1,720,961 research outputs found

    Replication Data for: Visual Gaze Labeling for Augmented Reality Studies

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    This .zip file contains the Unity project of the visualization tool described in the paper "Visual Gaze Labeling for Augmented Reality Studies" which was accepted at EuroVis 2023 Conference. This tool can be used to annotate gaze data from Augmented Reality (AR) scenarios to perform AOI based eye-tracking analysis. The visualization tool consists of a gaze replay and timeline visualization - linked together to provide spatial and image-based annotation. The project includes a dataset that we collected from an AR pilot study. Please install Unity 2020.3.24 to run the visualization tool. The Unity project contains two scenes (located in Assets/Scenes): TimelineVisualization GazeReplay First, drag both scenes into the hierarchy window, then unload GazeReplay. In File/Build Settings, the order of the Scenes in Build should be as follows: TimelineVisualization 0, GazeReplay 1. When you start the active scene (TimelineVisualization), the GazeReplay scene will be loaded as well. You can work with the visualization tool in the game view. The project consists of an Assets, Packages and ProjectSettings folder. The Assets folder contains the necessary scripts, prefabs and data. Assets. └── Scenes |── TimelineVisualization # Unity scene for Timeline Visualization |── GazeReplay # Unity scene for Gaze Replay └── Scripts |── AOI_Manager # the code to create AOI cubes in gaze replay |── FileHandler # the code to save annotated gaze data in json file |── Frame # code that contains fixation information |── FrameAnnotator # the code to handle fixation annotation in timeline visualization |── dataHandler # the code to extract gaze data from the csv files └── Streaming Assets |── frames # thumbnail images of the fixations for each participant |── study_data # fixation data of each participant |── RScript # R code to extract fixations from gaze data Please check the GitHub page for the latest version

    Replication Data for: Been There, Seen That: Visualization of Movement and 3D Eye Tracking Data from Real-World Environments

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    The file contains a Unity project, which allows to test the desktop-based visualization techniques introduced in the Paper "Been there, Seen that: Visualization of Movement and 3D Eye Tracking Data from Real-World Environments". It allows you to analyze 3D gaze and movement data sets recorded using the HoloLens 2. It provides you with a gaze replay visualization, which is linked to a space-time cube visualization to show an overview of the behavioral data and inspect important events in more detail. The project includes a folder called Assets, which contains the necessary scripts and data. The project can be opened using Unity. We recommend Unity version 2020.3.24f. The scenes GazeReplay and STC need to be dragged into the hierarchy window and the GazeReplay scene must be unloaded. Afterward, the visualization can be viewed and tested within the game view by hitting the play button. . └── MyScripts └── General |── ButtonFunctionalities # the code for UI elements |── ReadData # the code for loading the data |── Trajectory # visualizes movement within space-time cube(STC) |── StackedHeatMap # visualizes cube heatmap within STC |── HeatmapWall # visualizes heatmap within gaze replay |── ReplayManager_General # visualizes participants within gaze replay └── Resources └── CSVFiles └──AnchorFile #contains the files needed to transform the data into one coordinate system └──GazeData #contains the recorded gaze data of the participants └── Scenes |── GazeReplay # Scene for gaze replay |── STC # Scene for STC Please check the GitHub page for the latest version

    Benutzerinteraktion in Augmented Reality mittels Eyetracking

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    Augmented Reality ermöglicht es, eine Schnittstelle zwischen der virtuellen Welt und der realen Welt zu schaffen. Neben einfachen Smartphones, die Augmented Reality unterstützen, gibt es auch Head Mounted Displays (HMD), mit dessen Hilfe der Benutzer virtuelle Objekte in der realen Welt sehen und mit ihnen interagieren kann. Für die Interaktion sind, sowohl Armbewegungen als auch kurze Kopfbewegungen notwendig, die vom Anwender bei längerem Gebrauch als sehr ermüdend und anstrengend empfunden werden können. Ein mögliches Beispiel für diesen Anwendungsfall wäre die Durchführung von langen Texteingaben. Hier müsste der Benutzer mit dem Kopf jeden einzelnen Buchstaben anvisieren und ihn mit einer Handgeste auswählen. Ziel dieser Arbeit ist es, einen Prototyp zu entwickeln, der die Interaktion mit virtuellen Objekten durch das Blickverhalten des Benutzers in Kombination mit einem externen Gerät ersetzt. Dies soll zu einer benutzerfreundlicheren Interaktion beitragen. Zu diesem Zweck wird die Microsoft Hololens verwendet, in der ein externer binokularer Eyetracker eingebaut ist, der von Pupil Labs speziell für die Microsoft Hololens entwickelt wurde. In einer Anwenderstudie wird der entwickelte Prototyp mit vier verschiedenen Interaktionsmethoden getestet. Abschließend werden die Ergebnisse der Studie ausgewertet und diskutiert.Augmented Reality makes it possible to create an interface between the virtual world and the real world. In addition to simple smartphones that support Augmented Reality, there are also Head Mounted Displays (HMD) that allow users to see and interact with virtual objects in the real world. For the interaction, however, both arm movements and short head movements are necessary, which can be perceived as very tiring and strenuous by the user during longer use. A possible example of this usecase would be the performance of long text inputs. Here the user would have to aim at every single letter with his head and select it with a hand gesture. The aim of this work is to develop a prototype that replaces the interaction with virtual objects with the user’s gaze behaviour in combination with an external device. This should contribute to a more user friendly interaction. For this purpose the Microsoft Hololens is used, in which an external binocular eye tracker is built in, which was developed by Pupil Labs especially for the Microsoft Hololens. In a user study the developed prototype will be tested with four different interaction methods. Finally, the results of the study will be evaluated and discussed

