252 research outputs found

    The New CGEMS - Preparing the Computer Graphics Educational Materials Source to Meet the Needs of Educators

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    ACM SIGGRAPH and Eurographics are restarting CGEMS, the Computer Graphics Educational Materials Source, an on-line repository of curricular material for computer graphics education. In this context, the question that we ask ourselves is: ''How can CGEMS best meet the needs of educators''? The aim of this forum is to provide the audience with an idea of the purpose of CGEMS - a source of educational materials for educators by educators - and to give them an opportunity to contribute their views and ideas towards shaping the new CGEMS. Towards this purpose, we have identified a number of issues to resolve, which the panel will put forward to the participants of the forum for discussion

    Towards predicting post-editing productivity

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    Machine translation (MT) quality is generally measured via automatic metrics, producing scores that have no meaning for translators who are required to post-edit MT output or for project managers who have to plan and budget for transla- tion projects. This paper investigates correlations between two such automatic metrics (general text matcher and translation edit rate) and post-editing productivity. For the purposes of this paper, productivity is measured via processing speed and cognitive measures of effort using eye tracking as a tool. Processing speed, average fixation time and count are found to correlate well with the scores for groups of segments. Segments with high GTM and TER scores require substantially less time and cognitive effort than medium or low-scoring segments. Future research involving score thresholds and confidence estimation is suggested

    Real-time gaze estimation using a Kinect and a HD webcam

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    In human-computer interaction, gaze orientation is an important and promising source of information to demonstrate the attention and focus of users. Gaze detection can also be an extremely useful metric for analysing human mood and affect. Furthermore, gaze can be used as an input method for human-computer interaction. However, currently real-time and accurate gaze estimation is still an open problem. In this paper, we propose a simple and novel estimation model of the real-time gaze direction of a user on a computer screen. This method utilises cheap capturing devices, a HD webcam and a Microsoft Kinect. We consider that the gaze motion from a user facing forwards is composed of the local gaze motion shifted by eye motion and the global gaze motion driven by face motion. We validate our proposed model of gaze estimation and provide experimental evaluation of the reliability and the precision of the method

    Comparing Visual Search Patterns in Chest X-Ray Diagnostics

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    Design and development of a low-cost mask-type eye tracker to collect quality fixation measurements in the sport domain

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    The aim of the study was to build a low-cost mask-type eye tracker with accuracy and precision levels similar to those reported for commercial eye tracking devices. To this end, head-mounted hardware was designed and developed, while open-source software was modified for digital image capture, manipulation, and fixation analysis. An image recognition application was also included with different lighting scenarios. Moreover, parallax and viewing perspective errors were controlled to ensure the quality of data collection. The device was wireless and lightweight (99 g) to allow for natural movement and avoid participant discomfort. After calibration of a 9-target monocular grid, spatial accuracy and precision of the eye tracker was evaluated by 30 participants, at four different lighting setups, both before and after a climbing task. Validity tests showed high levels of accuracy in all conditions as evidenced by a systematic error for a 13-target grid of <0.5°. The reliability tests also showed consistent measurements with no differences in accuracy recorded between participants, lighting conditions, and visual behaviors for the pre- versus post-climbing task. These results suggest that the present eye tracker reports spatial accuracy similar to other commercial systems with levels of high quality. Altogether, this innovative user interface is suitable for research purposes and/or performance analysis in physical activity and sport-related activities. Also, features of this mask-type eye tracking system make it a suitable perceptual user interface to investigate human–computer interactions in a large number of other research fields including psychology, education, marketing, transportation, and medicine

    Eye tracking as an MT evaluation technique

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    Eye tracking has been used successfully as a technique for measuring cognitive load in reading, psycholinguistics, writing, language acquisition etc. for some time now. Its application as a technique for measuring the reading ease of MT output has not yet, to our knowledge, been tested. We report here on a preliminary study testing the use and validity of an eye tracking methodology as a means of semi-automatically evaluating machine translation output. 50 French machine translated sentences, 25 rated as excellent and 25 rated as poor in an earlier human evaluation, were selected. Ten native speakers of French were instructed to read the MT sentences for comprehensibility. Their eye gaze data were recorded non-invasively using a Tobii 1750 eye tracker. The average gaze time and fixation count were found to be higher for the “bad” sentences, while average fixation duration and pupil dilations were not found to be substantially different for output rated as good and output rated as bad. Comparisons between HTER scores and eye gaze data were also found to correlate well with gaze time and fixation count, but not with pupil dilation and fixation duration. We conclude that the eye tracking data, in particular gaze time and fixation count, correlate reasonably well with human evaluation of MT output but fixation duration and pupil dilation may be less reliable indicators of reading difficulty for MT output. We also conclude that eye tracking has promise as a semi-automatic MT evaluation technique, which does not require bi-lingual knowledge, and which can potentially tap into the end users’ experience of machine translation output

    Social presence and dishonesty in retail

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    Self-service checkouts (SCOs) in retail can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff, together with reduced queuing times. Recent research indicates that the absence of staff may provide the opportunity for consumers to behave dishonestly, consistent with a perceived lack of social presence. This study examined whether a social presence in the form of various instantiations of embodied, visual, humanlike SCO interface agents had an effect on opportunistic behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. This was partially supported by the results. The findings contribute to the theoretical framework in social presence research. We concluded that companies adopting self-service technology may consider the implementation of social presence in technology applications to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study.<br/
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