| Design issues of iDICT: a gaze-assisted translation aid | | BIBAK | Full-Text | 9-14 | |
| Aulikki Hyrskykari; Päivi Majaranta; Antti Aaltonen; Kari-Jouko Räihä | |||
| Eye-aware applications have existed for long, but mostly for very special
and restricted target populations. We have designed and are currently
implementing an eye-aware application, called iDict, which is a general-purpose
translation aid aimed at mass markets. iDict monitors the user's gaze path
while s/he is reading text written in a foreign language. When the reader
encounters difficulties, iDict steps in and provides assistance with the
translation. To accomplish this, the system makes use of information obtained
from reading research, a language model, and the user profile. This paper
describes the idea of the iDict application, the design problems and the key
solutions for resolving these problems. Keywords: eye tracking, gaze, input techniques, non-command interfaces, post-WIMP
interfaces | |||
| Text input methods for eye trackers using off-screen targets | | BIBAK | Full-Text | 15-21 | |
| Poika Isokoski | |||
| Text input with eye trackers can be implemented in many ways such as
on-screen keyboards or context sensitive menu-selection techniques. We propose
the use of off-screen targets and various schemes for decoding target hit
sequences into text. Off-screen targets help to avoid the Midas' touch problem
and conserve display area. However, the number and location of the off-screen
targets is a major usability issue. We discuss the use of Morse code, our
Minimal Device Independent Text Input Method (MDITIM), QuikWriting, and
Cirrin-like target arrangements. Furthermore, we describe our experience with
an experimental system that implements eye tracker controlled MDITIM for the
Windows environment. Keywords: Cirrin, MDITIM, Morse code, QuikWriting, eye tracker, off-screen targets,
text input | |||
| Effective eye-gaze input into Windows | | BIBAK | Full-Text | 23-27 | |
| Chris Lankford | |||
| The Eye-gaze Response Interface Computer Aid (ERICA) is a computer system
developed at the University of Virginia that tracks eye movement. To allow true
integration into the Windows environment, an effective methodology for
performing the full range of mouse actions and for typing with the eye needed
to be constructed. With the methods described in this paper, individuals can
reliably perform all actions of the mouse and the keyboard with their eye. Keywords: disabled, eye-gaze, mouse clicking, typing, windows | |||
| Comparing interfaces based on what users watch and do | | BIBAK | Full-Text | 29-36 | |
| Eric C. Crowe; N. Hari Narayanan | |||
| With the development of novel interfaces controlled through multiple
modalities, new approaches are needed to analyze the process of interaction
with such interfaces and evaluate them at a fine grain of detail. In order to
evaluate the usability and usefulness of such interfaces, one needs tools to
collect and analyze richly detailed data pertaining to both the process and
outcomes of user interaction. Eye tracking is a technology that can provide
detailed data on the allocation and shifts of users' visual attention across
interface entities. Eye movement data, when combined with data from other input
modalities (such as spoken commands, haptic actions with the keyboard and the
mouse, etc.), results in just such a rich data on set. However, integrating,
analyzing and visualizing multimodal data on user interactions remains a
difficult task. In this paper we report on a first step toward developing a
suite of tools to facilitate this task. We designed and implemented an Eye
Tracking Analysis System that generates combined gaze and action visualizations
from eye movement data and interaction logs. This new visualization allows an
experimenter to see the visual attention shifts of users interleaved with their
actions on each screen of a multi-screen interface. A pilot experiment on
comparing two interfaces -- a traditional interface and a speech-controlled one
-- to an educational multimedia application was carried out to test the utility
of our tool. Keywords: eye tracking, interaction log analysis, speech-controlled interface,
visualization | |||
| Extended tasks elicit complex eye movement patterns | | BIBAK | Full-Text | 37-43 | |
| Jeff B. Pelz; Roxanne Canosa; Jason Babcock | |||
| Visual perception is an inherently complex task, yet the bulk of studies in
the past were undertaken with subjects performing relatively simple tasks under
reduced laboratory conditions. In the research reported here, we examined
subjects' oculomotor performance as they performed two complex, extended tasks.
