3 research outputs found

    Simple gaze-contingent cues guide eye movements in a realistic driving simulator

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    Eye movements and driving : insights into methodology, individual differences and training

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    Driving is a complex visuomotor task, and the study of eye movements can provide interesting and detailed insights into driving behaviour. The aim of this thesis was to understand (a) what methods are useful to assess driving behaviour, (b) the reasons we observe differences in eye movements when driving, and (c) offer a possible visual training method. The first experiment compared drivers’ eye movements and hazard perception performance in an active simulated driving task and a passive video driving task. A number of differences were found, including an extended horizontal and vertical visual search and faster response to the hazards in the video task. It was concluded that when measuring driving behaviour in an active task, vision, attention and action interact in a complex manner that is reflected in a specific pattern of eye movements that is different to when driving behaviour is measured using typical video paradigms. The second experiment investigated how cognitive functioning may influence eye movement behaviour when driving. It was found that those with better cognitive functioning exhibited more efficient eye movement behaviour than those with poorer cognitive functioning. The third experiment compared the eye movement and driving behaviour of an older adult population and a younger adult population. There were no differences in the eye movement behaviour. However, the older adults drove significantly slower, suggesting attentional compensation. The final experiment investigated the efficacy of using eye movement videos as a visual training tool for novice drivers. It was found that novice drivers improved their visual search strategy when driving after viewing videos of an expert driver’s eye movements. The results of this thesis helps to provide insights into how the visual system is used for a complex behaviour such as driving. It also furthers the understanding of what may contribute to, and what may prevent, road accidents

    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt
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