Eye tracking

眼动追踪
  • 文章类型: Case Reports
    背景:尽管1型肌强直性营养不良儿童中注意缺陷多动障碍(ADHD)的合并症患病率增加,但尚未研究哌醋甲酯治疗对该人群相关认知缺陷的影响。
    方法:我们描述了一个11岁男性强直性肌营养不良1型和合并ADHD患者的案例研究,该患者每天两次使用哌醋甲酯治疗(0.60mg/kg/天)。父母和老师报告了对学习和认知的积极影响。没有负面副作用的报道。在摄入哌醋甲酯之前和之后45分钟进行序贯神经心理学评估以量化哌醋甲酯治疗的认知效果。在行为上观察到注意力调节的显着改善,并使用眼动追踪技术进行了量化。
    结论:我们得出结论,哌醋甲酯可能是1型强直性肌营养不良儿童ADHD相关认知缺陷和学习困难的有效治疗方法,值得进一步研究。
    BACKGROUND: Despite the increased prevalence of comorbid attention deficit hyperactivity disorder (ADHD) in children with myotonic dystrophy type 1, the effects of methylphenidate treatment on associated cognitive deficits in this population is not yet investigated.
    METHODS: We describe a case study of an eleven-year-old male patient with myotonic dystrophy type 1 and comorbid ADHD that was treated with methylphenidate in a twice daily regime (0.60 mg/kg/day). Positive effects on learning and cognition were reported by the parents and teachers. No negative side effects were reported. Sequential neuropsychological assessments before and 45 minutes after methylphenidate intake were conducted to quantify the cognitive effects of methylphenidate treatment. Significant improvements in regulation of attention were behaviorally observed and were quantified using eye tracking technology.
    CONCLUSIONS: We conclude that methylphenidate may be an effective treatment for ADHD-related cognitive deficits and learning difficulties in children with myotonic dystrophy type 1 which merits further research.
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  • 文章类型: Journal Article
    阅读时,诵读困难的读者比普通读者表现出更多和更长的关注。然而,当阅读障碍和控制读者只对一串字母执行视觉任务时,没有显着差异,显示认知过程在阅读中的重要性。阅读中的这种语言和认知处理要求通常会由于阅读困难的读者而被感知到的附加字母和单词镜像图像叠加在主要皮层的主要图像上而受到干扰,诱导内部视觉拥挤。这里,我们表明,对于普通读者来说,无论照明的性质如何,固定的数量和持续时间都保持不变,可以使用Hebbian机制在优化的脉冲宽度照明中擦除额外的图像来控制阅读障碍读者的过量注视和阅读的总持续时间。在这种情况下,然后,固定的数量可以减少约1.8倍,恢复正常的阅读实验。
    When reading, dyslexic readers exhibit more and longer fixations than normal readers. However, there is no significant difference when dyslexic and control readers perform only visual tasks on a string of letters, showing the importance of cognitive processes in reading. This linguistic and cognitive processing requirement in reading is often perturbed for dyslexic readers by perceived additional letters and word mirror images superposed on the primary images on the primary cortex, inducing internal visual crowding. Here, we show that while for a normal reader, the number and the duration of fixations remain invariant whatever the nature of the lighting, the excess of fixations and total duration of reading can be controlled for a dyslexic reader using the Hebbian mechanisms to erase extra images in optimized pulse-width lighting. In this case, the number of fixations can then be reduced by a factor of about 1.8, recovering the normal reading experiment.