In the first task, subjects built a model rocket from a kit. In the second
task, a wearable eyetracker was used to monitor subjects as they walked to a
restroom, washed their hands, and returned to the starting point. For the
purposes of analysis, both tasks can be broken down into smaller sub-tasks that
are performed in sequence. Differences in eye movement patterns and high-level
strategies were observed in the model building and hand-washing tasks. Fixation
durations recorded in the model building tasks were significantly shorter than
those reported in simpler tasks. Performance in the hand-washing task revealed
look-ahead eye movements made to objects well in advance of a subject's
interaction with the object. Often occurring in the middle of another task,
they provide overlapping temporal information about the environment, providing
a mechanism to produce our conscious visual experience. Keywords: complex tasks, extended tasks, eyetracking, fixation duration,
portable/wearable eyetracking, visual perception | |||
| The effects of a simulated cellular phone conversation on search for traffic signs in an elderly sample | | BIBAK | Full-Text | 45-50 | |
| Charles T. Scialfa; Lisa McPhee; Geoffrey Ho | |||
| The effects of clutter and a simulated cellular telephone conversation on
search for traffic signs were investigated using eye movement and reaction time
measures. One-half of an elderly sample searched for traffic signs while
simultaneously listening to a story, followed by 15 "yes or no" questions. This
simulated cellular phone conversation had detrimental effects on reaction time,
fixation number and fixation duration. Performance decrements observed might be
an indication of the demands cellular telephones have on a driver's processing
resources. In addition, these methods could be used to further investigate the
safety implementation of using a cellular telephone while driving. Keywords: aging, cellular telephone use, conspicuity, driving performance, eye
movements, traffic signs | |||
| Gazetracker: software designed to facilitate eye movement analysis | | BIBAK | Full-Text | 51-55 | |
| Chris Lankford | |||
| The Eye-gaze Response Interface Computer Aid (ERICA) is a computer system
developed at the University of Virginia that tracks eye movement. Originally
developed as a means to allow individuals with disabilities to communicate,
ERICA was then expanded to provide methods for experimenters to analyze eye
movements. This paper describes an application called Gaze Tracker™ that
facilitates the analysis of a test subject's eye movements and pupil response
to visual stimuli, such as still images or dynamic software applications that
the test subject interacts with (for example, Internet Explorer). Keywords: eye-tracking, internet, usability, windows | |||
| An interactive model-based environment for eye-movement protocol analysis and visualization | | BIBAK | Full-Text | 57-63 | |
| Dario D. Salvucci | |||
| This paper describes EyeTracer, an interactive environment for manipulating,
viewing, and analyzing eye-movement protocols. EyeTracer augments the typical
functionality of such systems by incorporating model-based tracing algorithms
that interpret protocols with respect to the predictions of a cognitive process
model. These algorithms provide robust strategy classification and fixation
assignment that help to alleviate common difficulties with eye-movement data,
such as equipment noise and individual variability. Using the tracing
algorithms for analysis and visualization, EyeTracer facilitates both
exploratory analysis for initial understanding of behavior and confirmatory
analysis for model evaluation and refinement. Keywords: eye movements, protocol analysis, tracing, visualization | |||
| Analysis of eye tracking movements using FIR median hybrid filters | | BIBAK | Full-Text | 65-69 | |
| J. Gu; M. Meng; A. Cook; M. G. Faulkner | |||
| This paper presents an approach of using FIR Median Hybrid Filters for
analysis of eye tracking movements. The proposed filter can remove the eye
blink artifact from the eye movement signal. The background of the project is
described first. The whole idea is to put movements into eyes, which are used
as static prosthesis, so that the ocular implant will have the same natural
movement as the real eye. First step is to obtain the movement of the real eye.
