Journal of Eye Movement Research
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Investigating the role of flight phase and task difficulty on low-time pilot performance, gaze dynamics and subjective situation awareness during simulated flight
Gaze behaviour has been used as a proxy for information processing capabilities that underlie complex skill performance in real-world domains such as aviation. These processes are highly influenced by task requirements, expertise and can provide insight into situation awareness (SA). Little research has been done to examine the extent to which gaze behaviour, task performance and SA are impacted by various task manipulations within the confines of early-stage skill development. Accordingly, the current study aimed to understand the impact of task difficulty on landing performance, gaze behaviour and SA across different phases of flight. Twenty-four low-time (<300 hours) pilots completed simulated landing scenarios under visual flight rules conditions. Traditional gaze metrics, entropy-based metrics, and blink rate provided meaningful insight about the extent to which information processing is modulated by flight phase and task difficulty. The results also suggested that gaze behavior changes compensated for increased task demands and minimized the impact on task performance. Dynamic gaze analyses were shown to be a robust measure of task difficulty and pilot flight hours. Recommendations for the effective implementation of gaze behaviour metrics and their utility in examining information processing changes are discussed
Persistence of primitive reflexes associated with asymmetries in fixation and ocular motility values
This cross-sectional study examined eye movement performance in patients aged 4 to 16 years. Measurements of eye movements were obtained before and after performing therapy for inhibition of four primitive reflexes, asymmetric tonic neck reflex, symmetric tonic neck reflex, labyrinthine tonic reflex and Moro reflex. Subsequently the scores of the four primitive reflexes were compared with the results of five variables: fixation maintenance, % mean saccade size, motility excursions, fixations during excursions and mean duration of fixations. The comparisons showed a significant reduction in evidence of fixation maintenance as well as mean saccade size due to the inhibition of the four primitive reflexes. There was also a significant increase in ocular motility while fixations per saccade and average duration of fixations also decreased significantly. Visual balance between values of both eyes improved in all tests. A device called VisagraphTM III, which measures eye movements, was used for data collection. These results suggest that the oculomotor improvements reflect the involvement of other maturational processes such as the emergence and inhibition of primitive reflexes, the whole reorganization being key to future reading and attentional processe
Intelligent evaluation method for design education and comparison research between visualizing heat-maps of class activation and eye-movement
The evaluation of design results plays a crucial role in the development of design. This study presents a design work evaluation system for design education that assists design instructors in conducting objective evaluations.
An automatic design evaluation model based on convolutional neural networks has been established, which enables intelligent evaluation of student design works. During the evaluation process, the CAM is obtained. Simultaneously, an eye-tracking experiment was designed to collect gaze data and generate eye-tracking heat maps. By comparing the heat maps with CAM, an attempt was made to explore the correlation between the focus of the evaluation’s attention on human design evaluation and the CNN intelligent evaluation. The experimental results indicate that there is some certain correlation between humans and CNN in terms of the key points they focus on when conducting an evaluation. However, there are significant differences in background observation.
The research results demonstrate that the intelligent evaluation model of CNN can automatically evaluate product design works and effectively classify and predict design product images. The comparison shows a correlation between artificial intelligence and the subjective evaluation of human eyes in evaluation strategy. Introducing artificial intelligence into the field of design evaluation for education has a strong potential to promote the development of design education
The level of skills involved in an observation-based gait analysis
This study aimed to determine the visual assessment skills during an observation-based gait analysis. Participants (N=40) included 20 physiotherapists (PTs) with>10 years of clinical experience (physiotherapists) and 20 physiotherapy students. Both groups watched a video of the gait of a subject with Guillain–Barré syndrome before and after being provided with information regarding other movements. Further, visual lines were measured using an EMR-8 eye mark recorder, and the results were compared between both groups. The average gaze duration was longer for students than for PTs (F1,79=53.3; p<0.01), whereas PTs gazed more often than the students (F1,79=87.6; p< 0.01). Furthermore, the PTs moved their eyes vertically more often than the students (F1,151=9.1; P< 0.01). We found that being able to discriminate the relative physical relationship of body locations by frequent and rapid vertical gazes could be an indication of the level of skills as an index to express the visual assessment skill in an observation-based gait analysis
The interference effect of low-relevant animated elements on digital picture-book comprehension in preschoolers: An eye-movement study
Digital picture-book (DPB) with animated elements can enhance children’s engagement, but irrelevant animations may interfere with their comprehension. To determine the effect of the relevance of animated elements on preschoolers’ comprehension, an experimental study was conducted. Thirty-three preschoolers between the aged 4-5 years engaged with DPB in three conditions: high- and low-relevant animations and a static control while listening to the story; their eye movements were recorded simultaneously. The study found that preschoolers had lower comprehension when exposed to low-relevant animation, but had comparable scores to the static condition with high-relevant animation. The results of eye-movement analysis showed that children who focused less on high-relevant or more on low-relevant elements had poorer comprehension. Those exposed to low-relevant animations looked less at high-relevant elements and more at low-relevant elements than those in the static and high-relevant conditions. These results suggested that low-relevant animations in DPB interfered with children’s comprehension by directing their visual attention away from crucial, high-relevant elements and more to less relevant elements. Therefore, designers creating DPBs, as well as parents and caregivers selecting DPBs for children, should consider the importance of the relevance of animated elements. And the corresponding mechanism of animation effect in DPB comprehension was discussed
Intelligent standalone eye blinking monitoring system for computer users
Purpose: Working on computers for long hours has become a regular task for millions of people around the world. This has led to the increase of eye and vision issues related to prolonged computer use, known as computer vision syndrome (CVS). A main contributor to CVS caused by dry eyes is the reduction of blinking rates. In this pilot study, an intelligent, standalone eye blinking monitoring system to promote healthier blinking behaviors for computer users was developed using components that are affordable and easily available in the market.