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  • 文章类型: Case Reports
    体育产业从未见过像电子竞技这样的增长。对一名25岁的玩家进行两个生物过程的同步监测,我们研究了他的大脑(通过脑电图)和眼睛(通过瞳孔扩张)如何在NBA2K播放时间内作为集成网络随时间动态交互。在将不同的大脑和眼睛信号的频谱分解为七个频段之后,我们计算了每对EEG/Eye频谱功率时间序列之间的双变量等时间Pearson的互相关。平均而言,我们的结果显示了跨三个会话的皮质肌肉网络的重组(例如,新的互动,半球不对称)。这些初步发现突出了个性化的潜在需求,具体,适应性,和周期性的干预措施,并鼓励继续进行这一系列研究,以创建电子竞技游戏中网络的一般理论。未来的研究应该招募更大的样本,调查不同的游戏,并探索其他关键器官系统之间的交叉频率协调。
    The sport industry has never seen growth such as eSports\'. Using synchronized monitoring of two biological processes on a 25-year-old gamer, we investigated how his brain (via EEG) and eyes (via pupil dilation) interacted dynamically over time as an integrated network during NBA2K playing time. After the spectral decomposition of the different Brain and Eye signals into seven frequency bands, we calculated the bivariate equal-time Pearson\'s cross-correlation between each pair of EEG/Eye spectral power time series. On average, our results show a reorganization of the cortico-muscular network across three sessions (e.g., new interactions, hemispheric asymmetry). These preliminary findings highlight the potential need for individualized, specific, adaptive, and periodized interventions and encourage the continuation of this line of research for the creation of general theories of networks in eSports gaming. Future studies should recruit larger samples, investigate different games, and explore cross-frequency coordination among other key organ systems.
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  • 文章类型: Journal Article
    背景:减弱的社会注意力是自闭症谱系障碍(ASD)的关键标志。最近的神经影像学发现也强调了ASD中感觉显著性的改变。蓝斑-去甲肾上腺素系统(LC-NE)已被建立为这种感觉显着性处理(SSP)的调节剂。我们检验了以下假设:LC-NE功能的改变会导致不同的SSP,并导致ASD中社会关注的差异。
    方法:我们分析了EU-AIMS纵向欧洲自闭症项目(LEAP)的基线眼动追踪数据(n=166,年龄=6-30岁,IQ=61-138,性别[女性/男性]=41/125)或神经典型发育(TD;n=166,年龄=6-30岁,IQ=63-138,性别[女性/男性]=49/117),人口统计学变量和数据质量相匹配。参与者观看了简短的电影场景(k=85),描绘了社交场合(人类)或没有人类(非人类)的人类。SSP是通过对身体和运动显著性的凝视以及相应的瞳孔反应来估计的,该瞳孔反应指示了LC-NE的阶段性活动。社会注意力是通过手动定义感兴趣的领域对面部的凝视来估计的。SSP通过考虑场景内时间动态的线性混合模型在组之间进行比较,并与社会关注相关。模型是针对共病精神病理学控制的,凝视行为,和亮度。
    结果:我们没有发现在显著性上的凝视的群体差异,而瞳孔反应与身体和运动显著性的视线改变有关。在ASD与TD相比,我们观察到非人类场景的瞳孔反应较高,而人类场景的瞳孔反应较低。在ASD,我们在整个场景的持续时间内观察到面部较低的视线。至关重要的是,这种不同的社会注意力受到对身体显着性的注视的影响,并受到瞳孔反应的调节。
    结论:自然研究设计排除了实验操作和刺激控制,而效应大小为小到中等。年龄和智商的协变量效应表明,年龄和发育亚组之间的发现不同。
    结论:瞳孔反应作为视觉注意过程中LC-NE阶段性活动的代表被认为可以调节感觉显着性加工,并有助于减轻ASD中的社会注意力。
    Attenuated social attention is a key marker of autism spectrum disorder (ASD). Recent neuroimaging findings also emphasize an altered processing of sensory salience in ASD. The locus coeruleus-norepinephrine system (LC-NE) has been established as a modulator of this sensory salience processing (SSP). We tested the hypothesis that altered LC-NE functioning contributes to different SSP and results in diverging social attention in ASD.
