30 research outputs found

    The Effects of Shot Changes on Eye Movements in Subtitling

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    In this paper we address the question whether shot changes trigger the re-reading of subtitles. Although it has been accepted in the professional literature on subtitling that subtitles should not be displayed over shot changes as they induce subtitle re-reading, support for this claim in eye movement studies is difficult to find. In this study we examined eye movement patterns of 71 participants watching news and documentary clips. We analysed subject hit count, number of fixations, first fixation duration, fixation time percent and transition matrix before, during and after shot changes in subtitles displayed over a shot change. Results of our study show that most viewers do not re-read subtitlescrossing shot changes

    Visual strategies of young soccer players during a passing test – A pilot study

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    In sports, studies on visual behavior have mostly focused on expert-novice differences during decision making tasks and during aiming tasks. How visual behavior changes during the early stages of skill acquisition however, has hardly been documented. The current study investigated gaze behavior of young soccer players during the execution of a soccer passing task. Gaze behavior of eleven 8- to 10-year-old soccer players was recorded while they performed the Loughborough Soccer Passing Test. Based on their score, participants were then divided into a high performance group (N=5), and a low performance group (N=6). Results showed that the low performance group tended to look more at the ball while they were handling it. These findings suggest that gaze strategies develop alongside technical skills. More insights in the interplay between technical skills and gaze strategies during skill acquisition could lead to improved training methods for young soccer players

    Gaze transitions when learning with multimedia

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    Eye tracking methodology is used to examine the influence of interactive multimedia on the allocation of visual attention and its dynamics during learning. We hypothesized that an interactive simulation promotes more organized switching of attention between different elements of multimedia learning material, e.g., textual description and pictorial visualization. Participants studied a description of an algorithm accompanied either by an interactive simulation, self-paced animation, or static illustration. Using a novel framework for entropy-based comparison of gaze transition matrices, results showed that the interactive simulation elicited more careful visual investigation of the learning material as well as reading of the problem description through to its completion

    Multimedia w edukacji. Potencjał audiodeskrypcji w kierowaniu uwagą wzrokową ucznia

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    Multimedia in Education: AD Potential in Guiding the Learner’s Visual Attention The aim of this article is to present audio description as a technique of subtle gaze direction during the perception of multimedia material. Multimedia educational materials dynamically take over the educational market. Substantial research findings support their effectiveness; however, there are also arguments pointing at difficulties in the perception of multimedia materials. In this paper we focus on two potential sources of these problems. The first source we associate with the design of multimedia. There are a number of rules that need to be followed when designing multimedia educational materials, such as the rule of multimodality or the rule of time and space coherence. The second source of the diffi culties we assign to the complexity of multimedia which may result in cognitive overload. As a solution we postulate to introduce audio description as a technique leading to the unity of image and sound. Supporting arguments come from eye-tracking studies on audio description in the education of sighted people. For example, primary school children watching a film with audio description concentrated their gaze more on the object highlighted in audio description than the control group what helps in the learning content understanding. The research overview positively verifies the potential role of audio description as a subtle gaze direction in the multimedia education of sighted people

    Counting One\u27s Blessings Can Reduce the Impact of Daily Stress

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    Participants in the present study, adults living in the community, described their well-being and the stress they experienced each day for 2 weeks. Before completing these diaries each day, half of the participants described the things for which they felt grateful that day, and half completed the diaries without doing this. Multilevel modeling analyses found that daily feelings of gratitude were positively related to well-being at the within-person level, and lagged analyses suggested a causal link from well-being to gratitude. In addition, relationships between daily stress and daily well-being were weaker for people who had been asked to think about the things for which they were grateful than they were for those who had not been asked. These results suggest that counting one\u27s blessing can reduce the negative effects of daily stress, which in turn may have positive long-term effects on mental health

    Toward a Real-Time Index of Pupillary Activity as an Indicator of Cognitive Load

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    The Low/High Index of Pupillary Activity (LHIPA), an eye-tracked measure of pupil diameter oscillation, is redesigned and implemented to function in real-time. The novel Real-time IPA (RIPA) is shown to discriminate cognitive load in re-streamed data from earlier experiments. Rationale for the RIPA is tied to the functioning of the human autonomic nervous system yielding a hybrid measure based on the ratio of Low/High frequencies of pupil oscillation. The paper\u27s contribution is drawn from provision of documentation of the calculation of the RIPA. As with the LHIPA, it is possible for researchers to apply this metric to their own experiments where a measure of cognitive load is of interest

    Neural simulation pipeline: Enabling container-based simulations on-premise and in public clouds

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    In this study, we explore the simulation setup in computational neuroscience. We use GENESIS, a general purpose simulation engine for sub-cellular components and biochemical reactions, realistic neuron models, large neural networks, and system-level models. GENESIS supports developing and running computer simulations but leaves a gap for setting up today's larger and more complex models. The field of realistic models of brain networks has overgrown the simplicity of earliest models. The challenges include managing the complexity of software dependencies and various models, setting up model parameter values, storing the input parameters alongside the results, and providing execution statistics. Moreover, in the high performance computing (HPC) context, public cloud resources are becoming an alternative to the expensive on-premises clusters. We present Neural Simulation Pipeline (NSP), which facilitates the large-scale computer simulations and their deployment to multiple computing infrastructures using the infrastructure as the code (IaC) containerization approach. The authors demonstrate the effectiveness of NSP in a pattern recognition task programmed with GENESIS, through a custom-built visual system, called RetNet(8 × 5,1) that uses biologically plausible Hodgkin–Huxley spiking neurons. We evaluate the pipeline by performing 54 simulations executed on-premise, at the Hasso Plattner Institute's (HPI) Future Service-Oriented Computing (SOC) Lab, and through the Amazon Web Services (AWS), the biggest public cloud service provider in the world. We report on the non-containerized and containerized execution with Docker, as well as present the cost per simulation in AWS. The results show that our neural simulation pipeline can reduce entry barriers to neural simulations, making them more practical and cost-effective
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