Journal of Eye Movement Research
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    517 research outputs found

    The role of format familiarity and word frequency in Chinese reading

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    For Chinese readers, reading from left to right is the norm, while reading from right to left is unfamiliar. This study comprises two experiments investigating how format familiarity and word frequency affect reading by Chinese people. Experiment 1 examines the roles of format familiarity (reading from left to right is the familiar Chinese format, and reading from right to left is the unfamiliar Chinese format) and word frequency in vocabulary recognition. Forty students read the same Chinese sentences from left to right and from right to left. Target words were divided into high and low frequency words. In Experiment 2, participants engaged in right-to-left reading training for 10 days to test whether their right-to-left reading performance could be improved. The study yields several main findings. First, format familiarity affects vocabulary recognition. Participants reading from left to right had shorter fixation times, higher skipping rates, and viewing positions closer to word center.. Second,  word frequency affects vocabulary recognition in Chinese reading. Third, right-to-left reading training could improve reading performance. In the early indexes, the interaction effect of format familiarity and word frequency was significant. There was also a significant word-frequency effect from left to right but not from right to left. Therefore, word segmentation and vocabulary recognition may be sequential in Chinese reading

    The effects of task difficulty on gaze behaviour during landing with visual flight rules in low-time pilots

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    Eye movements have been used to examine the cognitive function of pilots and understand how information processing abilities impact performance. Traditional and advanced measures of gaze behaviour effectively reflect changes in cognitive load, situational awareness, and expert-novice differences. However, the extent to which gaze behaviour changes during the early stages of skill development has yet to be addressed. The current study investigated the impact of task difficulty on gaze behaviour in low-time pilots (N=18) while they completed simulated landing scenarios. An increase in task difficulty resulted in longer fixation of the runway, and a reduction in the stationary gaze entropy (gaze dispersion) and gaze transition entropy (sequence complexity). These findings suggest that pilots’ gaze became less complex and more focused on fewer areas of interest when task difficulty increased. Additionally, a novel approach to identify and track instances when pilots restrict their attention outside the cockpit (i.e., gaze tunneling) was explored and shown to be sensitive to changes in task difficulty. Altogether, the gaze-related metrics used in the present study provide valuable information for assessing pilots gaze behaviour and help further understand how gaze contributes to better performance in low-time pilots

    An eye tracking study of the application of gestalt theory in photography

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    Photography is an art form where integration of the human visual perception and psychological experiences result in aesthetic pleasure. This research utilizes eye tracking to explore the impact of the properties of Gestalt in photography on people\u27s visual cognitive process in order to understand the psychological processes and patterns of photography appreciation. This study found that images with Gestalt qualities can significantly affect fixation, sightline distribution, and subjective evaluation of aesthetics and complexity. Closure composition images seem to make cognition simpler, resulting in the least number of fixation and saccades, longer fixation duration, and more concentrated sightline indicating stronger feeling of beauty, while images which portray similarity results in the greatest fixation and saccades, longest saccade duration, and greater scattering of sightline, indicating feelings of complexity and unsightliness. The results of this research are closely related to the theories of art and design, and have reference value for photography theory and application

    Changes in saccadic eye movement and smooth pursuit gain in patients with acquired comitant esotropia after strabismus surgery

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    This study investigates the change in horizontal saccadic eye movement and smooth pursuit in patients with acquired comitant esotropia (ACE), before and after strabismus surgery. The horizontal saccades and pursuit in 11 patients with ACE were recorded using a video eye-tracker under binocular viewing before and after strabismus surgery. Participants were instructed to fixate on the new target as rapidly as possible when it randomly appeared at either 18.3° rightward or 18.3° leftward. For smooth pursuit, participants were asked to track, as accurately as possible, a step-ramp target moving at ±6.1°/s. The asymmetry of adduction-abduction and the binocular coordination in gains of saccade and pursuit were compared between the pre- and post-surgical data. The asymmetry of adduction-abduction saccade gain in each eye after surgery tended to be smaller than that before surgery. The binocular coordination of saccade showed significant improvement after surgery in only the non-dominant eye direction. Adduction-abduction asymmetry in the smooth pursuit gain in each eye after surgery tended to be smaller than before surgery. After surgery, the binocular coordination of pursuit was improved significantly in both directions. In patients with ACE, binocular coordination of saccade and smooth pursuit was poor. Binocular coordination of saccade and pursuit seems to be improved due to the improvement in ocular deviation angle and binocular visual function after surgery

    An investigation of feed-forward and feed-back eye movement training in immersive virtual reality

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    The control of eye gaze is critical to the execution of many skills. The observation that task experts in many domains exhibit more efficient control of eye gaze than novices has led to the development of gaze training interventions that teach these behaviours. We aimed to extend this literature by i) examining the relative benefits of feed-forward (observing an expert’s eye movements) versus feed-back (observing your own eye movements) training, and ii) automating this training within virtual reality. Serving personnel from the British Army and Royal Navy were randomised to either feed-forward or feed-back training within a virtual reality simulation of a room search and clearance task. Eye movement metrics – including visual search, saccade direction, and entropy – were recorded to quantify the efficiency of visual search behaviours. Feed-forward and feed-back eye movement training produced distinct learning benefits, but both accelerated the development of efficient gaze behaviours. However, we found no evidence that these more efficient search behaviours transferred to better decision making in the room clearance task. Our results suggest integrating eye movement training principles within virtual reality training simulations may be effective, but further work is needed to understand the learning mechanisms