    Space-time gaze visualization in AR

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    More and more research is focused on analyzing gaze data to gain new insights into the cognitive processes of individuals. While earlier works conducted statistical analysis onto the recorded eye-movement data, recent research focuses on qualitative analysis based on visualization techniques. Our work introduces a visualization tool, which provides an overview of spatio-temporal gaze data recorded over space and time using a Microsoft HoloLens 2. We collected gaze data, by conducting a pilot study, in which the participants were instructed to walk in a room and look at different images placed on the wall. Based on the acquired data, we generated a space-time-cube (STC), visualizing the movement paths as well as the gaze distribution of the individual participants. We linked the STC visualization with a 3D gaze replay that shows a photogrammetry mesh of the room in which we conducted our study. The gaze replay can be used to view the behavior of the individual participants in space at different points in time. We imitate the participants' position and gaze directions in the gaze replay by visualizing a sphere for each participant. The spheres are placed in the correct position in the photogrammetry mesh according to the time point under consideration. The gaze direction is visualized by a ray that starts at the position of the sphere and ends at the gaze point of the respective participant at the respective time. To enable a broader exploration of the gaze data, we included interactive features into our visualization tool. These interactive features include toggles to load or unload the data of the participants, switches to enable different visualizations like heatmaps or scanpaths, a timeline slider to scroll through the time and many more. A case study is presented at the end of this thesis to demonstrate the different functionalities of our tool.Immer mehr Forschungsarbeiten konzentrieren sich auf die Analyse von Blickdaten, um neue Erkenntnisse über die kognitiven Prozesse von Menschen zu gewinnen. Während frühere Arbeiten statistische Analysen mit den aufgezeichneten Blickdaten durchgeführt haben, konzentrieren sich neuere Forschungen darauf, qualitative Analysen mithilfe von Visualisierungstechniken durchzuführen. Unsere Arbeit stellt ein Visualisierungstool vor, das einen Überblick über den räumlichen und zeitlichen Verlauf von Blickdaten bietet, die mit einer Microsoft HoloLens 2 aufgezeichnet wurden. Um Blickdaten zu sammeln, haben wir eine Pilotstudie durchgeführt, in der die Teilnehmer dazu angewiesen wurden, durch einen Raum zu laufen und auf verschiedene Bilder an der Wand zu schauen. Anhand der gewonnenen Daten haben wir einen space-time-cube (STC) erstellt, der die Bewegungspfade sowie die Blickverteilung der einzelnen Teilnehmer visualisiert. Wir haben die STC-Visualisierung mit einem 3D Gaze Replay verknüpft, in welchem sich ein Fotogrammetrie Mesh des Raums, in dem wir unsere Studie durchgeführt haben, befindet. Das Gaze Replay kann verwendet werden, um das Verhalten der einzelnen Teilnehmer im Raum zu verschiedenen Zeitpunkten zu betrachten. Wir imitieren die Position und Blickrichtung der Teilnehmer im gaze replay, indem wir für jeden Teilnehmer eine Kugel visualisieren. Die Kugeln werden entsprechend dem betrachteten Zeitpunkt an der richtigen Stelle im Fotogrammetrie Mesh platziert. Die Blickrichtung wird durch einen Strahl visualisiert, der an der Position der Kugel beginnt und an dem Blickpunkt des jeweiligen Teilnehmers zum jeweiligen Zeitpunkt endet. Um eine umfassendere Untersuchung der Blickdaten zu ermöglichen, haben wir interaktive Funktionen in unser Visualisierungstool integriert. Zu diesen interaktiven Funktionen gehören Toggles, um die Daten der Teilnehmer zu laden oder zu entladen, Schalter, um verschiedene Visualisierungen wie Heatmaps oder Scanpaths zu aktivieren, ein Schieberegler, um durch die Zeit zu scrollen und weitere Features. Eine Fallstudie wird am Ende dieser Arbeit vorgestellt, um die verschiedenen Funktionen unseres Tools zu demonstrieren

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

    Author Index

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