From the review of the eye movement methods, the electro-oculogram (EOG) is
used to determine the eye position. Because the eye blink artifact is always
corrupted in the EOG signal, it must be filtered out for the purpose of our
project. The FIR Median Hybrid Filter is studied in the paper; its properties
are explored with examples. Finally the filter is used to deal the real eye
blink corrupted EOG signal. Examples are given of analysis procedure for eye
tracking or a random moving target. The method is proved to be highly reliable. Keywords: FIR median hybrid filter, electrooculogram, eye blink, eye movement | |||
| Identifying fixations and saccades in eye-tracking protocols | | BIBAK | Full-Text | 71-78 | |
| Dario D. Salvucci; Joseph H. Goldberg | |||
| The process of fixation identification -- separating and labeling fixations
and saccades in eye-tracking protocols -- is an essential part of eye-movement
data analysis and can have a dramatic impact on higher-level analyses. However,
algorithms for performing fixation identification are often described
informally and rarely compared in a meaningful way. In this paper we propose a
taxonomy of fixation identification algorithms that classifies algorithms in
terms of how they utilize spatial and temporal information in eye-tracking
protocols. Using this taxonomy, we describe five algorithms that are
representative of different classes in the taxonomy and are based on commonly
employed techniques. We then evaluate and compare these algorithms with respect
to a number of qualitative characteristics. The results of these comparisons
offer interesting implications for the use of the various algorithms in future
work. Keywords: data analysis algorithms, eye tracking, fixation identification | |||
| Visual fixations and level of attentional processing | | BIB | Full-Text | 79-85 | |
| Boris M. Velichkovsky; Sascha M. Dornhoefer; Sebastian Pannasch; Pieter J. A. Unema | |||
| "Saccade pickers" vs. "fixation pickers": the effect of eye tracking instrumentation on research | | BIBA | Full-Text | 87-88 | |
| Keith S. Karn | |||
| Users of most video-based eye trackers apply proximity algorithms to
identify fixations and assume that saccades are what happen in between. Most
video-based eye trackers sample at 60 Hz., a rate which is too low to reliably
find small saccades in an eye position record. We propose to call these slower
eye trackers and their typical proximity analysis routines "fixation pickers."
Systems such as dual-Purkinje-image (DPI) trackers, coil systems, and electro-oculography permit higher sampling rates, typically providing the 250 Hz or greater sampling frequency necessary to detect most saccades. Researchers using these types of eye trackers typically focus on identifying saccades using velocity based algorithms and assume that fixations are what happen in between these movements. We propose to call these faster eye trackers and their velocity-based analysis routines "saccade pickers." Given that fixation pickers and saccade pickers extract different things from an eye position record, it is no wonder that the two systems yield different results. This discrepancy has become a problem in eye movement research. A study of cognitive processing conducted with one eye tracking system is likely to give results which cannot be easily compared to a study conducted with another eye tracker. Imagine that two investigators are both interested in studying visual search. Both choose the number of saccades as one of their dependent variables to measure search performance. One investigator chooses a video-based fixation picker. The other investigator chooses a DPI-based saccade picker. Because the saccade picker is tuned to identify smaller saccades, the investigator with the DPI tracker reports more saccades and fixations during an equivalent visual search task compared to the investigator with the video-based tracker. Both investigations are likely to produce valid results, but results which are not comparable to the other investigator's. | |||
| Binocular eye tracking in virtual reality for inspection training | | BIBAK | Full-Text | 89-96 | |
| Andrew T. Duchowski; Vinay Shivashankaraiah; Tim Rawls; Anand K. Gramopadhye; Brian J. Melloy; Barbara Kanki | |||
| This paper describes the development of a binocular eye tracking Virtual
Reality system for aircraft inspection training. The aesthetic appearance of
the environment is driven by standard graphical techniques augmented by
realistic texture maps of the physical environment. A "virtual flashlight" is
provided to simulate a tool used by inspectors. The user's gaze direction, as
well as head position and orientation, are tracked to allow recording of the
user's gaze locations within the environment. These gaze locations, or
scanpaths, are calculated as gaze/polygon intersections, enabling comparison of
fixated points with stored locations of artificially generated defects located
in the environment interior. Recorded scanpaths provide a means of comparison
of the performance of experts to novices, thereby gauging the effects of
training. Keywords: eye tracking, virtual reality, visual inspection | |||
| User performance with gaze contingent multiresolutional displays | | BIBAK | Full-Text | 97-103 | |
