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Journal of Eye Movement Research is published by MDPI from Volume 18 Issue 1 (2025). Previous articles were published by another publisher in Open Access under a CC-BY (or CC-BY-NC-ND) licence, and they are hosted by MDPI on mdpi.com as a courtesy and upon agreement with Bern Open Publishing (BOP).

J. Eye Mov. Res., Volume 11, Issue 3 (May 2018) – 6 articles

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15 pages, 870 KiB  
Article
Eye-Tracking en Masse: Group User Studies, Lab Infrastructure, and Practices
by Maria Bielikova, Martin Konopka, Jakub Simko, Robert Moro, Jozef Tvarozek, Patrik Hlavac and Eduard Kuric
J. Eye Mov. Res. 2018, 11(3), 1-15; https://doi.org/10.16910/jemr.11.3.6 - 20 Aug 2018
Cited by 17 | Viewed by 75
Abstract
The costs of eye-tracking technologies steadily decrease. This allows research institutions to obtain multiple eye-tracking devices. Already, several multiple eye-tracker laboratories have been established. Researchers begin to recognize the subfield of group eye-tracking. In comparison to the single-participant eye-tracking, group eye-tracking brings new [...] Read more.
The costs of eye-tracking technologies steadily decrease. This allows research institutions to obtain multiple eye-tracking devices. Already, several multiple eye-tracker laboratories have been established. Researchers begin to recognize the subfield of group eye-tracking. In comparison to the single-participant eye-tracking, group eye-tracking brings new tech-nical and methodological challenges. Solutions to these challenges are far from being established within the research community. In this paper, we present the Group Studies system, which manages the infrastructure of the group eye-tracking laboratory at the User Experience and Interaction Research Center (UXI) at the Slovak University of Technology in Bratislava. We discuss the functional and architectural characteristics of the system. Furthermore, we illustrate our infrastructure with one of our past studies. With this paper, we also publish the source code and the documentation of our system to be re-used. Full article
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14 pages, 2551 KiB  
Article
An Investigation of the Distribution of Gaze Estimation Errors in Head Mounted Gaze Trackers Using Polynomial Functions
by Diako Mardanbegi, Andrew T. N. Kurauchi and Carlos H. Morimoto
J. Eye Mov. Res. 2018, 11(3), 1-14; https://doi.org/10.16910/jemr.11.3.5 - 30 Jun 2018
Cited by 3 | Viewed by 40
Abstract
Second order polynomials are commonly used for estimating the point-of-gaze in headmounted eye trackers. Studies in remote (desktop) eye trackers show that although some non- standard 3rd order polynomial models could provide better accuracy, high-order polynomials do not necessarily provide better results. Different [...] Read more.
Second order polynomials are commonly used for estimating the point-of-gaze in headmounted eye trackers. Studies in remote (desktop) eye trackers show that although some non- standard 3rd order polynomial models could provide better accuracy, high-order polynomials do not necessarily provide better results. Different than remote setups though, where gaze is estimated over a relatively narrow field-of-view surface (e.g., less than 30×20 degrees on typical computer displays), head-mounted gaze trackers (HMGT) are often desired to cover a relatively wider field-of-view to make sure that the gaze is detected in the scene image even for extreme eye angles. In this paper we investigate the behavior of the gaze estimation error distribution throughout the image of the scene camera when using polynomial functions. Using simulated scenarios, we describe effects of four different sources of error: interpolation, extrapolation, parallax, and radial distortion. We show that the use of third order polynomials result in more accurate gaze estimates in HMGT, and that the use of wide angle lenses might be beneficial in terms of error reduction. Full article
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20 pages, 4498 KiB  
Article
Digital Sketch Maps and Eye Tracking Statistics as Instruments to Obtain Insights Into Spatial Cognition
by Merve Keskin, Kristien Ooms, Ahmet Ozgur Dogru and Philippe De Maeyer
J. Eye Mov. Res. 2018, 11(3), 1-20; https://doi.org/10.16910/jemr.11.3.4 - 15 Jun 2018
Cited by 16 | Viewed by 47
Abstract
This paper explores map users' cognitive processes in learning, acquiring and remembering information presented via screen maps. In this context, we conducted a mixed-methods user experiment employing digital sketch maps and eye tracking. On the one hand, the performance of the participants was [...] Read more.
