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1.
J Eye Mov Res ; 15(4)2022.
Article in English | MEDLINE | ID: mdl-37229423

ABSTRACT

Mental fatigue is known to occur as a result of activities related to e.g. transportation, health-care, military operations and numerous other cognitive demanding tasks. Gaze tracking has wide-ranging applications, with the technology becoming more compact and processing power reducing. Though numerous techniques have been applied to measure mental fatigue using gaze tracking, smooth-pursuit movement, a natural eye movement generated when following a moving object with gaze, has not been explored with relation to mental fatigue. In this paper, we report the results from a smooth-pursuit movement based eye-typing experiment with varying task difficulty to generate cognitive load, performed in the morning and afternoon by 36 participants. We have investigated the effects of time-on-task and time of day on mental fatigue using self-reported questionnaires and smooth-pursuit performance, extracted from the gaze data. The self-reported mental fatigue increased due to time-on-task, but the time of day did not have an effect. The results illustrate that smooth-pursuit movement performance declined with time-on-task, with increased error in the gaze position and an inability to match the speed of the moving object. The findings exhibit the feasibility of mental fatigue detection using smoothpursuit movements during an eye-interactive task of eye-typing.

2.
Article in English | MEDLINE | ID: mdl-36812019

ABSTRACT

The last several years have seen a strong growth of telerobotic technologies with promising implications for many areas of learning. HCI has contributed to these discussions, mainly with studies on user experiences and user interfaces of telepresence robots. However, only a few telerobot studies have addressed everyday use in real-world learning environments. In the post-COVID 19 world, sociotechnical uncertainties and unforeseen challenges to learning in hybrid learning environments constitute a unique frontier where robotic and immersive technologies can mediate learning experiences. The aim of this workshop is to set the stage for a new wave of HCI research that accounts for and begins to develop new insights, concepts, and methods for use of immersive and telerobotic technologies in real-world learning environments. Participants are invited to collaboratively define an HCI research agenda focused on robot-mediated learning in the wild, which will require examining end-user engagements and questioning underlying concepts regarding telerobots for learning.

3.
J Neuroeng Rehabil ; 18(1): 127, 2021 08 21.
Article in English | MEDLINE | ID: mdl-34419086

ABSTRACT

BACKGROUND: Augmented Reality (AR)-based interventions are applied in neurorehabilitation with increasing frequency. Depth perception is required for the intended interaction within AR environments. Until now, however, it is unclear whether patients after stroke with impaired visuospatial perception (VSP) are able to perceive depth in the AR environment. METHODS: Different aspects of VSP (stereovision and spatial localization/visuoconstruction) were assessed in 20 patients after stroke (mean age: 64 ± 14 years) and 20 healthy subjects (HS, mean age: 28 ± 8 years) using clinical tests. The group of HS was recruited to assess the validity of the developed AR tasks in testing stereovision. To measure perception of holographic objects, three distance judgment tasks and one three-dimensionality task were designed. The effect of impaired stereovision on performance in each AR task was analyzed. AR task performance was modeled by aspects of VSP using separate regression analyses for HS and for patients. RESULTS: In HS, stereovision had a significant effect on the performance in all AR distance judgment tasks (p = 0.021, p = 0.002, p = 0.046) and in the three-dimensionality task (p = 0.003). Individual quality of stereovision significantly predicted the accuracy in each distance judgment task and was highly related to the ability to perceive holograms as three-dimensional (p = 0.001). In stroke-survivors, impaired stereovision had a specific deterioration effect on only one distance judgment task (p = 0.042), whereas the three-dimensionality task was unaffected (p = 0.317). Regression analyses confirmed a lacking impact of patients' quality of stereovision on AR task performance, while spatial localization/visuoconstruction significantly prognosticated the accuracy in distance estimation of geometric objects in two AR tasks. CONCLUSION: Impairments in VSP reduce the ability to estimate distance and to perceive three-dimensionality in an AR environment. While stereovision is key for task performance in HS, spatial localization/visuoconstruction is predominant in patients. Since impairments in VSP are present after stroke, these findings might be crucial when AR is applied for neurorehabilitative treatment. In order to maximize the therapy outcome, the design of AR games should be adapted to patients' impaired VSP.  Trial registration: The trial was not registered, as it was an observational study.


