Academic literature on the topic 'Eyetracking technology'

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Journal articles on the topic "Eyetracking technology"

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Stolińska, Anna. "Eyetracking technology in students’ research projects." Prace Naukowe Akademii im. Jana Długosza w Częstochowie. Pedagogika 25, no. 1 (2016): 347–60. http://dx.doi.org/10.16926/p.2016.25.25.

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Zhegallo, A. V. "Eyetracking technology usage in cognitive experience preservation and transferring task." Experimental Psychology (Russia) 11, no. 4 (2018): 135–41. http://dx.doi.org/10.17759/exppsy.2018110412.

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The article discusses the possibility of using eyetracking technology when solving the problem of preserving and transmitting cognitive experience. Video recording of the process for which this task is being solved may contain key elements, the control and management of dynamic properties of which are essential components of cognitive experience. In the example with the “invisible gorilla”, intentionally incorrectly instruction leads to the fact that the essential characteristics of the system are not detected by the observers. Registration of eye movements of an expert, who transmits cognitive experience, performed in addition to the procedure of cooperative debriefing, makes it possible to identify such key elements and their dynamic patterns. In the future, based on the analysis performed, it is possible to create training programs for cognitive experience transfer systems.
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Stickler, Ursula, and Lijing Shi. "Eyetracking methodology in SCMC: A tool for empowering learning and teaching." ReCALL 29, no. 2 (February 23, 2017): 160–77. http://dx.doi.org/10.1017/s0958344017000040.

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AbstractComputer-assisted language learning, or CALL, is an interdisciplinary area of research, positioned between science and social science, computing and education, linguistics and applied linguistics. This paper argues that by appropriating methods originating in some areas of CALL-related research, for example human-computer interaction (HCI) or psycholinguistics, the agenda of “attention-focus” research can be shifted from a cognitive perspective to a learner-centred approach; understanding online language learning and teaching spaces as mediated by technology; second/foreign language learning; and online teaching culture.Taking a method that has traditionally been used within a positivist paradigm, the authors exemplify the potential of eyetracking to advance online language learning research – extending it in ways compatible with a sociocultural paradigm. This is evidenced by two pioneering studies in which an innovative combination of methods allows participants, whose gaze focus was recorded during synchronous computer-mediated communication (SCMC), to reflect back on their involvement. Eyetracking is combined with stimulated recall interviews that trigger deep reflection on learner and teacher strategies by directing participants’ recollections on their attention focus.The rich, multifaceted results shown by this original and innovative use of eyetracking methods in a sociocultural framework suggest a way forward in researching online learning by integrating insider and outside views coherently and systematically.
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Baptista, P. M., M. T. Mercadante, E. C. Macedo, and J. S. Schwartzman. "Cognitive performance in Rett syndrome girls: a pilot study using eyetracking technology." Journal of Intellectual Disability Research 50, no. 9 (September 2006): 662–66. http://dx.doi.org/10.1111/j.1365-2788.2006.00818.x.

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Herawati, Yani, Sandy Halim, and Ceicalia Tesavrita. "Evaluasi Website Rakuten Indonesia dengan Eyetracking Usability Testing." Jurnal Rekayasa Sistem Industri 5, no. 1 (April 29, 2016): 60. http://dx.doi.org/10.26593/jrsi.v5i1.1914.60-68.

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<p><em>The increasing internet users in Indonesia has encourage companies to take advantage of internet technology in its business (e-commerce). Amid the growth of e-commerce, Rakuten Indonesia (RI) as one of the e-commerce company, have to compete in order to retain its existence. For e-commerce companies, website’s usability has an important role in attracting consumers to conduct transactions. RI website’s usability will be evaluated using Eyetracking usability testing. Eyetracking usability testing use the results of the gaze replay, gaze plots, heat maps, and the area of interest (AOI). The evaluation was done for the website features (product categorization, filtering products, sorting products, product description, saving products, as well as ordering the product), and the placement of the advertisement on the homepage RI website. From the evaluation, it was found 10 problems related RI website’s feature and the improvements was made. From the results of the evaluation of advertisement’s placements based AOI, can be determined the cost of advertising and the content of the advertisement on a specific area on the website's homepage.</em></p>
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Beard, David V., R. Eugene Johnston, Osamu Toki, and Claire Wilcox. "A study of radiologists viewing multiple computed tomography examinations using an eyetracking device." Journal of Digital Imaging 3, no. 4 (November 1990): 230–37. http://dx.doi.org/10.1007/bf03168120.

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Johnson, Cheryl I., Daphne E. Whitmer, Jacob Entinger, Eric K. Peterson, and Briana M. Sobel. "Interacting with Virtual Reality with a Controller Instead of the Body Benefits Performance and Perceptions." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 1294–98. http://dx.doi.org/10.1177/1071181322661371.

