65 research outputs found

    Quantifying gaze and mouse interactions on spatial visual interfaces with a new movement analytics methodology

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    This research was supported by the Royal Society International Exchange Programme (grant no. IE120643).Eye movements provide insights into what people pay attention to, and therefore are commonly included in a variety of human-computer interaction studies. Eye movement recording devices (eye trackers) produce gaze trajectories, that is, sequences of gaze location on the screen. Despite recent technological developments that enabled more affordable hardware, gaze data are still costly and time consuming to collect, therefore some propose using mouse movements instead. These are easy to collect automatically and on a large scale. If and how these two movement types are linked, however, is less clear and highly debated. We address this problem in two ways. First, we introduce a new movement analytics methodology to quantify the level of dynamic interaction between the gaze and the mouse pointer on the screen. Our method uses volumetric representation of movement, the space-time densities, which allows us to calculate interaction levels between two physically different types of movement. We describe the method and compare the results with existing dynamic interaction methods from movement ecology. The sensitivity to method parameters is evaluated on simulated trajectories where we can control interaction levels. Second, we perform an experiment with eye and mouse tracking to generate real data with real levels of interaction, to apply and test our new methodology on a real case. Further, as our experiment tasks mimics route-tracing when using a map, it is more than a data collection exercise and it simultaneously allows us to investigate the actual connection between the eye and the mouse. We find that there seem to be natural coupling when eyes are not under conscious control, but that this coupling breaks down when instructed to move them intentionally. Based on these observations, we tentatively suggest that for natural tracing tasks, mouse tracking could potentially provide similar information as eye-tracking and therefore be used as a proxy for attention. However, more research is needed to confirm this.Publisher PDFPeer reviewe

    Foveation for 3D visualization and stereo imaging

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    Even though computer vision and digital photogrammetry share a number of goals, techniques, and methods, the potential for cooperation between these fields is not fully exploited. In attempt to help bridging the two, this work brings a well-known computer vision and image processing technique called foveation and introduces it to photogrammetry, creating a hybrid application. The results may be beneficial for both fields, plus the general stereo imaging community, and virtual reality applications. Foveation is a biologically motivated image compression method that is often used for transmitting videos and images over networks. It is possible to view foveation as an area of interest management method as well as a compression technique. While the most common foveation applications are in 2D there are a number of binocular approaches as well. For this research, the current state of the art in the literature on level of detail, human visual system, stereoscopic perception, stereoscopic displays, 2D and 3D foveation, and digital photogrammetry were reviewed. After the review, a stereo-foveation model was constructed and an implementation was realized to demonstrate a proof of concept. The conceptual approach is treated as generic, while the implementation was conducted under certain limitations, which are documented in the relevant context. A stand-alone program called Foveaglyph is created in the implementation process. Foveaglyph takes a stereo pair as input and uses an image matching algorithm to find the parallax values. It then calculates the 3D coordinates for each pixel from the geometric relationships between the object and the camera configuration or via a parallax function. Once 3D coordinates are obtained, a 3D image pyramid is created. Then, using a distance dependent level of detail function, spherical volume rings with varying resolutions throughout the 3D space are created. The user determines the area of interest. The result of the application is a user controlled, highly compressed non-uniform 3D anaglyph image. 2D foveation is also provided as an option. This type of development in a photogrammetric visualization unit is beneficial for system performance. The research is particularly relevant for large displays and head mounted displays. Although, the implementation, because it is done for a single user, would possibly be best suited to a head mounted display (HMD) application. The resulting stereo-foveated image can be loaded moderately faster than the uniform original. Therefore, the program can potentially be adapted to an active vision system and manage the scene as the user glances around, given that an eye tracker determines where exactly the eyes accommodate. This exploration may also be extended to robotics and other robot vision applications. Additionally, it can also be used for attention management and the viewer can be directed to the object(s) of interest the demonstrator would like to present (e.g. in 3D cinema). Based on the literature, we also believe this approach should help resolve several problems associated with stereoscopic displays such as the accommodation convergence problem and diplopia. While the available literature provides some empirical evidence to support the usability and benefits of stereo foveation, further tests are needed. User surveys related to the human factors in using stereo foveated images, such as its possible contribution to prevent user discomfort and virtual simulator sickness (VSS) in virtual environments, are left as future work.reviewe