Subject(s)
Augmented Reality , Stroke , Adult , Aged , Depth Perception , Humans , Judgment , Middle Aged , Task Performance and Analysis , Young Adult
4.
Psychophysiology ; 58(6): e13828, 2021 06.
Article in English | MEDLINE | ID: mdl-33825234

ABSTRACT

Mental fatigue measurement techniques utilize one or a combination of the cognitive, affective, and behavioral responses of the body. Eye-tracking and electrooculography, which are used to compute eye-based features, have gained momentum with increases in accuracy and robustness of the lightweight equipment emerging in the markets and can be used for objective and continuous assessment of mental fatigue. The main goal of this systematic review was to summarize the various eye-based features that have been used to measure mental fatigue and explore the relation of eye-based features to mental fatigue. The review process, following the preferred reporting items for systematic reviews and meta-analyses, used the electronic databases Web of Science, Scopus, ACM digital library, IEEE Xplore, and PubMed. Of the 1,385 retrieved documents, 34 studies met the inclusion criteria, resulting in 21 useful eye-based features. Categorizing these into eight groups revealed saccades as the most promising category, with saccade mean and peak velocity providing quick access to the cognitive states within 30 min of fatiguing activity. Complex brain networks involving sympathetic and parasympathetic nervous systems control the relation of mental fatigue to tonic pupil size and have the potential to indicate mental fatigue in controlled experimental conditions. Other categories, like blinks, are derived from the field of sleep research and should be used with caution. Several limitations emerged in the analysis, including varied experimental methods, use of dim lighting during the experiment (that could possibly also induce sleepiness), and use of unclear data analysis techniques, thereby complicating comparisons between studies.


Subject(s)
Eye Movements/physiology , Mental Fatigue/psychology , Blinking/physiology , Electrooculography , Humans , Saccades/physiology
5.
Article in English | MEDLINE | ID: mdl-33668505

ABSTRACT

The number of people working from home (WFH) increased radically during the coronavirus (COVID-19) pandemic. The purpose of this study was therefore to investigate people's experiences of WFH during the pandemic and to identify the main factors of advantages and disadvantages of WFH. Data from 29 European countries on the experiences of knowledge workers (N = 5748) WFH during the early stages of lockdown (11 March to 8 May 2020) were collected. A factor analysis showed the overall distribution of people's experiences and how the advantages and disadvantages of WFH during the early weeks of the pandemic can be grouped into six key factors. The results indicated that most people had a more positive rather than negative experience of WFH during lockdown. Three factors represent the main advantages of WFH: (i) work-life balance, (ii) improved work efficiency and (iii) greater work control. The main disadvantages were (iv) home office constraints, (v) work uncertainties and (vi) inadequate tools. Comparing gender, number of children at home, age and managers versus employees in relation to these factors provided insights into the differential impact of WFH on people's lives. The factors help organisations understand where action is most needed to safeguard both performance and well-being. As the data were collected amidst the COVID-19 pandemic, we recommend further studies to validate the six factors and investigate their importance for well-being and performance in knowledge work.