    We analyzed the baseline eye-tracking data of the EU-AIMS Longitudinal European Autism Project (LEAP) for subgroups of autistic participants (n = 166, age = 6-30 years, IQ = 61-138, gender [female/male] = 41/125) or neurotypical development (TD; n = 166, age = 6-30 years, IQ = 63-138, gender [female/male] = 49/117) that were matched for demographic variables and data quality. Participants watched brief movie scenes (k = 85) depicting humans in social situations (human) or without humans (non-human). SSP was estimated by gazes on physical and motion salience and a corresponding pupillary response that indexes phasic activity of the LC-NE. Social attention is estimated by gazes on faces via manual areas of interest definition. SSP is compared between groups and related to social attention by linear mixed models that consider temporal dynamics within scenes. Models are controlled for comorbid psychopathology, gaze behavior, and luminance.
    We found no group differences in gazes on salience, whereas pupillary responses were associated with altered gazes on physical and motion salience. In ASD compared to TD, we observed pupillary responses that were higher for non-human scenes and lower for human scenes. In ASD, we observed lower gazes on faces across the duration of the scenes. Crucially, this different social attention was influenced by gazes on physical salience and moderated by pupillary responses.
    The naturalistic study design precluded experimental manipulations and stimulus control, while effect sizes were small to moderate. Covariate effects of age and IQ indicate that the findings differ between age and developmental subgroups.
    Pupillary responses as a proxy of LC-NE phasic activity during visual attention are suggested to modulate sensory salience processing and contribute to attenuated social attention in ASD.
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  • 文章类型: Journal Article
    注意障碍的修复是创伤性脑损伤(TBI)后认知康复的重要组成部分。来自健康参与者的证据表明,在玩动作视频游戏后,注意力得到了改善。这项探索性研究在多基线单例实验设计(SCED)中调查了其在TBI参与者中的应用。扫视眼球运动,被认为是视觉注意力的可见指标,进行了评估,以评估游戏训练的有效性。三名严重TBI参与者在动作游戏中接受了10小时的训练。在基线期间研究了自步速扫视和抽象视觉搜索任务期间的扫视眼球运动,中期培训和后期培训。使用非重叠数据百分比(PND),分析显示,参与者1(PND=80%)和2(PND=70%)的自定步扫视率持续增加.在抽象搜索中,固定持续时间显示参与者2的最小有效减少(PND=60%),参与者3的中等有效减少(PND=80%).搜索时间显示参与者2的高度有效减少(PND=100%),参与者3的中度有效减少(PND=70%)。总的来说,视频游戏训练可能会改变眼球运动中注意力的分配。需要更多的证据来验证这种新颖的认知训练方法的有用性。
    Remediation of attentional impairments is an essential component of cognitive rehabilitation after traumatic brain injury (TBI). Evidence from healthy participants has demonstrated attentional improvement following playing an action video game. This exploratory study investigated its application in TBI participants in a multiple baselines single case experimental design (SCED). Saccadic eye movements, recognized as the visible indicators of visual attention, were assessed to evaluate the effectiveness of the game training. Three severe TBI participants were trained in an action game for 10 hours. Saccadic eye movements during a self-paced saccade and an abstract visual search task were investigated during baseline, mid training and post-training. Using Percentage of Non-overlapping Data (PND), analysis showed consistent increase in the rate of the self-paced saccades in participants 1 (PND=80%) and 2 (PND=70%). In abstract search, fixation duration showed a minimally effective decrease for participant 2 (PND= 60%) and a moderately effective reduction in participant 3 (PND= 80%). Search time showed a highly effective reduction in participant 2 (PND = 100%) and moderately effective decrease in participant 3 (PND=70%). Overall, video game training might modify allocation of attention in eye movements. More evidence is required to validate the usefulness of this novel method of the cognitive training.
