternative input method not only for handicapped users. The selection of objects, however, which is of highest importance and of highest frequency in computer control, requires explicit control not inherent in eye movements. Objects have been therefore usually selected via prolonged fixations (dwell times). Dwell times seemed to be for many years the unique reliable method for selection. In this paper, we review pros and cons of classical selection methods and novel metaphors, which are based on pies and gestures. The focus is on the effectiveness and efficiency of selections. In order to estimate the potential of current suggestions for selection, a basic empirical comparison is recommended

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications

    Developing Persona Analytics Towards Persona Science

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    Much of the reported work on personas suffers from the lack of empirical evidence. To address this issue, we introduce Persona Analytics (PA), a system that tracks how users interact with data-driven personas. PA captures users’ mouse and gaze behavior to measure users’ interaction with algorithmically generated personas and use of system features for an interactive persona system. Measuring these activities grants an understanding of the behaviors of a persona user, required for quantitative measurement of persona use to obtain scientifically valid evidence. Conducting a study with 144 participants, we demonstrate how PA can be deployed for remote user studies during exceptional times when physical user studies are difficult, if not impossible.© 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM.fi=vertaisarvioitu|en=peerReviewed

    Neurophysiological Profile of Antismoking Campaigns

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    Over the past few decades, antismoking public service announcements (PSAs) have been used by governments to promote healthy behaviours in citizens, for instance, against drinking before the drive and against smoke. Effectiveness of such PSAs has been suggested especially for young persons. By now, PSAs efficacy is still mainly assessed through traditional methods (questionnaires and metrics) and could be performed only after the PSAs broadcasting, leading to waste of economic resources and time in the case of Ineffective PSAs. One possible countermeasure to such ineffective use of PSAs could be promoted by the evaluation of the cerebral reaction to the PSA of particular segments of population (e.g., old, young, and heavy smokers). In addition, it is crucial to gather such cerebral activity in front of PSAs that have been assessed to be effective against smoke (Effective PSAs), comparing results to the cerebral reactions to PSAs that have been certified to be not effective (Ineffective PSAs). &e eventual differences between the cerebral responses toward the two PSA groups will provide crucial information about the possible outcome of new PSAs before to its broadcasting. &is study focused on adult population, by investigating the cerebral reaction to the vision of different PSA images, which have already been shown to be Effective and Ineffective for the promotion of an antismoking behaviour. Results showed how variables as gender and smoking habits can influence the perception of PSA images, and how different communication styles of the antismoking campaigns could facilitate the comprehension of PSA’s message and then enhance the related impac

    An eye-tracking methodology for characterizing program comprehension processes

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    From Capture to Display: A Survey on Volumetric Video

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    Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their potential, volumetric video services poses significant challenges. This survey conducts a comprehensive review of the existing literature on volumetric video. We firstly provide a general framework of volumetric video services, followed by a discussion on prerequisites for volumetric video, encompassing representations, open datasets, and quality assessment metrics. Then we delve into the current methodologies for each stage of the volumetric video service pipeline, detailing capturing, compression, transmission, rendering, and display techniques. Lastly, we explore various applications enabled by this pioneering technology and we present an array of research challenges and opportunities in the domain of volumetric video services. This survey aspires to provide a holistic understanding of this burgeoning field and shed light on potential future research trajectories, aiming to bring the vision of volumetric video to fruition.Comment: Submitte

    Multimodal behavioral and physiological signals as indicators of cognitive load

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