    GPGPU computation and visualization of three-dimensional cellular automata

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    This paper presents a general-purpose simulation approach integrating a set of technological developments and algorithmic methods in cellular automata (CA) domain. The approach provides a general-purpose computing on graphics processor units (GPGPU) implementation for computing and multiple rendering of any direct-neighbor three-dimensional (3D) CA. The major contributions of this paper are: the CA processing and the visualization of large 3D matrices computed in real time; the proposal of an original method to encode and transmit large CA functions to the graphics processor units in real time; and clarification of the notion of top-down and bottom-up approaches to CA that non-CA experts often confuse. Additionally a practical technique to simplify the finding of CA functions is implemented using a 3D symmetric configuration on an interactive user interface with simultaneous inside and surface visualizations. The interactive user interface allows for testing the system with different project ideas and serves as a test bed for performance evaluation. To illustrate the flexibility of the proposed method, visual outputs from diverse areas are demonstrated. Computational performance data are also provided to demonstrate the method's efficiency. Results indicate that when large matrices are processed, computations using GPU are two to three hundred times faster than the identical algorithms using CP

    Towards evaluating the map literacy of planners in 2D maps and 3D models in South Africa

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    South Africa is faced with numerous socioeconomic problems, such as poverty and resource depletion. Sustainable planning is of great importance to ensure that the necessary resources are available for future generations. However, research has suggested that South African planners do not have the necessary level of map literacy and that new geovisualizations may be required. The goal of this paper is to present preliminary results of comparative experiments to evaluate map literacy of planners in 2D maps and 3D models in South Africa. In these experiments, participants performed equally well when exposed to 2D maps and 3D models. These preliminary results were used to inform the conceptual design of an experiment to evaluate map literacy of users with 2D maps and 3D models. The new experiment was developed using a mixed factorial design and aims to address the challenges identified in the preliminary results. The implementation and execution of the new experiment design will contribute to understanding the strengths and limitations of 3D geovisualization for planning in South Africa. Results will inform guidelines for the appropriate use of these non-traditional technologies for development planning.http://www.geo.uzh.ch/~arzu/publications/rautenbach-etal-2014-AfricaGEO.pd

    The Immersive Mental Rotations Test: Evaluating Spatial Ability in Virtual Reality

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    Advancements in extended reality (XR) have inspired new uses and users of advanced visualization interfaces, transforming geospatial data visualization and consumption by enabling interactive 3D geospatial data experiences in 3D. Conventional metrics (e.g., mental rotations test (MRT)) are often used to assess and predict the appropriateness of these visualizations without accounting for the effect the interface has on those metrics. We developed the Immersive MRT (IMRT) to evaluate the impact that virtual reality (VR) based visualizations and 3D virtual environments have on mental rotation performance. Consistent with previous work, the results of our pilot study suggest that mental rotation tasks are performed more accurately and rapidly with stereo 3D stimuli than with 2D images of those stimuli

    GPGPU computation and visualization of three-dimensional cellular automata

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    This paper presents a general-purpose simulation approach integrating a set of technological developments and algorithmic methods in cellular automata (CA) domain. The approach provides a general-purpose computing on graphics processor units (GPGPU) implementation for computing and multiple rendering of any direct-neighbor three-dimensional (3D) CA. The major contributions of this paper are: the CA processing and the visualization of large 3D matrices computed in real time; the proposal of an original method to encode and transmit large CA functions to the graphics processor units in real time; and clarification of the notion of top-down and bottom-up approaches to CA that non-CA experts often confuse. Additionally a practical technique to simplify the finding of CA functions is implemented using a 3D symmetric configuration on an interactive user interface with simultaneous inside and surface visualizations. The interactive user interface allows for testing the system with different project ideas and serves as a test bed for performance evaluation. To illustrate the flexibility of the proposed method, visual outputs from diverse areas are demonstrated. Computational performance data are also provided to demonstrate the method’s efficiency. Results indicate that when large matrices are processed, computations using GPU are two to three hundred times faster than the identical algorithms using CPU
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