2,186,800 research outputs found

    E-Books: Cognitive and Visual Effects

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    Sight is incredibly important to daily life. One critical use of this sense is reading, which allows people to communicate and learn new things if the reader is able to effectively comprehend what he or she has read. The proliferation of technology has resulted in much of our reading today being done through digital media. Information-presenting screens are found nearly everywhere, including within the education system. While E-books can offer some advantages, their purpose would not be served if they hindered understanding. Additionally, excessive use of technological devices can bring about symptoms of eyestrain. It was hypothesized that E-books are in fact neither helpful nor harmful in reading comprehension but may increase reading time. In the present study, 40 students at Butler University read a short story either on paper or on a laptop screen. They then took a quiz over the plot events of the short story, either in a physical or digital format. Lastly, they completed a short survey regarding their use of E-books and how their technological interactions affect their vision. It was found that the only factor that affected quiz scores was the testing medium. It is important, then, to ensure that online exams are user-friendly

    Novel Multimodal Feedback Techniques for In-Car Mid-Air Gesture Interaction

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    This paper presents an investigation into the effects of different feedback modalities on mid-air gesture interaction for infotainment systems in cars. Car crashes and near-crash events are most commonly caused by driver distraction. Mid-air interaction is a way of reducing driver distraction by reducing visual demand from infotainment. Despite a range of available modalities, feedback in mid-air gesture systems is generally provided through visual displays. We conducted a simulated driving study to investigate how different types of multimodal feedback can support in-air gestures. The effects of different feedback modalities on eye gaze behaviour, and the driving and gesturing tasks are considered. We found that feedback modality influenced gesturing behaviour. However, drivers corrected falsely executed gestures more often in non-visual conditions. Our findings show that non-visual feedback can reduce visual distraction significantl

    Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

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    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults

    Top-down effects on early visual processing in humans: a predictive coding framework

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    An increasing number of human electroencephalography (EEG) studies examining the earliest component of the visual evoked potential, the so-called C1, have cast doubts on the previously prevalent notion that this component is impermeable to top-down effects. This article reviews the original studies that (i) described the C1, (ii) linked it to primary visual cortex (V1) activity, and (iii) suggested that its electrophysiological characteristics are exclusively determined by low-level stimulus attributes, particularly the spatial position of the stimulus within the visual field. We then describe conflicting evidence from animal studies and human neuroimaging experiments and provide an overview of recent EEG and magnetoencephalography (MEG) work showing that initial V1 activity in humans may be strongly modulated by higher-level cognitive factors. Finally, we formulate a theoretical framework for understanding top-down effects on early visual processing in terms of predictive coding

    An investigation of visual cues used to create and support frames of reference and visual search tasks in desktop virtual environments

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    Visual depth cues are combined to produce the essential depth and dimensionality of Desktop Virtual Environments (DVEs). This study discusses DVEs in terms of the visual depth cues that create and support perception of frames of references and accomplishment of visual search tasks. This paper presents the results of an investigation that identifies the effects of the experimental stimuli positions and visual depth cues: luminance, texture, relative height and motion parallax on precise depth judgements made within a DVE. Results indicate that the experimental stimuli positions significantly affect precise depth judgements, texture is only significantly effective for certain conditions, and motion parallax, in line with previous results, is inconclusive to determine depth judgement accuracy for egocentrically viewed DVEs. Results also show that exocentric views, incorporating relative height and motion parallax visual cues, are effective for precise depth judgements made in DVEs. The results help us to understand the effects of certain visual depth cues to support the perception of frames of references and precise depth judgements, suggesting that the visual depth cues employed to create frames of references in DVEs may influence how effectively precise depth judgements are undertaken

    A Dissociation of Attention and Awareness in Phase-sensitive but Not Phase-insensitive Visual Channels

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    The elements most vivid in our conscious awareness are the ones to which we direct our attention. Scientific study confirms the impression of a close bond between selective attention and visual awareness, yet the nature of this association remains elusive. Using visual afterimages as an index, we investigate neural processing of stimuli as they enter awareness and as they become the object of attention. We find evidence of response enhancement accompanying both attention and awareness, both in the phase-sensitive neural channels characteristic of early processing stages and in the phase-insensitive channels typical of higher cortical areas. The effects of attention and awareness on phase-insensitive responses are positively correlated, but in the same experiments, we observe no correlation between the effects on phase-sensitive responses. This indicates independent signatures of attention and awareness in early visual areas yet a convergence of their effects at more advanced processing stages

    Words, Numbers and Visual Heuristics in Web Surveys: Is there a Hierarchy of Importance?

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    In interpreting questions, respondents extract meaning from how the information in a questionnaire is shaped, spaced, and shaded. This makes it important to pay close attention to the arrangement of visual information on a questionnaire. Respondents follow simple heuristics in interpreting the visual features of questions. We carried out five experiments to investigate how the effect of visual heuristics affected the answers to survey questions. We varied verbal, numerical, and other visual cues such as color. In some instances the use of words helps overcome visual layout effects. In at least one instance, a fundamental difference in visual layout (violating the 'left and top means first' heuristic) influenced answers on top of word labels. This suggests that both visual and verbal languages are important. Yet sometimes one can override the other. To reduce the effect of visual cues, it is better to use fully labeled scales in survey questions.questionnaire design;layout;visual language;response effects;visual cues

    Use of Linear Perspective Scene Cues in a Simulated Height Regulation Task

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    As part of a long-term effort to quantify the effects of visual scene cuing and non-visual motion cuing in flight simulators, an experimental study of the pilot's use of linear perspective cues in a simulated height-regulation task was conducted. Six test subjects performed a fixed-base tracking task with a visual display consisting of a simulated horizon and a perspective view of a straight, infinitely-long roadway of constant width. Experimental parameters were (1) the central angle formed by the roadway perspective and (2) the display gain. The subject controlled only the pitch/height axis; airspeed, bank angle, and lateral track were fixed in the simulation. The average RMS height error score for the least effective display configuration was about 25% greater than the score for the most effective configuration. Overall, larger and more highly significant effects were observed for the pitch and control scores. Model analysis was performed with the optimal control pilot model to characterize the pilot's use of visual scene cues, with the goal of obtaining a consistent set of independent model parameters to account for display effects
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