gaze

凝视
  • 文章类型: Journal Article
    甲基苯丙胺经常与酒精共同消费,然而,对视觉引导行为的综合影响尚未通过实验评估.这项研究研究了在模拟驾驶任务中是否可以准确检测和索引甲基苯丙胺和酒精引起的凝视行为变化,以建立与交通安全相关的特征模式。
    在一个随机的,安慰剂对照,交叉研究设计,急性口服甲基苯丙胺(0.42mg/kg)在有或没有低剂量酒精(目标血液酒精含量为0.04%)的情况下对驾驶过程中凝视行为的影响进行了评估.20名健康成年人(平均年龄29.5岁(SD±4.9),40%女性)完成了四个,在为期4周的实验范例中,使用SensoMotoricInstruments帽式眼动仪进行1小时模拟驱动器,同时进行眼睛监测。凝视熵测量用于量化视觉扫描效率,表示为注视转换熵和静止注视熵。固定,记录为持续时间(毫秒,ms)和每分钟速率(计数),在开车期间,在10分钟的垃圾箱中进行检查。驾驶性能通过横向位置的标准偏差进行评估,速度和转向可变性的标准偏差。
    甲基苯丙胺增加了固定的速度和持续时间,并在高速公路行驶中产生了较少分散但更无序的注视模式,同时保持了性能。酒精单独损害眼球运动控制和驾驶性能,即使消费水平远低于许多国际司法管辖区规定的法定限额。
    受甲基苯丙胺影响的驾驶员在驾驶过程中在有限的视觉范围内表现出低效的探索。因此,眼动追踪指标显示出由于使用精神活性物质而导致中毒的可能性。
    UNASSIGNED: Methamphetamine is frequently co-consumed with alcohol, yet combined effects on visually guided behaviours have not been experimentally assessed. This study examined whether methamphetamine and alcohol-induced changes in gaze behaviour can be accurately detected and indexed during a simulated driving task to establish characteristic patterns relevant to traffic safety.
    UNASSIGNED: In a randomised, placebo-controlled, cross-over study design, the effects of acute oral methamphetamine (0.42 mg/kg) were assessed with and without low doses of alcohol (target 0.04% blood alcohol content) on gaze behaviour during driving. Twenty healthy adults (mean age 29.5 years (SD ± 4.9), 40% female) completed four, 1-h simulated drives with simultaneous eye monitoring using the SensoMotoric Instruments cap-mounted eye tracker over a 4-week experimental paradigm. Gaze entropy measures were used to quantify visual scanning efficiency, expressed as gaze transition entropy and stationary gaze entropy. Fixations, recorded as duration (milliseconds, ms) and rate (count) per minute, were examined in 10-min bins over the duration of the drive. Driving performance was assessed by the standard deviation of lateral position, standard deviation of speed and steering variability.
    UNASSIGNED: Methamphetamine increased the rate and duration of fixations and produced a less dispersed but more disorganised pattern of gaze during highway driving while preserving performance. Alcohol alone impaired both oculomotor control and driving performance, even when consumed at levels well below the legal limit stipulated in many international jurisdictions.
    UNASSIGNED: Methamphetamine-affected drivers display inefficient exploration in a limited visual range during driving. Eye-tracking metrics thus show potential for indexing intoxication due to psychoactive substance usage.
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  • 文章类型: Journal Article
    婴儿参与社会世界的动机取决于个体大脑的特征与先前暴露于社会线索(如父母的微笑或眼神交流)之间的相互作用。关于为什么情绪表达和注视方向的特定组合会吸引儿童的不同假设已通过小组水平的方法进行了测试,而不是关注社交大脑发育中的个体差异。这里,一种新的人工智能增强脑成像方法,神经自适应贝叶斯优化(NBO),应用于婴儿脑电图(EEG),以了解选定的神经信号如何编码个体婴儿的社交线索。对42名6至9个月大的婴儿的EEG数据进行了实时分析,并通过贝叶斯优化算法进行了分析,以确定父母的注视/头部方向和情感表达的组合在孩子中产生了最强的大脑激活。这种个性化的方法支持了这样一种理论,即婴儿的大脑最大程度地通过具有负价的交流线索(带有直视的愤怒面孔)来参与。优先注视直视面部的婴儿的积极情感增加,消极情感减少。这项工作证实了婴儿对社交线索的注意偏好是异质的,并显示了NBO研究神经发育轨迹多样性的潜力。
    Infants\' motivation to engage with the social world depends on the interplay between individual brain\'s characteristics and previous exposure to social cues such as the parent\'s smile or eye contact. Different hypotheses about why specific combinations of emotional expressions and gaze direction engage children have been tested with group-level approaches rather than focusing on individual differences in the social brain development. Here, a novel Artificial Intelligence-enhanced brain-imaging approach, Neuroadaptive Bayesian Optimisation (NBO), was applied to infant electro-encephalography (EEG) to understand how selected neural signals encode social cues in individual infants. EEG data from 42 6- to 9-month-old infants looking at images of their parent\'s face were analysed in real-time and used by a Bayesian Optimisation algorithm to identify which combination of the parent\'s gaze/head direction and emotional expression produces the strongest brain activation in the child. This individualised approach supported the theory that the infant\'s brain is maximally engaged by communicative cues with a negative valence (angry faces with direct gaze). Infants attending preferentially to faces with direct gaze had increased positive affectivity and decreased negative affectivity. This work confirmed that infants\' attentional preferences for social cues are heterogeneous and shows the NBO\'s potential to study diversity in neurodevelopmental trajectories.
