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Title: Eye Tracking Methodology
Other Titles: Theory and Practice
Authors: . Duchowski, Andrew T
Keywords: Eye Tracking
Computing
Issue Date: 2017
Publisher: Springer
Abstract: Often the most desired type of eye tracking output (e.g., for human–computer interaction usability studies) is estimation of the projected Point Of Regard (POR) of the viewer, i.e., the ðx; yÞ coordinates of the user’s gaze on the computer display. First- and second-generation eye trackers generally do not provide this type of data. (For second-generation systems, eye movement analysis relies on off-line, frame-by-frame visual inspection of photographs or video frames and does not allow easy POR calculation.) Combined video-based pupil/corneal reflection eye trackers easily provide POR coordinates following calibration, and are today de rigeur. Due to the availability of fast analog-to-digital video processors, these third-generation eye trackers are capable of delivering the calculated POR in real-time. Fourth-generation eye trackers, having recently appeared on the market, make use of digital optics. Coupled with on-chip Digital Signal Processors (DSPs), eye tracking technology has significantly increased in its usability, accuracy, and speed while decreasing in cost.
Description: The scope of the book falls within a fairly narrow human–computer interaction domain (i.e., describing a particular input modality), however, it spans a broad range of interdisciplinary research and application topics. There are at least three domains that stand to benefit from eye tracking research: visual perception, human– computer interaction, and computer graphics. The amalgamation of these topics forms a symbiotic relationship. Graphical techniques provide a means of generating rich sets of visual stimuli ranging from 2D imagery to 3D immersive virtual worlds and research exploring visual attention and perception in turn influences the gen- eration of artificial scenes and worlds. Applications derived from these disciplines create a powerful human–computer interaction modality, namely interaction based on knowledge of the user’s gaze. Recent advancements in eye tracking technology, specifically the availability of cheaper, faster, more accurate, and easier to use trackers, have inspired increased eye movement and eye tracking research efforts. However, although eye trackers offer a uniquely objective view of overt human visual and attentional processes, eye trackers have not yet gained widespread use beyond work conducted at various research laboratories. This lack of acceptance is due in part to two reasons: first, the use of an eye tracker in an applied experimental setting is not a widely taught subject. Hence, there is a need for a book that may help in providing training. It is not uncommon for enthusiastic purchasers of eye tracking equipment to become discouraged with their newly bought equipment when they find it difficult to set up and operate. Only a few academic departments (e.g., psychology, computer science) offer any kind of instruction in the use of eye tracking devices. Second, to exac- erbate the lack of training in eye tracking methodology, even fewer sources of instruction exist for system development. Setting up an eye tracking lab and inte- grating the eye tracker into an available computer system for development of gaze-contingent applications is a fairly complicated endeavor, similar to the development and integration of virtual reality programs. Thus far, it appears no textbook other than this one exists providing this type of low-level information. The goal of this book is to provide technical details for implementation of a gaze-contingent system, couched in the theoretical context of eye movements, xixii visual perception, and visual attention. The text started out as the author’s personal notes on the integration of a commercial eye tracker into a virtual reality graphics system. These technical considerations comprise the middle chapters of the book and include details of integrating a commercial eye tracker into both a 3D virtual environment, and a 2D image display application. The surrounding theoretical review chapters grew from notes developed for an interdisciplinary eye tracking methodology course offered to both undergraduates and graduates from four disciplines: psychology, marketing, industrial engineering, and computer science. An early form of these notes was presented as a short course at the Association for Computing Machinery (ACM) Special Interest Group on Graphics’ SIGGRAPH conference, 23–28 July 2000, New Orleans, LA.
URI: http://localhost:8080/xmlui/handle/123456789/269
ISBN: 978-3-319-57883-5
Appears in Collections:ARTS & SCIENCE

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