This article compares the accuracy and precision of the low-cost Eye Tribe tracker and a well-established comparable eye tracker: SMI RED 250. Participants were instructed to fixate on predefined ...point locations on a screen. The accuracy is measured by the distance between the recorded fixation locations and the actual location. Precision is represented by the standard deviation of these measurements. Furthermore, the temporal precision of both eye tracking devices (sampling rate) is evaluated as well. The obtained results illustrate that a correct set-up and selection of software to record and process the data are of utmost importance to obtain acceptable results with the low-cost device. Nevertheless, with careful selections in each of these steps, the quality (accuracy and precision) of the recorded data can be considered comparable.
Although humor is frequently used in face‐to‐face courses and computer‐based training, there is no consensus in the literature on its effects on students' learning. The aim of the present study was ...therefore to assess the cognitive effects of adding humorous drawings in a computer‐based course on both learning outcomes and learning behaviors (eye movements). It was assumed that humorous drawings would improve learning through the active resolution of incongruity. To isolate this effect from those of the illustrations, a nonhumorous drawings condition was also compared with the text‐only condition. Eye‐movement data showed that humor increased visiting duration for the drawings. Learning outcomes were not affected by the nonhumorous drawings, whereas humor had a positive effect on comprehension, though not on retention. This effect of humor was not mediated by visiting time for the slides. Our results argue in favor of the use of content‐relevant cartoons to improve students' learning.
Adults shift their attention to the right or to the left along a spatial continuum when solving additions and subtractions, respectively. Studies suggest that these shifts not only support the exact ...computation of the results but also anticipatively narrow down the range of plausible answers when processing the operands. However, little is known on when and how these attentional shifts arise in childhood during the acquisition of arithmetic. Here, an eye‐tracker with high spatio‐temporal resolution was used to measure spontaneous eye movements, used as a proxy for attentional shifts, while children of 2nd (8 y‐o; N = 50) and 4th (10 y‐o; N = 48) Grade solved simple additions (e.g., 4+3) and subtractions (e.g., 3‐2). Gaze patterns revealed horizontal and vertical attentional shifts in both groups. Critically, horizontal eye movements were observed in 4th Graders as soon as the first operand and the operator were presented and thus before the beginning of the exact computation. In 2nd Graders, attentional shifts were only observed after the presentation of the second operand just before the response was made. This demonstrates that spatial attention is recruited when children solve arithmetic problems, even in the early stages of learning mathematics. The time course of these attentional shifts suggests that with practice in arithmetic children start to use spatial attention to anticipatively guide the search for the answer and facilitate the implementation of solving procedures.
Research Highlights
Additions and subtractions are associated to right and left attentional shifts in adults, but it is unknown when these mechanisms arise in childhood.
Children of 8–10 years old solved single‐digit additions and subtractions while looking at a blank screen.
Eye movements showed that children of 8 years old already show spatial biases possibly to represent the response when knowing both operands.
Children of 10 years old shift attention before knowing the second operand to anticipatively guide the search for plausible answers.
Over the past few decades, there have been significant developments in eye-tracking technology, particularly in the domain of mobile, head-mounted devices. Nevertheless, questions remain regarding ...the accuracy of these eye-trackers during static and dynamic tasks. In light of this, we evaluated the performance of two widely used devices: Tobii Pro Glasses 2 and Tobii Pro Glasses 3. A total of 36 participants engaged in tasks under three dynamicity conditions. In the "seated with a chinrest" trial, only the eyes could be moved; in the "seated without a chinrest" trial, both the head and the eyes were free to move; and during the walking trial, participants walked along a straight path. During the seated trials, participants' gaze was directed towards dots on a wall by means of audio instructions, whereas in the walking trial, participants maintained their gaze on a bullseye while walking towards it. Eye-tracker accuracy was determined using computer vision techniques to identify the target within the scene camera image. The findings showed that Tobii 3 outperformed Tobii 2 in terms of accuracy during the walking trials. Moreover, the results suggest that employing a chinrest in the case of head-mounted eye-trackers is counterproductive, as it necessitates larger eye eccentricities for target fixation, thereby compromising accuracy compared to not using a chinrest, which allows for head movement. Lastly, it was found that participants who reported higher workload demonstrated poorer eye-tracking accuracy. The current findings may be useful in the design of experiments that involve head-mounted eye-trackers.
•The transformed patterns of neural/scanning activity for SPO are revealed.•The correlations between physiological data and emergencies in SPO are investigated.•The preferred interactive activities ...with cockpit components are figured out.•Providing insights for SPO-oriented intelligent flight system for SPO safety.