| Lester C. Loschky; George W. McConkie | |||
| One way to economize on bandwidth in single-user head-mounted displays is to
put high-resolution information only where the user is currently looking. This
paper summarizes results from a series of 6 studies investigating spatial,
resolutional, and temporal parameters affecting perception and performance in
such eye-contingent multi-resolutional displays. Based on the results of these
studies, suggestions are made for the design of eye-contingent
multi-resolutional displays. Keywords: bandwidth, dual-resolution displays, eye movements, eyetracking,
multiresolutional displays, peripheral vision, visual perception, wavelets | |||
| Evaluating variable resolution displays with visual search: task performance and eye movements | | BIBAK | Full-Text | 105-109 | |
| Derrick Parkhurst; Eugenio Culurciello; Ernst Niebur | |||
| Gaze-contingent variable resolution display techniques allocate
computational resources for image generation preferentially to the area around
the center of gaze where visual sensitivity to detail is the greatest. Although
these techniques are computationally efficient, their behavioral consequences
with realistic tasks and materials are not well understood. The behavior of
human observers performing visual search of natural scenes using
gaze-contingent variable resolution displays is examined. A two-region display
was used where a high-resolution region was centered on the instantaneous
center of gaze, and the surrounding region was presented in a lower resolution.
The radius of the central high-resolution region was varied from 1 to 15
degrees while the total amount of computational resources required to generate
the visual display was kept constant. Measures of reaction time, accuracy, and
fixation duration suggest that task performance is comparable to that seen for
uniform resolution displays when the central region size is approximately 5
degrees. Keywords: eye movements, variable resolution displays, virtual reality, visual search | |||
| "GazeToTalk": a nonverbal interface with meta-communication facility (Poster Session) | | BIBA | Full-Text | 111 | |
| Tetsuro Chino; Kazuhiro Fukui; Kaoru Suzuki | |||
| We propose a new human interface (HI) system named "GazeToTalk" that is
implemented by vision based gaze detection, acoustic speech recognition (ASR),
and animated human-like agent CG with facial expressions and gestures. The
"GazeToTalk" system demonstrates that eye-tracking technologies can be utilized
to improve HI effectively by working with other non-verbal messages such as
facial expressions and gestures.
Conventional voice interface system have the following serious drawbacks. (1) They cannot distinct between input voice and other noise, and (2) cannot understand who is the intended hearer of each utterance. A "push-to-Wk" mechanism can be used to ease these problems, but it spoils the advantages of voice interfaces (e.g. contact-less, suitability in hand-busy situation). In real human dialogues, besides exchanging content messages, people use non-verbal messages such as gaze, facial expressions and gestures to establish or maintain conversations, or recover from problems that arise in the conversation. The "GazeToTalk" system simulates this kind of "meta-communication" facility by utilizing vision based gaze detection, ASR, and human-like agent CG. When the user intends to input voice commands, he gazes on the agent on the display in order to request to talk, just as in daily human-human dialogues. This gaze is recognized by the gaze detection module and the agent shows a particular facial expression and gestures as a feedback to establish an "eye-contact." Then the system accepts or rejects speech input from the user depending on the state of the "eye-contact." This mechanism allows the "GazeToTalk" system to accept only intended voice input and ignore another voices and environmental noises successfully, without forcing any arbitrary operation to the user. We also demonstrate an extended mechanism to treat more flexible "eye contact" variations. The preliminary experiments suggest that in the context of meta-communication, nonverbal messages can be utilized to improve HI in terms of naturalness, friendliness and tactfulness. | |||
| Using eye tracking to investigate graphical elements for fully sighted and low vision users | | BIB | Full-Text | 112 | |
| Julie A. Jacko; Armando B. Barreto; Josey Y. M. Chu; Holly S. Bautsch; Gottlieb J. Marmet; Ingrid U. Scott; Robert H., Jr. Rosa | |||
| Eye-movement-contingent release of speech and "SEE"- multi-modalities eye tracking system | | BIBA | Full-Text | 113-114 | |
| Weimin Liu | |||
| A novel research method, the eye-movement-contingent release of speech
method, was developed to examine the use and nature of the sound code in visual
word recognition in reading. A new multi-modalities eye tracking system ("SEE")
was developed to implement the eye-movement-contingent release of speech
method. The SEE system provides the experimenter synchronized orthogonal
manipulations of visual and auditory signals, accurate measurement of
oculomotor responses, post-hoc data replay facilities and statistical analysis
tool.