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Methods of interaction within virtual environments, such as virtual reality (VR), typically include hand-held controllers, but recent advances in technology are making body-based interactions possible, such as eye and hand tracking. These modern interaction methods may prove to be more natural and intuitive for users and improve their experience by reducing the mental effort associated with learning a new interaction. In this within-subjects experiment, we compared users’ performance on a speeded button selection task and ratings of their experience in five different interaction methods: controller-based (Trigger, Push, and Raycasting) and body-based (Eyetracking and Handtracking). We found that participants performed best with controller-based interactions and rated their experiences more favorably than the body-based interactions. Participants reported higher mental and physical effort in the body-based conditions than the controller-based conditions. Implications for VR system design and future research are discussed.
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Dahmen, Nicole Smith. "From the Walls to the Web: Media Aesthetics, Technological Innovation, and Audience Attention to Artwork Representations." International Journal of Art, Culture and Design Technologies 5, no. 2 (July 2016): 30–48. http://dx.doi.org/10.4018/ijacdt.2016070103.

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Aesthetic theory considers the reciprocal relationship between the creator, the object, and the viewer of an artwork. When viewing artworks on a museum website, a new element is added to the aesthetic model: the mass-mediated representation of the art object. This research brings together art and media theory, as well as technological understanding, to study mass-mediated presentations of artworks and to gauge audiences' visual attention to artworks based on differences in media presentations. Study findings indicate that art museums are generally showing rigor for visual displays of their artworks on their websites, thereby providing a legitimate visiting experience for their virtual patrons. However, regarding technology, art museum websites are not fully embracing web capabilities. Eyetracking data provide empirical evidence of the effects of certain changed aesthetic variables in the viewing experience. From a theoretical perspective, the research showed how aesthetic theory can be placed within a media aesthetic theory model to study the mass mediated viewing experience.
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Havelková, Lenka, and Martin Hanus. "Research into map-analysis strategies: theory- and data-driven approaches." Geografie 124, no. 2 (2019): 187–216. http://dx.doi.org/10.37040/geografie2019124020187.

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This study focuses on the strategies used during an analysis of four types of thematic maps (line symbols, area-shading, choropleths, and diagram maps) on the basis of the use of eyetracking technology. Moreover, it discusses the use of data-driven (spatial and spatiotemporal) and theory-driven (spatiotemporal) methodological approaches to research on the topic and aims to verify their applicability experimentally. The results of the experiment assist in identifying the main merits and limits of these approaches and serve to supplement and expand the results of prior studies. It is apparent that the strategies selected by users, when analyzing maps, are highly individualized and are distinguished by the frequent flitting of the eyes between the individual parts of the task. Among other things, it was discovered that most attention was paid to the task instructions and the map, and that the most frequently utilized sequence of eye movement was: task, map, (scale/north arrow, legend), answers.
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Long, Michael M. "Instructed second language acquisition (ISLA)." Instructed Second Language Acquisition 1, no. 1 (July 4, 2017): 7–44. http://dx.doi.org/10.1558/isla.33314.

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Definitions are proposed for instructed second language acquisition (ISLA) and ISLA research. The quantity of research is partly driven by external geopolitical forces, its quality improved by such methodological developments as the growing deployment of statistical meta-analyses, new technology, especially eyetracking, and new instrumentation, e.g. Hi-Lab, a measure of aptitudes for both explicit and implicit language learning. Three major constraints on the design of L2 instruction are that: (1) the learning task is too large for either explicit or implicit learning alone; (2) direct effects of instruction are limited to manipulations of the linguistic environment, with intended cognitive processes ultimately under learner control; and (3) development of implicit knowledge is the priority. Three learning conditions that speak to what can best be achieved through incidental and intentional language learning are illustrated by recent studies of (1) resetting L1 parameters and dealing with blocking, and (2) instance learning of lexical items and collocations. Comparisons of L2 learning under the three conditions can help resolve long-standing disagreements over the merits of codefocused and meaning-focused instructional approaches.
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Dissertations / Theses on the topic "Eyetracking technology"

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Fjellström, Jonatan. "Gaze Interaction in Modern Trucks." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-114284.

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In this master thesis project carried out on Scania’s interaction design department in Södertälje an evaluation of the technology gaze interaction has been done. The aim was to see if the technology was suitable for implementation in a truck environment and what potential it had. The work started by doing a context analysis to get a deeper knowledge of the research done on within the area related to the subject. Following the context analysis a comprehensive need finding process was done. In this process, data from interviews, observations, ride along with truck drivers, benchmarking and more was analysed. The analysis of this was used to identify the user needs. Based on the user needs the concept development phase was conducted. The whole development phase was done in different stages and started off by an idea generation process. The work flow was made in small iterations with the idea to continuously improve the concepts. All concepts were evaluated in a concept scoring chart to see which of the concepts that best fulfilled the concept specifications. The concepts that best could highlight the techniques strengths and weaknesses were chosen and these are Head Up Display Interaction and Gaze Support System.. These concepts focused on the interaction part of the technique rather than a specific function. Test of the two concepts were conducted in a simulator to get data and see how they performed compared to today´s Scania trucks. The result overall was good and the test subjects were impressed with the systems. However there was no significance in most of the cases of driving except for some conditions where the concepts prove to be better than the systems used today. Gaze interaction is a technology that is suitable for a truck driving environment given that a few slight improvements are made. Implementation of the concepts have a good potential of reducing road accidents caused by human errors.
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Conference papers on the topic "Eyetracking technology"

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Fliegel, Karel. "Eyetracking based approach to objective image quality assessment." In 2008 IEEE International Carnahan Conference on Security Technology (ICCST). IEEE, 2008. http://dx.doi.org/10.1109/ccst.2008.4751330.