Subject(s)
COVID-19 , Pandemics , Teleworking , Adolescent , Adult , Communicable Disease Control , Efficiency , Europe , Female , Humans , Male , Middle Aged , Uncertainty , Work-Life Balance , Young Adult
6.
PLoS One ; 16(2): e0246739, 2021.
Article in English | MEDLINE | ID: mdl-33617541

ABSTRACT

Mental fatigue is a common problem associated with neurological disorders. Until now, there has not been a method to assess mental fatigue on a continuous scale. Camera-based eye-typing is commonly used for communication by people with severe neurological disorders. We designed a working memory-based eye-typing experiment with 18 healthy participants, and obtained eye-tracking and typing performance data in addition to their subjective scores on perceived effort for every sentence typed and mental fatigue, to create a model of mental fatigue for eye-typing. The features of the model were the eye-based blink frequency, eye height and baseline-related pupil diameter. We predicted subjective ratings of mental fatigue on a six-point Likert scale, using random forest regression, with 22% lower mean absolute error than using simulations. When additionally including task difficulty (i.e. the difficulty of the sentences typed) as a feature, the variance explained by the model increased by 9%. This indicates that task difficulty plays an important role in modelling mental fatigue. The results demonstrate the feasibility of objective and non-intrusive measurement of fatigue on a continuous scale.


Subject(s)
Eye-Tracking Technology , Mental Fatigue/etiology , Task Performance and Analysis , Adult , Blinking , Computer Simulation , Female , Humans , Machine Learning , Male , Memory, Short-Term , Models, Statistical , Pupil
7.
Appl Ergon ; 75: 99-107, 2019 Feb.
Article in English | MEDLINE | ID: mdl-30509543

ABSTRACT

We conducted an empirical study of 57 children using a printed Booklet and a digital Tablet instruction for LEGO® construction while they wore a head-mounted gaze tracker. Booklets caused a particularly strong pupil dilation when encountered as the first media. Subjective responses confirmed the booklet to be more difficult to use. The children who were least productive and asked for assistance more often had a significantly different pupil pattern than the rest. Our findings suggest that it is possible to collect pupil size data in unconstrained work scenarios, providing insight to task effort and difficulties.


Subject(s)
Ergonomics , Eye Movement Measurements , Play and Playthings/psychology , Pupil/physiology , Task Performance and Analysis , Child , Eye Movements/physiology , Female , Head , Humans , Male , Problem Solving
8.
Behav Res Methods ; 50(4): 1723-1733, 2018 08.
Article in English | MEDLINE | ID: mdl-29981049

ABSTRACT

This paper presents a study of a gaze interactive digital assembly instruction that provides concurrent logging of pupil data in a realistic task setting. The instruction allows hands-free gaze dwells as a substitute for finger clicks, and supports image rotation as well as image zooming by head movements. A user study in two LEGO toy stores with 72 children showed it to be immediately usable by 64 of them. Data logging of view-times and pupil dilations was possible for 59 participants. On average, the children spent half of the time attending to the instruction (S.D. 10.9%). The recorded pupil size showed a decrease throughout the building process, except when the child had to back-step: a regression was found to be followed by a pupil dilation. The main contribution of this study is to demonstrate gaze-tracking technology capable of supporting both robust interaction and concurrent, non-intrusive recording of gaze- and pupil data in-the-wild. Previous research has found pupil dilation to be associated with changes in task effort. However, other factors like fatigue, head motion, or ambient light may also have an impact. The final section summarizes our approach to this complexity of real-task pupil data collection and makes suggestions for how future applications may utilize pupil information.


Subject(s)
Attention/physiology , Cognition/physiology , Fixation, Ocular/physiology , Pupil/physiology , Child , Female , Humans , Male , Play and Playthings , Task Performance and Analysis
9.
Sensors (Basel) ; 17(1)2017 Jan 14.
Article in English | MEDLINE | ID: mdl-28098819

ABSTRACT

This paper presents a platform for airborne sensor applications using low-cost, open-source components carried by an easy-to-fly unmanned aircraft vehicle (UAV). The system, available in open-source , is designed for researchers, students and makers for a broad range of exploration and data-collection needs. The main contribution is the extensible architecture for modularized airborne sensor deployment and real-time data visualisation. Our open-source Android application provides data collection, flight path definition and map tools. Total cost of the system is below 800 dollars. The flexibility of the system is illustrated by mapping the location of Bluetooth beacons (iBeacons) on a ground field and by measuring water temperature in a lake.

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