30 research outputs found
Measuring Cognition Load Using Eye-Tracking Parameters Based on Algorithm Description Tools
Writing a computer program is a complex cognitive task, especially for a new person in the field. In this research an eye-tracking system was developed and applied, which allows the observation of eye movement parameters during programming as a complex, cognitive process, and the conclusions can be drawn from the results. The aim of the paper is to examine whether the flowchart or Nassi–Shneiderman diagram is a more efficient algorithm descripting tool for describing cognitive load by recording and evaluating eye movement parameters. The results show that the case of the interpreting flowchart has significantly longer fixation duration, more number of fixations, and larger pupil diameter than the case of the Nassi–Shneiderman diagram interpreting. Based on the
results of the study, it is clear how important it is to choose the right programming tools for efficient and lower cost application development
Dietary self-efficacy: determinant of compliance behaviours and biochemical outcomes in haemodialysis patients
Background. Despite the diversity of proposed theories, researchers are still unable to fully explain dietary compliance behaviours of dialysis patients. Dietary self-efficacy, a concept less studied in dialysis, has been linked to positive compliance outcomes in the chronic illness literature. Therefore, the aim of the present research was to determine how dietary self-efficacy is related to selected biochemical markers and self-reported behavioural outcomes in haemodialysis patients. Methods. 107 subjects participated in a cross-sectional study. Four questionnaires assessed dietary self-efficacy, compliance attitudes and behaviours, and staff-patient relationships. Laboratory outcomes were retrospectively obtained from patients' medical records and averaged for the previous 6 months. Results. Of the behavioural measures, only dietary self-efficacy was associated with laboratory outcomes. Dietary self-efficacy was also positively related to staff-patient relationships and to patients' self-reported assessment of compliance behaviours. Women had greater dietary self-efficacy than men. The number of family members living with the respondent was inversely related to dietary self-efficacy. Conclusions. Results indicated that dietary self-efficacy determined both behaviours and laboratory outcomes. Patients with greater dietary self-efficacy had lower serum potassium and weight gain, showed favourable compliance attitudes and behaviours toward prescribed regimens and fostered better relationships with staff. Based on these findings we recommend an experimental approach to clarify whether maximizing dietary self-efficacy efforts is without psychological burden to patients and whether the positive effect of increased dietary self-efficacy is maintained in long-term dialysis patient
An Eye Movement Study in Unconventional Usage of Different Software Tools
One of the main challenges of Human-Computer Interaction is the creation of UIs that enable the use of different systems in an easy and understandable method. The study analyses the student audience who uses software tools differently from the basis. In the research, two languages supporting UI implementation related to .NET technology, XAML and classic C#, were compared in terms of the cognitive load of test subjects. The results of the traditional knowledge level assessment tests and the answers to the questionnaires show that the UI implementation described in XAML is easier to read and understand than the same description in classic C#. When viewing the source codes, the eye movement parameters of the test subjects were also recorded and then evaluated, where a significant difference in the number and duration of fixations was observed, i.e., the interpretation of the classic C# source code showed a larger cognitive load. Overall, the results of the eye movement parameters supported the results of the other two measurement methods when comparing the different types of UI descriptions. The results established in the study and its conclusion may have an impact on programming education as well as industrial software development in the future, and also clearly shows the importance of choosing the development technology that best suits the person or development team
Research Directions of Applications of Cognitive Infocommunications (CogInfoCom)
Nowadays, an increasing number of scientific studies are published in the interdisciplinary field of Cognitive InfoCommuncation (CogInfoCom) [...
EEG-based Computer Control Interface for Brain-Machine Interaction
Recently more and more research methods are available to observe brain activity; for instance, Functional Magnetic Resonance Imaging (fMRI), Positron Emission Tomography (PET), Transcranial Magnetic Stimulation (TMS), Near Infrared Spectroscopy (NIRS), Electroencephalograph (EEG) or Magnetoencephalography (MEG), which provide new research opportunities for several applications. For example, control methods based on the evaluation of measurable signals of human brain activity. In the past few years, more mobile EEG (electroencephalogram) based brain activity biosensor and signal processing devices have become available not only for medical examinations, but also to be used in different scopes; for instance, in control applications. These methods provide completely new possibilities in human-machine interactions by digital signal processing of brain signals. In this study, the program model, the establishment, the implementation and the test results of the quantitative EEG-based computer control interface, protocol and digital signal processing application are demonstrated. The user-friendly visualization of the evaluated brain wave signals is implemented in visual C# object-oriented language. This EEG-based control unit and interface provides an adequate basis for further research in different fields of brain-machine control methods regarding the examination of possible machine control applications
Investigation of the Correspondence between Problems Solving Based on Cognitive Psychology Tests and Programming Course Results
Nowadays the education of different programming and software development courses is more difficult. Students are not able to learn solutions and techniques that are needed to solve a problem even though their prominent interests and diligence. In cognitive psychology, there are some test procedures which can measure the problem solving ability of a test subject. In engineering education there is no field where problem solving skills are unnecessary, the test procedures of cognitive psychology adumbrate the success of a programming course. The primary aim of this article is to examine the relationship between the test results of the measurement procedure of cognitive psychology and the results of success of programming courses. If there is correlation between the two, the measurement method can be used as a filter in the recruitment process in secondary schools, colleges or universities
Towards Developing an Immersive Virtual Reality Applications for Supporting Vision Screening – A User Study
Functional Vision Problems (FVPs) are problems related to eye musculature and/or eye coordination rather than visual acuity. Such problems are rarely diagonsed through standard vision control, and can get worse with age if not properly treated. However, a thorough vision screening of many requires enormous resources from society, which is not possible today. This paper illustrates current challenges to screen functional vision problems (FVPs) using immersive VR applications. For this, a laptop-based program for screening oculomotor difficulties (OMDs), which is a particular type of FVP, is transferred to a head-mounted display (HMD) with integrated eye-tracking technology (ET). The program records the participants' small eye movements via ETs, e.g., fixation stability, saccades, and smooth pursuits during task performance, and allows examining irregularities pointing to OMDs. The paper illustrates the iterative development of the immersive VR program based on continuous feedback from a vision expert. Data was collected from a vision expert and 7 end-users. The results include user experience and usability evaluation of the immersive VR program compared to the laptop version. It discusses the necessity for having vision expertise during specific faces of the development process and presents critical issues for further development of applications utilizing eye movements for more accurate support for vision screening, e.g., issues regarding measuring depth perception and hand-eye coordination
Hand Controlled Mobile Robot Applied in Virtual Environment
By the development of IT systems, human-computer interaction is also developing even faster and newer communication methods become available in human-machine interaction. In this article, the application of a hand gesture controlled human-computer interface is being introduced through the example of a mobile robot. The control of the mobile robot is implemented in a realistic virtual environment that is advantageous regarding the aspect of different tests, parallel examinations, so the purchase of expensive equipment is unnecessary. The usability of the implemented hand gesture control has been evaluated by test subjects. According to the opinion of the testing subjects, the system can be well used, and its application would be recommended on other application fields too