With cutting-edge technologies and considering airline human-resource-saving, a single pilot in commercial jets could be technically feasible. Investigating changes in captains’ natural behaviours are initially required to comprehend the specific safe human performance envelope for safeguarding single-pilot flight, particularly in high-risk situations. This paper investigates how captains’ performance transforms for fixing emergencies when operating from Dual-Pilot Operations (DPO) to Single-Pilot Operations (SPO) through a physiological-based approach. Twenty pilots flew an emergency-included flight with/without first officers’ assistance. The neural activities and scanning behaviours were recorded using a 32-channel Electroencephalogram (EEG) and glasses-based eye tracker, with the observation and post-experiment questionnaires to evaluate the flight operations and pilots’ perception. Flying alone, there was a significantly increased cortical activity in θ and β waves over the frontal, parietal, and temporal lobes during the more complicated emergencies, and pilots focused less on the primary flight display while spending significantly more time scanning the other interfaces. The physiological fluctuating patterns associated with risky operations in SPO were highlighted by cross-correlating multimodal data. The experimental-based noteworthy insights may wish to inform commercial SPO measures to lessen the persistent physiological fluctuation, assisting airlines in creating SPO-oriented intelligent flight systems to give captains adequate support for assuring safer air transportation.
Virtual reality (VR) can be a useful tool for conducting consumer behavior experiments. The aim of this research was to examine whether people standing in front of a supermarket shelf make similar ...decisions and process similar information as those in front of a shelf in a VR shop. In Study 1, participants were asked to select a cereal from among 33 commercially available types of cereals placed on a shelf. One group performed the task in front of a real shelf, while the other performed it in VR. Eye-tracking data were collected for both groups. No statistically significant differences were observed in the selection of the cereals by the two groups in the two conditions. Eye-tracking data only revealed few differences in the information-seeking behavior. In Study 2, results observed using real products were replicated in VR. Participants were asked to walk through a virtual supermarket and select either a healthy cereal (healthy condition) or a tasty cereal (hedonic condition). Results showed that participants in the healthy condition paid more attention to the nutrition information than those in the hedonic condition. The results of these two experiments suggest that a VR condition wherein participants can walk around and behave as in the real world is a useful tool for conducting experiments related to food decisions.
•Participants choosing cereals behave in virtual reality (VR) similar to real life.•A proof of concept is provided that VR can be used for simulating a supermarket.•VR will allow the performance of experiments that would not be possible in the real world.
In technology education, there has been a paradigmatic shift towards student-centered approaches such as learning by doing, constructionism, and experiential learning. Educational robotics allows ...students to experiment with building and interacting with their creations while also fostering collaborative work. However, understanding the student's response to these approaches is crucial to adapting them during the teaching-learning process. In this sense, neuroscientific tools such as Functional Near-Infrared Spectroscopy and Eye-tracker could be useful, allowing the investigation of relevant states experienced by students. Although they have already been used in educational research, their practical relevance in the teaching-learning process has not been extensively investigated. In this perspective article expressing our position, we bring four examples of learning experiences in a robotics class with children, in which we illustrate the usefulness of these tools.
A core feature of Autistic Spectrum Condition (ASC) is the presence of difficulties in social interactions. This can be explained by an atypical attentional processing of social information: ...individuals with ASC may show problems with orienting attention to socially relevant stimuli and/or inhibiting their attentional responses to irrelevant ones. To shed light on this issue, we examined attentional orienting and inhibitory control to emotional stimuli (angry, happy, and neutral faces). An antisaccade task (with both prosaccade and antisacade blocks) was applied to a final sample of 29 children with ASC and 27 children with typical development (TD). Whereas children with ASC committed more antisaccade errors when seeing angry faces than happy or neutral ones, TD children committed more antisaccade errors when encountering happy faces than neutral faces. Furthermore, latencies in the prosaccade and antisaccade blocks were longer in children with ASC and they were associated with the severity of ASC symptoms. Thus, children with ASC showed an impaired inhibitory control when angry faces were presented. This bias to negative high-arousal information is congruent with affective information-processing theories on ASC, suggesting that threatening stimuli induce an overwhelming response in ASC. Therapeutic strategies where train the shift attention to emotional stimuli (i.e. faces) may improve ASC symptomatology and their socials functioning.
Due to the popularity of video games in various applications, including both commercial and social marketing, there is a need to assess their content in terms of player satisfaction, already at the ...production stage. For this purpose, the indices used in EEG tests can be used. In this publication, a formula has been created based on the player's commitment to determining which elements in the game should be improved and for which graphic emblems connected with social campaigns were more memorable and whether this was related to commitment. The survey was conducted using a 2D platform game created in Unity based on observations of 28 recipients. To evaluate the elements occurring in the game at which we obtain a higher memory for graphic characters, a corresponding pattern was created based on player involvement. The optimal Index for moving and static objects and the Index for destruction were then selected based on the feedback. Referring to the issue of graphic emblems depicting social campaigns should be placed in a place where other activities such as fighting will not be distracted, everyone will be able to reach the level where the recently placed advertisement is. This study present the developed method to determine the degree of player's engagement in particular elements in the game using the EEG and to explore the relationship between the visibility of social advertising and engagement in a 2D platform game where the player has to collect three keys and defeat the ultimate opponent.