A new method, eye-movement-contingent release of speech, was developed to study the use of sound codes during visual word recognition. This new method examines effects of spoken -- rather then visual/orthographic -- words on the concurrent recognition of visual words. Speech is to be presented while text are viewed and presentation of the speech signal is coordinated with the viewing of a preselected visual target word. During sentence reading, the reader's eye positions are continuously sampled, and a real time fixation detection algorithm is developed to present the auditory signal when a certain pre-specified eye position criterion (called boundary) is fulfilled. The auditory stimuli are presented from eye tracking data, that is, eye movement are contingent on the change of heard/seen stimuli, so that the location of the eye position during visual object perception is calculated relative to the auditory presentation of speech. "SEE"-multi-modalities eye tracking system was developed to implement this new method. SEE system was mainly built on a fifth-generation Dual-Purkinje SRI eye tracker but also provides general API supports for use with other eye trackers (i.e. ICAN and SM systems). SEE software toolkit was installed on an IBM compatible personal computer, which was connected with the eye tracker through an Analogue-to-Digital converter. SEE software toolkit is a 32-bit windows application running under Windows 95/98/NT/2000. It consists of two running phases: real-time data collection phase and post-hoc analysis phase. Data collection phase includes modules of calibration, real time eye data processing and raw data recording. Real time data processing module has sub-modules to process the raw data to filter noise, detect fixation/saccade, and manually/dynamically recalibrate to correct drift over time. Post-hoc analysis phase provides replay and statistic analysis. SEE software toolkit also provides visual and audio stimuli presentation. Calibration. During the calibration, the reader is instructed to fixate a consequential displayed series of 5-9 target points on the screen whose coordinates are known; the raw data from the eye tracker are collected for each point over a period of time and are used to calculate parameters of a mapping transformation equation. After successful calibration, the raw digital stream are continuously mapped to X/Y coordinates on the display. Eye-movement-contingent control. Movements of the eyes control the release of visual and acoustic information. Visual and/or sound boundaries are pre-defined in the sentence for contingent control. When a reader's eye moves across the release boundary, a visual and/or speech signal is presented. In the following illustration table, visual/sound boundary are defined at space before 'yellow' and 'stripe' respectively. * indicates the fixation location; ( ) indicates the spoken duration. | |||
| What eye-movements tell us about ratios and spatial proportions | | BIBA | Full-Text | 115 | |
| Catherine Sophian; Martha E. Crosby | |||
| Complex computer interfaces often provide quantitative information which the
user must integrate. For example a scroll bar gives information about position
in a document. The user can adjust the scroll bar to maintain an appropriate
ratio of the portion of the document displayed relative to the documents
position. Users are often given icons to select, does the icon's
proportionality influence their choice? The task of identifying two shapes that
are geometrically similar, though different in size, is a proportional one, but
also one in which spatial processing may be important. Our research examines
ways in which spatial presentations of the data can facilitate the process of
integrating quantitative information.
