scholarly journals Binocular eye-tracking for the control of a 3D immersive multimedia user interface

Author(s):  
Nikolaos Sidorakis ◽  
George Alex Koulieris ◽  
Katerina Mania
Keyword(s):  
Author(s):  
Ana Guerberof Arenas ◽  
Joss Moorkens ◽  
Sharon O’Brien

AbstractThis paper presents results of the effect of different translation modalities on users when working with the Microsoft Word user interface. An experimental study was set up with 84 Japanese, German, Spanish, and English native speakers working with Microsoft Word in three modalities: the published translated version, a machine translated (MT) version (with unedited MT strings incorporated into the MS Word interface) and the published English version. An eye-tracker measured the cognitive load and usability according to the ISO/TR 16982 guidelines: i.e., effectiveness, efficiency, and satisfaction followed by retrospective think-aloud protocol. The results show that the users’ effectiveness (number of tasks completed) does not significantly differ due to the translation modality. However, their efficiency (time for task completion) and self-reported satisfaction are significantly higher when working with the released product as opposed to the unedited MT version, especially when participants are less experienced. The eye-tracking results show that users experience a higher cognitive load when working with MT and with the human-translated versions as opposed to the English original. The results suggest that language and translation modality play a significant role in the usability of software products whether users complete the given tasks or not and even if they are unaware that MT was used to translate the interface.


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Yaya Heryadi ◽  
Michael James

The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.


10.2196/15581 ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. e15581
Author(s):  
Stephan Wegner ◽  
Quentin Lohmeyer ◽  
Dimitri Wahlen ◽  
Sandra Neumann ◽  
Jean-Claude Groebli ◽  
...  

Background In order to give a wide range of people the opportunity to ensure and support home care, one approach is to develop medical devices that are as user-friendly as possible. This allows nonexperts to use medical devices that were originally too complicated to use. For a user-centric development of such medical devices, it is essential to understand which user interface design best supports patients, caregivers, and health care professionals. Objective Using the benefits of mobile eye tracking, this work aims to gain a deeper understanding of the challenges of user cognition. As a consequence, its goal is to identify the obstacles to the usability of the features of two different designs of a single medical device user interface. The medical device is a patient assistance device for home use in peritoneal dialysis therapy. Methods A total of 16 participants, with a subset of seniors (8/16, mean age 73.7 years) and young adults (8/16, mean age 25.0 years), were recruited and participated in this study. The handling cycle consisted of seven main tasks. Data analysis started with the analysis of task effectiveness for searching for error-related tasks. Subsequently, the in-depth gaze data analysis focused on these identified critical tasks. In order to understand the challenges of user cognition in critical tasks, gaze data were analyzed with respect to individual user interface features of the medical device system. Therefore, it focused on the two dimensions of dwell time and fixation duration of the gaze. Results In total, 97% of the handling steps for design 1 and 96% for design 2 were performed correctly, with the main challenges being task 1 insert, task 2 connect, and task 6 disconnect for both designs. In order to understand the two analyzed dimensions of the physiological measurements simultaneously, the authors propose a new graphical representation. It distinguishes four different patterns to compare the eye movements associated with the two designs. The patterns identified for the critical tasks are consistent with the results of the task performance. Conclusions This study showed that mobile eye tracking provides insights into information processing in intensive handling tasks related to individual user interface features. The evaluation of each feature of the user interface promises an optimal design by combining the best found features. In this way, manufacturers are able to develop products that can be used by untrained people without prior knowledge. This would allow home care to be provided not only by highly qualified nurses and caregivers, but also by patients themselves, partners, children, or neighbors.


2019 ◽  
Vol 26 (6) ◽  
pp. 680-681
Author(s):  
Soichiro Yoshida ◽  
Takeshi Maeda ◽  
Minato Yokoyama ◽  
Masahiro Toide ◽  
Kazutaka Saito ◽  
...  

Author(s):  
Michael Hildebrandt ◽  
Hoa T. Nguyen ◽  
Jens-Patrick Langstrand

Micro tasks are small knowledge probes that can provide speed and accuracy data about how well a user interface (UI) supports work tasks. We present a software system that supports researchers in authoring, managing and conducting micro tasks studies. The system supports the generation of different types of micro task questions, provides tagging functionality, can exchange data with external systems such as simulators, is fully integrated with eye tracking, presents micro tasks questions to participants, allows for online observation, and stores responses in a data base.


Author(s):  
Evelyn P. Rozanski ◽  
Keith S. Karn ◽  
Anne R. Haake ◽  
Anthony M. Vigliotti ◽  
Jeff B. Pelz

Identifying problems and generating recommendations for product user interface redesign are primary goals of usability testing. Typical methods seem inadequate for the deep understanding of usability problems needed for developing effective solutions. Sporadically over the past 50 years, usability teams have tracked user eye movements to achieve this deeper understanding, but high cost and complexity have prevented the widespread use of this technology. We investigated whether simplified eye tracking techniques, in combination with traditional usability testing methods, could enhance problem discovery and understanding. These techniques included: using a video-based eye tracking system, tracking only a few participants, and encoding gaze durations (not individual fixations) on only a few areas of interest. For each of three interface versions, we studied twelve participants with traditional usability testing techniques and eye tracked just two. Eye tracking yielded discovery of additional usability problems and detailed characterizations which led to more focused and appropriate solutions.


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