45 research outputs found
Influences of dwell time and cursor control on the performance in gaze driven typing
In gaze controlled computer interfaces the dwell time is often used as selection criterion. But this solution comes along with several problems, especially in the temporal domain: Eye movement studies on scene perception could demonstrate that fixations of different durations serve different purposes and should therefore be differentiated. The use of dwell time for selection implies the need to distinguish intentional selections from merely per-ceptual processes, described as the Midas touch problem. Moreover, the feedback of the actual own eye position has not yet been addressed to systematic studies in the context of usability in gaze based computer interaction. We present research on the usability of a simple eye typing set up. Different dwell time and eye position feedback configurations were tested. Our results indicate that smoothing raw eye position and temporal delays in visual feedback enhance the system's functionality and usability. Best overall performance was obtained with a dwell time of 500 ms
Eye typing in application: A comparison of two systems with ALS patients
A variety of eye typing systems has been developed during the last decades. Such systems can provide support for people who lost the ability to communicate, e.g. patients suffering from motor neuron diseases such as amyotrophic lateral sclerosis (ALS). In the current retrospective analysis, two eye typing applications were tested (EyeGaze, GazeTalk) by ALS patients (N = 4) in order to analyze objective performance measures and subjective ratings. An advantage of the EyeGaze system was found for most of the evaluated criteria. The results are discussed in respect of the special target population and in relation to requirements of eye tracking devices
New insights into the human brain’s cognitive organization : Views from the top, from the bottom, from the left and, particularly, from the right
The view that the left cerebral hemisphere in humans “dominates” over the “subdominant” right hemisphere has been so deeply entrenched in neuropsychology that no amount of evidence seems able to overcome it. In this article, we examine inhibitory cause-and-effect connectivity among human brain structures related to different parts of the triune evolutionary stratification —archicortex, paleocortex and neocortex— in relation to early and late phases of a prolonged resting-state functional magnetic resonance imaging (fMRI) experiment. With respect to the evolutionarily youngest parts of the human cortex, the left and right frontopolar regions, we also provide data on the asymmetries in underlying molecular mechanisms, namely on the differential expression of the protein-coding genes and regulatory microRNA sequences. In both domains of research, our results contradict the established view by demonstrating a pronounced right-to-left vector of causation in the hemispheric interaction at multiple levels of brain organization. There may be several not mutually exclusive explanations for the evolutionary significance of this pattern of lateralization. One of the explanations emphasizes the computational advantage of separating the neural substrates for processing novel information ("exploration") mediated predominantly by the right hemisphere, and processing with reliance on established cognitive routines and representations ("exploitation") mediated predominantly by the left hemisphere.publishedVersio
Visual Fixations Duration as an Indicator of Skill Level in eSports
Using highly interactive systems like computer games requires a lot of visual
activity and eye movements. Eye movements are best characterized by visual
fixation - periods of time when the eyes stay relatively still over an object.
We analyzed the distributions of fixation duration of professional athletes,
amateur and newbie players. We show that the analysis of fixation durations can
be used to deduce the skill level in computer game players. Highly skilled
gaming performance is characterized by more variability in fixation durations
and by bimodal fixation duration distributions suggesting the presence of two
fixation types in high skill gamers. These fixation types were identified as
ambient (automatic spatial processing) and focal (conscious visual processing).
The analysis of computer gamers' skill level via the analysis of fixation
durations may be used in developing adaptive interfaces and in interface
design.Comment: 10 pages, 3 figure
Editorial
Editorial to the Special Issue on Eye tracking and Usability Researc