Mathematically a proportion is defined as a four-term relation among quantities: A is to B as C is to D. In essence, the task of proportional reasoning is to compare the relation between one pair of terms (or quantities) with the relation between the other pair. One of the simplest examples of proportional reasoning occurs in the identification of shapes. Even young children can tell whether two shapes are equally proportioned, in terms of the ratios of their heights to their widths for instance -- even if they are very different in overall size. In effect, in this task they are identifying a proportional equivalence between the ratio relating the width and height of the smaller shape and the ratio relating the width and height of the larger one. Although psychological tests of proportional reasoning typically control for perceptual, as our shape comparison example illustrates there is nothing in principle that makes a perceptually based judgment of proportionality mathematically unlike other proportionality judgments. What is important is that non-relational bases for task performance be controlled. Thus, for instance, matching of the fatness of two shapes that are the same height might not involve a consideration of ratios, since comparisons based on the horizontal dimension alone would be sufficient to determine whether the shapes were the same or different. Differences in overall magnitude are thus an essential element in any assessment of proportional judgments. In order to learn more about the visual processes underlying the apprehension of spatial-configurational ratios, we performed an experiment which recorded adults' eye movements during the performance of a shape comparison task. We found that observers do not need to fixate on both shapes in order to make a proportional comparison between them, suggesting that the perception of height: width ratios does not depend on foveal vision. At the same time, it is clear that scanning patterns were affected by characteristics of the scenes. The variation in looking at left vs. right sides of the scenes as a function of whether the correct (fatter) stimulus was on the left or the right is particularly intriguing. It appears that the smaller stimulus could be processed with relatively few fixations, but when it was the correct choice viewers verified its fatness with more extended viewing before responding. An interesting implication of this finding is that visual objects can be too big to be processed with optimal efficiency. Whereas it is often assumed that bigger is better, at least when what viewers need to discern is the overall shape of an object a large size may actually impede rapid apprehension by requiring more extensive scanning. Providing adequate spacing between visual elements may therefore be a more effective means of facilitating processing than enlarging the sizes of those objects (beyond some point). These findings support the idea that, when overall size is not too great, the proportional relations that characterize the shape of an object can be rapidly apprehended, often without directly fixating it. This supports the conjecture with which we began, that spatial configurations can be a powerful way of presenting information about the relations between two quantitative measures. | |||
| Technical aspects in the recording of scanpath eye movements | | BIBA | Full-Text | 116 | |
| Daniela Zambarbieri; Stefano Ramat; Carlo Robino | |||
| The two dimensional representation of the eye movement performed by a
subject while exploring a scene is commonly called "scanpath." By examining
both the spatial and temporal evolution of the scanpath on the scene presented
to the subject we are able to quantify, in a completely objective way, where
the subject is looking and for how long his gaze remains on a specific area.
The recording of scanpaths during the exploration of a computer display can
represent a powerful tool in the context of usability testing.
In order to study the scanpath of a user interacting with a computer display we need a system able to record the vertical and horizontal components of eye movement with respect to the screen surface. Several systems are currently available on the market that are based on different eye movement recording techniques and each one is characterized by both advantages and drawbacks. We have used and compared two such eye-tracking systems that exploit video camera based recording and track the center of the pupil and of the corneal reflections elicited by infrared light illumination. One system consists of a headset supporting two dichroic mirrors and two high-speed CCD cameras for binocular recording. Two sets of infrared light emitting diodes illuminate each eye for the generation of corneal reflections. The headset is heavy and must be fastened very tightly to avoid slipping since any displacement relative to the head can introduce an error in the reconstruction of gaze position on the display. The other system is composed of a video camera mounted below the computer screen and exploits the Pupil-Center/Corneal-Reflection method to determine gaze direction. A small infrared light emitting diode illuminates the eye and generates a bright reflection on the cornea. The major advantage of the system is that it operates without any sort of contact with the subject thus allowing even very long