    Let’s get it started: Eye tracking in VR with the Pupil Labs eye tracking add-on for the HTC Vive

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    Combining eye tracking and virtual reality (VR) is a promising approach to tackle various applied research questions. As this approach is relatively new, routines are not established yet and the first steps can be full of potential pitfalls. The present paper gives a practice example to lower the boundaries for getting started. More specifically, I focus on an affordable add-on technology, the Pupil Labs eye tracking add-on for the HTC Vive. As add-on technology with all relevant source code available on GitHub, a high degree of freedom in preprocessing, visualizing, and analyzing eye tracking data in VR can be achieved. At the same time, some extra preparatory steps for the setup of hardware and software are necessary. Therefore, specifics of eye tracking in VR from unboxing, software integration, and procedures to analyzing the data and maintaining the hardware will be addressed. The Pupil Labs eye tracking add-on for the HTC Vive represents a highly transparent approach to existing alternatives. Characteristics of eye tracking in VR in contrast to other head-mounded and remote eye trackers applied in the physical world will be discussed. In conclusion, the paper contributes to the idea of open science in two ways: First, by making the necessary routines transparent and therefore reproducible. Second, by stressing the benefits of using open source software

    Primacy of mouth over eyes to perceive audiovisual Mandarin lexical tones

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    The visual cues of lexical tones are more implicit and much less investigated than consonants and vowels, and it is still unclear what facial areas contribute to facial tones identification. This study investigated Chinese and English speakers’ eye movements when they were asked to identify audiovisual Mandarin lexical tones. The Chinese and English speakers were presented with an audiovisual clip of Mandarin monosyllables (for instance, /ă/, /à/, /ĭ/, /ì/) and were asked to identify whether the syllables were a dipping tone (/ă/, / ĭ/) or a falling tone (/ à/, /ì/). These audiovisual syllables were presented in clear, noisy and silent (absence of audio signal) conditions. An eye-tracker recorded the participants’ eye movements. Results showed that the participants gazed more at the mouth than the eyes. In addition, when acoustic conditions became adverse, both the Chinese and English speakers increased their gaze duration at the mouth rather than at the eyes. The findings suggested that the mouth is the primary area that listeners utilise in their perception of audiovisual lexical tones. The similar eye movements between the Chinese and English speakers imply that the mouth acts as a perceptual cue that provides articulatory information, as opposed to social and pragmatic information

    Testing different function fitting methods for mobile eye-tracker calibration

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    During calibration, an eye-tracker fits a mapping function from features to a target gaze point. While there is research on which mapping function to use, little is known about how to best estimate the function\u27s parameters. We investigate how different fitting methods impact accuracy under different noise factors, such as mobile eye-tracker imprecision or detection errors in feature extraction during calibration. For this purpose, a simulation of binocular gaze was developed for a) different calibration patterns and b) different noise characteristics. We found the commonly used polynomial regression via least-squares-error fit often lacks to find good mapping functions when compared to ridge regression. Especially as data becomes noisier, outlier-tolerant fitting methods are of importance. We demonstrate a reduction in mean MSE of 20% by simply using ridge over polynomial fit in a mobile eye-tracking experiment

    An application of eye movement parameters collected from mass market devices for the estimation of a text comprehension

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    The growing interest in evaluating the reader\u27s comprehension leads to the search for new methods that allow such estimation in real-time (or pseudo-real-time). This can be used for more effective educational processes and to adopt textual content for various purposes. The present study used the Oken Reader eye-tracking application (60 Hz) for mass-market devices to assess reading comprehension processes. Twenty-three (23) respondents aged between 19 and 31 (mean = 24. 5, SE = 1. 4, 65% female) participated in the study. The mean, mu, and sigma parameters differed significantly depending on the level of text comprehension. This result indicates the possibility of using mass-market devices with eye-tracking technology to assess comprehension in reading. Furthermore, the study\u27s results confirm the possibility of searching the correlations between physiological indicators such as eye movements and comprehension

    The pupil near response is short lasting and intact in virtual reality head mounted displays

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    The pupil of the eye constricts when moving focus from an object further away to an object closer by. This is called the pupil near response, which typically occurs together with accommodation and vergence responses. When immersed in virtual reality mediated through a head-mounted display, this triad is disrupted by the vergence-accommodation conflict. However, it is not yet clear if the disruption also affects the pupil near response. Two experiments were performed to assess this. The first experiment had participants follow a target that first appeared at a far position and then moved to either a near position (far-to-near; FN) or to another far position (far-to-far; FF). The second experiment had participants follow a target that jumped between five positions, which was repeated at several distances. Experiment 1 showed a greater pupil constriction amplitude for FN trials, compared to FF trials, suggesting that the pupil near response is intact in head-mounted display mediated virtual reality. Experiment 2 did not find that average pupil dilation differed when fixating targets at different distances, suggesting that the pupil near response is transient and does not result in sustained pupil size changes

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