Auflistung nach Schlagwort "Eye-tracking"
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- KonferenzbeitragAttention Guidance in Second Screen Applications(Mensch und Computer 2019 - Tagungsband, 2019) Lohmüller, Valentin; Eiermann, Philip; Zeitlhöfler, Peter; Wolff, ChristianThe use of a secondary device alongside a first screen, such as a television, is referred to as second screening and is generally considered as a common and widespread behavior. With the advent of smart first screens (smart TVs, set-top boxes, streaming sticks, etc.), this type of activity gained a new perspective in the form of connected second screen applications such as YouTube, Netflix, or Amazon Prime Video which enable functionalities such as the dis-play of additional information or remote control aspects on the second screen. The design of these distributed applications is difficult because the user´s attention cannot be focused on both parts at the same time, which is why this paper presents two eye-tracking studies investigating this problem. The studies examined on the one hand the general viewing behavior with second screen applications and on the other hand the targeted directing of attention to the first and second screens. From these results, recommendations for the design of second screen applications are derived and presented, with the aim that the two application parts complement each other rather than competing for the user's attention.
- KonferenzbeitragInvestigating Eye-Tracking in 3rd Party Off-the-Shelve Software(Proceedings of DELFI Workshops 2022, 2022) Igbudu, Mary; Tümler, JohannesEye-tracking and its uses to assess visual attention in head-mounted displays opens many possibilities for virtual reality experiences. Eye-tracking in virtual reality can reveal what is behind an individual’s subconscious reaction and behavior when interacting with environments Several Virtual Reality headsets have integrated eye-tracking capabilities. In order to use the eye-tracking feature, it usually is necessary to implement specific SDKs into the Virtual Reality software. The focus of this paper is to present an approach to use such systems to investigate eye-tracking data in third party off-the-shelve Virtual Reality software without integration of specific SDKs. Also investigated is the measurement and forecasting of user performance based on the eye-tracking data. A randomized controlled study was conducted with 20 participants. They used the Varjo VR-2 head-mounted display with integrated eye-tracking capabilities in a biomedical teaching application. The method proved to be successful. A link was found between visual attention and educational outcomes in biomedical training with a positive and strong correlation.