acquisition sessions without causing discomfort to the subject. Moreover, since the measure of gaze position is performed with respect to the computer display, small movements of the head do not introduce errors. In order to be able to examine a subject's behavior while interacting with a computer system in a most natural way, we developed a software program that allows for the recording of both the gaze and mouse actions of a user while freely navigating the World Wide Web, any hypertext document, and possibly while using any graphical user interface. Data analysis is performed offline by reproducing the vertical and horizontal components of eye movement on each page that the subject has explored during the recording. Zones of interest can be defined on each page in an interactive way. Then the software can compute the number of accesses to each zone, the fixation time for each access, i.e. the time spent by the subject looking inside the zone, and the sequence of exploration, i.e. which zone has been observed as the first, which one as the second and so on. | |||
| Hand eye coordination patterns in target selection | | BIBAK | Full-Text | 117-122 | |
| Barton A. Smith; Janet Ho; Wendy Ark; Shumin Zhai | |||
| In this paper, we describe the use of eye gaze tracking and trajectory
analysis in the testing of the performance of input devices for cursor control
in Graphical User Interfaces (GUIs). By closely studying the behavior of test
subjects performing pointing tasks, we can gain a more detailed understanding
of the device design factors that may influence the overall performance with
these devices. Our Results show them are many patterns of hand eye coordination
at the computer interface which differ from patterns found in direct hand
pointing at physical targets (Byrne, Anderson, Douglass, & Matessa, 1999). Keywords: eye tracking, hand eye coordination, motor control, mouse, pointing,
pointing stick, target selection, touchpad | |||
| Pupillary responses to emotionally provocative stimuli | | BIBAK | Full-Text | 123-129 | |
| Timo Partala; Maria Jokiniemi; Veikko Surakka | |||
| This paper investigated in two experiments pupillary responses to
emotionally provocative sound stimuli. In experiment one, 30 subjects'
pupillary responses were measured while listening to 10 negatively and 10
positively arousing sounds, and 10 emotionally neutral sounds. In addition, the
subjects rated their subjective experiences to these stimuli. The results
showed that the pupil size was significantly larger after highly arousing
positive and negative stimuli than after neutral stimuli with medium arousal.
In experiment two, the contents of the stimuli were more controlled than in experiment one. 22 subjects' pupillary responses were measured while listening to four negatively and four positively arousing sounds, and four emotionally neutral sounds. The results showed that the pupil size was significantly larger during negative highly arousing stimuli than during moderately arousing positive stimuli. The pupil size was also significantly larger after highly arousing negative stimuli than after moderately arousing neutral and positive stimuli. The results of the two experiments suggest that pupil size discriminates during and after different kinds of emotional stimuli. Thus, the measurement of pupil size variation my be a potentially useful computer input signal, for example, for affective computing. Keywords: affective computing, autonomic nervous system, human emotions, pupil size | |||
| The response of eye-movement and pupil size to audio instruction while viewing a moving target | | BIBAK | Full-Text | 131-138 | |
| Koji Takahashi; Minoru Nakayama; Yasutaka Shimizu | |||
| Eye movement reflects a viewer's visual information process. This study
examines whether eye-movement responds to the viewer's cognitive load. It is
already known that pupil size and blink can use as an indicator of mental
workload. Saccades are rapid eye movements to turn a fovea to a focusing
target. For this process, saccade was extracted to observe viewing process.
The ocular-following task was conducted with audio-response task. The moving target was controlled at visual angle 3deg 5deg and 10deg. Audio response task required oral response. Experimental results showed that pupil size and blink rate increased with visual angle and audio response task. Both increased largest when the subject gave incorrect response in audio response task. Eye movement was also controlled by certain factors. Saccadic movement time increased with visual angle and it had negative correlation to blink time. This relationship was observed in larger visual angle, but despite of this negative correlation, saccadic movement time increased in incorrect response. Furthermore saccade length increased with the visual angle and decreased in incorrect response. The saccade is divided into miniature saccade appearing in gaze area, and larger saccade appearing between gazes. In incorrect response, saccade in following targets decreased and saccade inside gazing targets increased. It suggests that saccade occurrence changes not only in following targets but also inside gazing targets. The results of these experiments provide evidence that eye-movement can be an index of mental work-load. Keywords: blink, eye-movement, gaze, pupil size, saccadic eye-movement | |||