Methods: The developed eye blinking monitoring system used a camera to track blinking rates and operated audible, visual and tactile alarm modes to induce blinks. The hypothesis in this study is that the developed eye blinking monitoring system would increase eye blinks for a computer user. To test this hypothesis, the developed system was evaluated on 20 subjects.
Results: The eye blinking monitoring system detected blinks with high accuracy (95.9%). The observed spontaneous eye blinking rate was 43.1 ± 14.7 blinks/min (mean ± standard deviation). Eye blinking rates significantly decreased when the subjects were watching movie trailers (25.2 ± 11.9 blinks/min; Wilcoxon signed rank test; p<0.001) and reading articles (24.2 ± 12.1 blinks/min; p<0.001) on a computer. The blinking monitoring system with the alarm function turned on showed an increase in blinking rates (28.2 ± 12.1 blinks/min) compared to blinking rates without the alarm function (25.2 ± 11.9 blinks/min; p=0.09; Cohen’s effect size d=0.25) when the subjects were watching movie trailers.
Conclusions: The developed blinking monitoring system was able to detect blinking with high accuracy and induce blinking with a personalized alarm function. Further work is needed to refine the study design and evaluate the clinical impact of the system. This work is an advancement towards the development of a profound technological solution for preventing CVS
Dynamics of eye dominance behavior in virtual reality
Prior research has shown that sighting eye dominance is a dynamic behavior and dependent on horizontal viewing angle. Virtual reality (VR) offers high flexibility and control for studying eye movement and human behavior, yet eye dominance has not been given significant attention within this domain. In this work, we replicate Khan and Crawford’s (2001) original study in VR to confirm their findings within this specific context. Additionally, this study extends its scope to study alignment with objects presented at greater depth in the visual field. Our results align with previous results, remaining consistent when targets are presented at greater distances in the virtual scene. Using greater target distances presents opportunities to investigate alignment with objects at varying depths, providing greater flexibility for the design of methods that infer eye dominance from interaction in VR
Advancing dynamic-time warp techniques for correcting eye tracking data in reading source code
Background: Automated eye tracking data correction algorithms such as Dynamic-Time Warp always made a trade-off between the ability to handle regressions (jumps back) and distortions (fixation drift). At the same time, eye movement in code reading is characterized by non-linearity and regressions.
Objective: In this paper, we present a family of hybrid algorithms that aim to handle both regressions and distortions with high accuracy.
Method: Through simulations with synthetic data, we replicate known eye movement phenomena to assess our algorithms against Warp algorithm as a baseline. Furthermore, we utilize two real datasets to evaluate the algorithms in correcting data from reading source code and see if the proposed algorithms generalize to correcting data from reading natural language text.
Results: Our results demonstrate that most proposed algorithms match or outperform baseline Warp in correcting both synthetic and real data. Also, we show the prevalence of regressions in reading source code.
Conclusion: Our results highlight our hybrid algorithms as an improvement to Dynamic-Time Warp in handling regressions
Accounting for visual field abnormalities when using eye-tracking to diagnose reading problems in neurological degeneration
State-of-the-art eye trackers provide valuable information for diagnosing reading problems by measuring and interpreting people’s gaze paths as they read through text. Abnormal conditions such as visual field defects, however, can seriously confound most of today’s existing methods for interpreting reading gaze patterns.
Our objective was to research how visual field defects impact reading gaze path patterns, so the effects of such neurological pathologies can be explicitly incorporated into more comprehensive reading diagnosis methodologies. A cross-sectional, non-randomized, pilot clinical study including 45 patients with various neurologic disorders and 30 normal controls was designed. Participants underwent ophthalmologic/neuropsychologic and eye-tracker examinations using two reading tests of words and numbers.
The results showed that the use of the eye tracker showed that patients with brain damage and an altered visual field require more time to complete a reading-text test by fixating a greater number of times (p < 0.001); with longer fixations (p = 0.03); and a greater number of saccades in these patients (p = 0.04). Our study showed objective differences in eye movement characteristics in patients with neurological diseases and an altered visual field who complained of reading difficulties. These findings should be considered as a bias factor and deserve further investigation
Effect of action video games in eye movement behavior: A systematic review
Previous research shows that playing action video games seems to modify the behavior of eye movements such as eye fixations and saccades. The aim of the current work was to determine the effect of playing action video games on eye movements behavior such as fixations, saccades and pursuits. A systematic research review in PubMed and Scopus databases was conducted to identify articles published between 2010 and 2022 which referred to action video games and eye movements, including fixations, saccades and pursuits. We included those that were experimental and quasi-experimental, comparing at least two groups between action vs. non-action video games players. All the studies included used an eye tracker to study eye movements. A total of 97 scientific articles were found in the databases. After inclusion criteria, thirteen articles (N=13) were analyzed for the present work, of which ten (n=10) had a cross-sectional design, and three (n=3) were randomized intervention studies. Playing regularly or training with action video games is not likely to produce changes in eye movements, based on the literature research analyzed. For future research, more interventional studies, with less gender bias, more sample participants and general consensus on the distinction between the action and non-action video games is needed