This paper explores map users' cognitive processes in learning, acquiring and remembering information presented via screen maps. In this context, we conducted a mixed-methods user experiment employing digital sketch maps and eye tracking. On the one hand, the performance of the participants was assessed based on the order with which the objects were drawn and the influence of visual variables (e.g., presence & location, size, shape, color). On the other hand, trial durations and eye tracking statistics such as average duration of fixations, and number of fixations per seconds were compared. Moreover, selected AoIs (Area of Interests) were explored to gain a deeper insight on visual behavior of map users. Depending on the normality of the data, we used either two-way ANOVA or Mann-Whitney U test to inspect the significance of the results. Based on the evaluation of the drawing order, we observed that experts and males drew roads first whereas; novices and females focused more on hydrographic object. According to the assessment of drawn elements, no significant differences emerged between neither experts and novices, nor females and males for the retrieval of spatial information presented on 2D maps with a simple design and content. The differences in trial durations between novices and experts were not statistically significant while both studying and drawing. Similarly, no significant difference occurred between female and male participants for either studying or drawing. Eye tracking metrics also supported these findings. For average duration of fixation, there was found no significant difference between experts and novices, as well as between females and males. Similarly, no significant differences were found for the mean number of fixation. Full article
10 pages, 3336 KiB  
Article
Identifying Experts in the Field of Visual Arts Using Oculomotor Signals
by Marcin Kołodziej, Andrzej Majkowski, Piotr Francuz, Remigiusz J. Rak and Paweł Augustynowicz
J. Eye Mov. Res. 2018, 11(3), 1-10; https://doi.org/10.16910/jemr.11.3.3 - 24 May 2018
Cited by 9 | Viewed by 59
Abstract
In this article, we aimed to present a system that enables identifying experts in the field of visual art based on oculographic data. The difference between the two classified groups of tested people concerns formal education. At first, regions of interest (ROI) were [...] Read more.
In this article, we aimed to present a system that enables identifying experts in the field of visual art based on oculographic data. The difference between the two classified groups of tested people concerns formal education. At first, regions of interest (ROI) were determined based on position of fixations on the viewed picture. For each ROI, a set of features (the number of fixations and their durations) was calculated that enabled distinguishing professionals from laymen. The developed system was tested for several dozen of users. We used k-nearest neighbors (k-NN) and support vector machine (SVM) classifiers for classification process. Classification results proved that it is possible to distinguish experts from non-experts. Full article
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22 pages, 622 KiB  
Article
Line Breaks in Subtitling: An Eye Tracking Study on Viewer Preferences
by Olivia Gerber-Morón and Agnieszka Szarkowska
J. Eye Mov. Res. 2018, 11(3), 1-22; https://doi.org/10.16910/jemr.11.3.2 - 17 May 2018
Cited by 18 | Viewed by 64
Abstract
There is a discrepancy between professional subtitling guidelines and how they are implemented in real life. One example of such discrepancy are line breaks: the way the text is divided between the two lines in a subtitle. Although we know from the guidelines [...] Read more.
There is a discrepancy between professional subtitling guidelines and how they are implemented in real life. One example of such discrepancy are line breaks: the way the text is divided between the two lines in a subtitle. Although we know from the guidelines how subtitles should look like and from watching subtitled materials how they really look like, little is known about what line breaks viewers would prefer. We examined individual differences in syntactic processing and viewers’ preferences regarding line breaks in various linguistic units, including noun, verb and adjective phrases. We studied people’s eye movements while they were reading pictures with subtitles. We also investigated whether these preferences are affected by hearing status and previous experience with subtitling. Viewers were shown 30 pairs of screenshots with syntactically segmented and non-syntactically segmented subtitles and they were asked to choose which subtitle in each pair was better. We tested 21 English, 26 Spanish and 21 Polish hearing people, and 19 hard of hearing and deaf people from the UK. Our results show that viewers prefer syntactically segmented line breaks. Eye tracking results indicate that linguistic units are processed differently depending on the linguistic category and the viewers’ profile. Full article
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10 pages, 862 KiB  
Article
How Prior Experience, Cognitive Skills and Practice Are Related with Eye-Hand Span and Performance in Video Gaming
by Markus Nivala, Agnes Cichy and Hans Gruber
J. Eye Mov. Res. 2018, 11(3), 1-10; https://doi.org/10.16910/jemr.11.3.1 - 11 May 2018
Cited by 5 | Viewed by 49
Abstract
Research has shown that performance in visual domains depends on domain-specific cognitive and perceptual adaptations that result from extensive practice. However, less is known about processes and factors that underpin the acquisition of such adaptations. The present study investigated how prior experience, cognitive [...] Read more.
Research has shown that performance in visual domains depends on domain-specific cognitive and perceptual adaptations that result from extensive practice. However, less is known about processes and factors that underpin the acquisition of such adaptations. The present study investigated how prior experience, cognitive skills, task difficulty and practice effect eye-hand span (EHS) and performance in video gaming. Thirty-three participants played a platformer video game in a pre-test/practice/post-test experiment. Eye movements and keypresses were recorded. The results show that a short practice period improved performance but did not increase EHS. Instead, EHS was related to task difficulty. Furthermore, while EHS correlated with initial performance, this effect seemed to diminish after practice. Cognitive skills (concentration endurance, working memory, mental flexibility and executive functioning) predicted performance in some parts of the experiment. The study offers insights into the early development of visual adaptations and performance. Full article
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