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  • 文章类型: Journal Article
    我们报告了一项眼动追踪研究的结果,该研究调查了德国儿童对主题相关从句(SRC)和对象相关从句(ORC)的理解,这些从句在形态上具有明确的头部和嵌入的名词短语(NPs)。实验范式采用了Adani和Fritzsche。儿童在聆听SRC或ORC时,可以在视觉显示器上跟踪他们的眼球运动。随后,他们必须在屏幕上选择最合适的视觉角色,以便在角色选择范例中使用特定的相对子句类型。所有头部NP和嵌入的NP均为男性。因此,相对从句语法通过相对代词的结尾消除了歧义,随后,在嵌入NP中的确定器上。除了在屏幕上对目标字符的外观比例外,我们还计算了对句法竞争者和嵌入的NP字符的固定概率。主题反转误差仍然是儿童反应准确性数据上的主要误差类型。眼睛追踪数据也证实了受试者的优势,尽管它在后相对子句时间窗口中被覆盖。然而,ORC中嵌入NP字符的固定概率显着增加,但不是在SRC条件下。虽然儿童使用相对代词上的形态信息来生成对非规范ORC结构的期望效率较低,他们显然在句子后面使用了嵌入的NP形态学来更新他们正在进行的结构分析。
    We report the results of an eye-tracking study investigating German children\'s comprehension of subject relative clauses (SRC) and object relative clauses (ORC) with morphologically unambiguous head and embedded noun phrases (NPs). The experimental paradigm was adopted from Adani and Fritzsche. Children\'s eye movements were tracked on the visual display while they were listening to an SRC or an ORC. Subsequently, they had to choose the most appropriate visual character on the screen to go with a particular relative clause type in a character selection paradigm. All the head NP and the embedded NPs were of masculine gender. Thus, the relative clause syntax was disambiguated by the ending on the relative pronoun and, subsequently, on the determiner in the embedded NP. We computed fixation probabilities towards the syntactic competitor and the embedded NP character in addition to the proportions of looks towards the target character on the screen. Thematic reversal error remained the dominant error type on children\'s response accuracy data. The subject advantage was also confirmed on the eye-tracking data, though it was overridden in the post-relative clause time window. However, there was a significant increase in fixation probabilities towards the embedded NP character in the ORC, but not in the SRC condition. While children were less efficient to use the morphological information on the relative pronoun to generate an expectation of a non-canonical ORC structure, they obviously used embedded NP morphology later in the sentence to update their ongoing structural analysis.
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  • 文章类型: Journal Article
    语言的区别在于它们如何标记动词和参数之间的依赖关系,例如,通过案例。一项眼动追踪和脑电图图片描述研究了案例标记对巴斯克和瑞士德语句子计划时间过程的影响。虽然德语将未标记的(主格)案例分配给受试者,巴斯克通过符合事实的案例特别标记了代理人的论点。在theta和alpha频带中固定到代理和事件相关同步(ERS),以及α和β带的不同步(ERD)揭示了病例标记对早期句子计划的时间过程的多种影响。发言人在巴斯克与符合实际的代理人准备判决时,决定尽早计划中的案件标记,而具有无标记代理的句子允许延迟跨语言的结构性承诺。这些发现支持句子计划的分层增量说明,并强调了跨语言差异如何影响支撑语言使用的神经动力学。
    Languages differ in how they mark the dependencies between verbs and arguments, e.g., by case. An eye tracking and EEG picture description study examined the influence of case marking on the time course of sentence planning in Basque and Swiss German. While German assigns an unmarked (nominative) case to subjects, Basque specifically marks agent arguments through ergative case. Fixations to agents and event-related synchronization (ERS) in the theta and alpha frequency bands, as well as desynchronization (ERD) in the alpha and beta bands revealed multiple effects of case marking on the time course of early sentence planning. Speakers decided on case marking under planning early when preparing sentences with ergative-marked agents in Basque, whereas sentences with unmarked agents allowed delaying structural commitment across languages. These findings support hierarchically incremental accounts of sentence planning and highlight how cross-linguistic differences shape the neural dynamics underpinning language use.
