48,760 research outputs found

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    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

    Synthesis about a collaborative project on “Technology Assessment of Autonomous Systems”

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    The project started in 2009 with the support of DAAD in Germany and CRUP in Portugal under the “Collaborative German-Portuguese University Actions” programme. One central goal is the further development of a theory of technology assessment applied to robotics and autonomous systems in general that reflects in its methodology the changing conditions of knowledge production in modern societies and the emergence of new robotic technologies and of associated disruptive changes. Relevant topics here are handling broadened future horizons and new clusters of science and technology (medicine, engineering, interfaces, industrial automation, micro-devices, security and safety), as well as new governance structures in policy decision making concerning research and development (R&D).Robotic systems, Autonomous systems, Technology assessment, Germany, Portugal

    Analyzing the Impact of Cognitive Load in Evaluating Gaze-based Typing

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    Gaze-based virtual keyboards provide an effective interface for text entry by eye movements. The efficiency and usability of these keyboards have traditionally been evaluated with conventional text entry performance measures such as words per minute, keystrokes per character, backspace usage, etc. However, in comparison to the traditional text entry approaches, gaze-based typing involves natural eye movements that are highly correlated with human brain cognition. Employing eye gaze as an input could lead to excessive mental demand, and in this work we argue the need to include cognitive load as an eye typing evaluation measure. We evaluate three variations of gaze-based virtual keyboards, which implement variable designs in terms of word suggestion positioning. The conventional text entry metrics indicate no significant difference in the performance of the different keyboard designs. However, STFT (Short-time Fourier Transform) based analysis of EEG signals indicate variances in the mental workload of participants while interacting with these designs. Moreover, the EEG analysis provides insights into the user's cognition variation for different typing phases and intervals, which should be considered in order to improve eye typing usability.Comment: 6 pages, 4 figures, IEEE CBMS 201

    The Use of Eye-tracking in Information Systems Research: A Literature Review of the Last Decade

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    Eye-trackers provide continuous information on individuals’ gaze behavior. Due to the increasing popularity of eye- tracking in the information systems (IS) field, we reviewed how past research has used eye-tracking to inform future research. Accordingly, we conducted a literature review to describe the use of eye-tracking in IS research based on a sample of 113 empirical papers published since 2008 in IS journals and conference proceedings. Specifically, we examined the methodologies and experimental settings used in eye-tracking IS research and how eye-tracking can be used to inform the IS field. We found that IS research that used eye-tracking varies in its methodological and theoretical complexity. Research on pattern analysis shows promise since such research develops a broader range of analysis methodologies. The potential of eye-tracking remains unfulfilled in the IS field since past research has mostly focused on attention-related constructs and used fixation count metrics on desktop computers. We call for researchers to utilize eye-tracking more broadly in IS research by extending the type of metrics they use, the analyses they perform, and the constructs they investigate

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Description and application of the correlation between gaze and hand for the different hand events occurring during interaction with tablets

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    People’s activities naturally involve the coordination of gaze and hand. Research in Human-Computer Interaction (HCI) endeavours to enable users to exploit this multimodality for enhanced interaction. With the abundance of touch screen devices, direct manipulation of an interface has become a dominating interaction technique. Although touch enabled devices are prolific in both public and private spaces, interactions with these devices do not fully utilise the benefits from the correlation between gaze and hand. Touch enabled devices do not employ the richness of the continuous manual activity above their display surface for interaction and a lot of information expressed by users through their hand movements is ignored. This thesis aims at investigating the correlation between gaze and hand during natural interaction with touch enabled devices to address these issues. To do so, we set three objectives. Firstly, we seek to describe the correlation between gaze and hand in order to understand how they operate together: what is the spatial and temporal relationship between these modalities when users interact with touch enabled devices? Secondly, we want to know the role of some of the inherent factors brought by the interaction with touch enabled devices on the correlation between gaze and hand, because identifying what modulates the correlation is crucial to design more efficient applications: what are the impacts of the individual differences, the task characteristics and the features of the on-screen targets? Thirdly, as we want to see whether additional information related to the user can be extracted from the correlation between gaze and hand, we investigate the latter for the detection of users’ cognitive state while they interact with touch enabled devices: can the correlation reveal the users’ hesitation? To meet the objectives, we devised two data collections for gaze and hand. In the first data collection, we cover the manual interaction on-screen. In the second data collection, we focus instead on the manual interaction in-the-air. We dissect the correlation between gaze and hand using three common hand events users perform while interacting with touch enabled devices. These events comprise taps, stationary hand events and the motion between taps and stationary hand events. We use a tablet as a touch enabled device because of its medium size and the ease to integrate both eye and hand tracking sensors. We study the correlation between gaze and hand for tap events by collecting gaze estimation data and taps on tablet in the context of Internet related tasks, representative of typical activities executed using tablets. The correlation is described in the spatial and temporal dimensions. Individual differences and effects of the task nature and target type are also investigated. To study the correlation between gaze and hand when the hand is in a stationary situation, we conducted a data collection in the context of a Memory Game, chosen to generate enough cognitive load during playing while requiring the hand to leave the tablet’s surface. We introduce and evaluate three detection algorithms, inspired by eye tracking, based on the analogy between gaze and hand patterns. Afterwards, spatial comparisons between gaze and hands are analysed to describe the correlation. We study the effects on the task difficulty and how the hesitation of the participants influences the correlation. Since there is no certain way of knowing when a participant hesitates, we approximate the hesitation with the failure of matching a pair of already seen tiles. We study the correlation between gaze and hand during hand motion between taps and stationary hand events from the same data collection context than the case mentioned above. We first align gaze and hand data in time and report the correlation coefficients in both X and Y axis. After considering the general case, we examine the impact of the different factors implicated in the context: participants, task difficulty, duration and type of the hand motion. Our results show that the correlation between gaze and hand, throughout the interaction, is stronger in the horizontal dimension of the tablet rather than in its vertical dimension, and that it varies widely across users, especially spatially. We also confirm the eyes lead the hand for target acquisition. Moreover, we find out that the correlation between gaze and hand when the hand is in the air above the tablet’s surface depends on where the users look at on the tablet. As well, we show that the correlation during eye and hand during stationary hand events can indicate the users’ indecision, and that while the hand is moving, the correlation depends on different factors, such as the degree of difficulty of the task performed on the tablet and the nature of the event before/after the motion
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