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Kipli, Kuryati, Theo Arvanitis, Neil Cooke, and Lisa Harris. "An eyetracking study of estimation accuracy: Examining cerebellar tumours from Magnetic resonance spectroscopy graphs." In 2008 International Symposium on Information Technology. IEEE, 2008. http://dx.doi.org/10.1109/itsim.2008.4631865.

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Blasiak, Władysław, P. Kazubowski, Roman Rosiek, and Miroslawa Sajka. "THE USEFULNESS OF PHYSICS FORMULAS IN THE OPINION OF STUDENTS: AN EYETRACKING STUDY." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.20.

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For the purpose of this work, 16-year-old students gave their opinions on the usefulness of physics formulas from the school curriculum. The average students regarded below 30% of the presented formulas as useful, whereas for winners of a physics competition it was over 60%. Using the SMI Hi-Speed1250 eyetracker, a relationship between 52 students' eye fixation times on 16 presented formulas and their opinion on the formulas' usefulness was designated. For the best students, the Pearson correlation coefficient was close to zero. For average students, it was 0.6. Key words: physics formulas, public schools, school curriculum.
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Al-Wabil, Areej, Hebah ElGibreen, Remya P. George, and Buthainah Al-Dosary. "Exploring the validity of learning styles as personalization parameters in eLearning environments: An eyetracking study." In 2010 2nd International Conference on Computer Technology and Development (ICCTD). IEEE, 2010. http://dx.doi.org/10.1109/icctd.2010.5646127.

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Oskina, Maria, Zoltan Rusak, and Peter Boom. "Eye on HMI - Assessment of Human-Machine Interface with wearable eye-tracking glasses." In Design Computation Input/Output 2022. Design Computation, 2022. http://dx.doi.org/10.47330/dcio.2022.gpqp2161.

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More and more modern transport modalities are equipped with complex human-machine interfaces (HMI). HMI aim to narrow the information gap between the complex automation system and their human operator to ensure fast, effective interaction and decision making. We see HMI in the traffic controllers' rooms, the ADAS-equipped vehicles, the public transport drivers' rooms, and many other modern transport modes. Designers create HMIs to effectively draw the operator’s attention to the most necessary and critical information and to facilitate accurate and fast decision making. Whether these systems adequately support human operators and achieve the intention of their designer is difficult to test objectively. [Hamilton and Grabowki 2013] showed that visual, manual and cognitive distractions of ADAS-equipped vehicles tend to distract drivers, who in turn behave less safe on the roads. There is, however, no comprehensive overview about the typical cognitive challenges operators facing in different domains of HMI applications and how these challenges can be objectively assessed. We conducted a series of interviews on difficulties of operators’ Human-Machine interface experience with human factors experts working with in railway and ADAS systems and investigated Endsley's situation awareness theory in dynamic systems [Endsley 1995]. Our interviewees reported several typical issues from their HMI studies, including missing events on the HMI displays, information overload of operators, lack of contextual and situational awareness and, as a resulting mismatch in expected and performed operator actions. We aim to develop and objective approach based on mobile eye tracking technology that can be used to characterize operator situation awareness, decision making and task performance and validate HMI designs in specific mobility and industry applications. The first step of our method is HAZOP analysis of the Human-Machine events and operator tasks, which results in a set of use cases for the eye-tracking experiments. In the experiments, we use wearable eye-tracking glasses combined with AI based computer vision algorithms. Wearable eyetracking enables us to conduct studies in real world scenarios, while AI based computer vision helps use to automatically identify relevant events and streamline the eye tracking data analysis workflow. With the use of glasses, we collect hotspot analysis, sequence of eye movement analysis, time to capture alarms and other parameters. Finally, we use an AI (and open AI) component in the glasses to mark the event of interest and track when the eye interacts with an area or an event of interest. We process gained data to conclude the events engagement, mistakes in responses, and missed out information and explain the root causes. In the past period, we conducted a pilot study to validate the quality of data collected with the openeye eye-tracking equipment (https://kexxu.com/ ). In the next step, we will use validate our method in a full-size experiment. We are convinced that our insights will help to bring significant improvements in current research approaches for human factor studies about comfort, safety and effectiveness of the human-machine interaction. We also aim to apply our method in training and upskilling operators."
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