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  • 文章类型: Journal Article
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  • 文章类型: Journal Article
    化学家用产品是家庭领域事故的常见原因。尽管此类产品在吞咽或接触皮肤或眼睛时存在某些风险,它们在全世界几乎每个家庭都用于卫生目的。在大多数欧洲国家,化学家用产品具有全球统一制度(GHS)的警告以及其他警告。在这项眼动追踪研究中(N=147),这是在虚拟环境中进行的,我们研究了(I)消费者在选择洗衣洗涤剂时是否使用此类警告,(ii)他们是否认为与风险评估无关的信息,以及(iii)他们是否利用这些信息进行最终产品选择。为此,参与者被随机分为三个实验组(一个风险启动组,一个有效性启动小组,和一个对照组),每个人在购买洗衣粉时都接受了不同的任务。结果表明,在使用衣物洗涤剂时发现的警告是有效的,虽然大多数消费者不看警告。因此,我们建议应考虑替代放置警告或使用简化警告,以提高消费者对潜在风险的认识。
    Chemical household products are a common cause of accidents in the domestic sphere. Despite such products being associated with certain risks in the event of swallowing or contact with the skin or eyes, they are used in nearly every household worldwide for hygiene purposes. In most European countries, chemical household products feature warnings of the Globally Harmonized System (GHS) as well as other warnings. In this eye-tracking study (N = 147), which was conducted in a virtual environment, we examined (i) whether consumers use such warnings when choosing a laundry detergent, (ii) whether they consider information irrelevant to risk assessment and (iii) whether they make use of this information for their final product choice. For this, the participants were split randomly into three experimental groups (a risk priming group, an effectiveness priming group, and a control group) that each received different tasks while purchasing a laundry detergent. The results indicate that the warnings found on laundry detergents are effective when they are used, although the majority of consumers do not look at the warnings. Therefore, we suggest that the alternative placement of warnings or the use of simplified warnings should be considered to improve consumers\' awareness of potential risks.
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  • 文章类型: Case Reports
    将头戴式显示器(HMD)与虚拟现实(VR)结合使用,视觉研究人员能够在实验控制的环境中捕获更自然的视觉。即,眼睛运动可以被准确地跟踪,因为它们与受试者导航虚拟环境时的头部运动一致发生。这种方法的一个好处是,与无约束设置中的其他移动眼动追踪(ET)设置不同,实验者对刺激呈现的位置和时间有精确的控制,更容易比较HMD研究和使用监视器显示器的研究结果,这占了以前在眼动研究和视觉科学领域的大部分工作。这里,视觉辨别范例被提出作为概念证明,以证明从VR中的HMD收集眼睛和头部跟踪数据用于视觉研究的适用性。当前工作的贡献是3倍:首先,结果表明,在VR中记录和分类眼睛和头部跟踪数据的优点和缺点,其次,用于生成当前实验的高度灵活的图形用户界面(GUI),旨在降低未来研究人员过渡到VR领域的软件开发启动成本,最后,这里分析的行为数据集,与来自专门设计用于引发各种眼睛和头部运动的任务的环境变量同步的眼睛和头部跟踪数据可能是测试未来眼睛运动分类算法的资产。
    Using head mounted displays (HMDs) in conjunction with virtual reality (VR), vision researchers are able to capture more naturalistic vision in an experimentally controlled setting. Namely, eye movements can be accurately tracked as they occur in concert with head movements as subjects navigate virtual environments. A benefit of this approach is that, unlike other mobile eye tracking (ET) set-ups in unconstrained settings, the experimenter has precise control over the location and timing of stimulus presentation, making it easier to compare findings between HMD studies and those that use monitor displays, which account for the bulk of previous work in eye movement research and vision sciences more generally. Here, a visual discrimination paradigm is presented as a proof of concept to demonstrate the applicability of collecting eye and head tracking data from an HMD in VR for vision research. The current work\'s contribution is 3-fold: firstly, results demonstrating both the strengths and the weaknesses of recording and classifying eye and head tracking data in VR, secondly, a highly flexible graphical user interface (GUI) used to generate the current experiment, is offered to lower the software development start-up cost of future researchers transitioning to a VR space, and finally, the dataset analyzed here of behavioral, eye and head tracking data synchronized with environmental variables from a task specifically designed to elicit a variety of eye and head movements could be an asset in testing future eye movement classification algorithms.
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