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  • 文章类型: Journal Article
    单词搜索难题被识别为有效的单词识别任务。在视觉搜索和阅读过程中已经研究了眼睛凝视模式,但是单词搜索难题需要搜索和单词识别。本文将讨论对三种语言的单词搜索难题进行眼动追踪研究的结果,参与者的流利程度各不相同。结果表明,参与者采用的搜索策略在某种程度上取决于语言的流畅性,并且从严格的,结构化搜索模式来随机搜索目标词。大多数凝视测量结果都不受所呈现语言的字长或流畅性的显著影响,尽管对于较短的单词,平均固定持续时间较长。
    Word search puzzles are recognized as a valid word recognition task. Eye gaze patterns have been investigated during visual search and reading, but the word search puzzle requires both searching and word recognition. This paper will discuss findings from an eye-tracking study of word search puzzles in three languages, of varying fluency for the participants. Results indicated that participants employ a search strategy that is somewhat dependent on language fluency and varies from a rigid, structured search pattern to randomly searching for a target word. The majority of gaze measurements are not significantly influenced by either word length or fluency of presented language, although mean fixation durations are longer for shorter words.
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  • 文章类型: Journal Article
    本文分析了空间感知和视觉线索,如地标和声音,被感知并影响人们在探索给定户外空间时的行为。这项研究的主要目的是调查听觉和视觉刺激如何影响人们在户外建筑环境中的行为。我们的技术比较了人们在不同条件下对建筑环境的感知:现实世界和复制的虚拟世界。作为一个案例研究,使用了大学校园,并设计了四个实验条件。这项研究遵循了受试者之间的设计,并且数据收集包括从眼睛跟踪设备获取的凝视数据以及自我报告。该研究得出的结论是,在这种环境下,声音会影响人类的行为。更具体地说,结论是:i)真实空间虚拟复制中的人类行为,包括视觉和声音刺激,与模拟中省略声音相比,在现实世界中更倾向于人类行为;ii)当人们探索相同的虚拟复制的室外空间时,人类行为会有所不同,通过改变声音的存在。这项研究对于研究虚拟和现实环境中人类行为之间的比较的研究人员特别有用,与视觉和声音刺激有关。
    This paper presents an analysis of space perception and how visual cues, such as landmarks and sound, are perceived and impact people\'s behaviour while exploring a given outdoor space. The primary goal of the research is to investigate how auditory sensations and visual stimuli influence people\'s behaviour in outdoor built environments. Our technique compares people\'s perception of the built environment in different conditions: the real world and a replicated virtual world. As a case study, a university campus was used, and four experimental conditions were designed. The study followed a between-subjects design, and the data collection included gaze data acquired from an eye-tracking device as well as self-reports. The study concludes that sound influences human behaviour in such settings. More specifically conclusions are that: i) human behaviour in virtual replications of the real space, including both visual and sound stimuli, is tendentially more similar to human behaviour in the real world than in simulations omitting sound; and ii) there is a difference in human behaviour when people explore the same virtually replicated outdoor space, by varying the presence of sound. This study is particularly useful for researchers working on the comparison between human behaviour in virtual and real environments, related to visual and sound stimuli.
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  • 文章类型: Journal Article
    在两项研究中,我们调查了情感因素和自上而下的过程的作用,这些过程是情感面部表情及其神经基础的产生和有意控制的基础。在研究1中,我们研究了喜悦的面部表情,恐惧和厌恶取决于视觉刺激的情感内容(直立的脸,倒置的面孔,没有面孔的情感诱导图片)。在研究2中,我们专注于在更自然的环境中以真实的人作为刺激,根据凝视方向(有和没有眼神接触)的喜悦和厌恶的表达。我们假设更自动的过程是由刺激诱导的(例如,唤醒,模仿或社交暗示,例如眼神交流)控制面部表情的难度就越大;尤其是与恐惧和厌恶相比,喜悦的表情。在两项研究中,我们都使用了“走/不走”任务,并在直面或眼神接触的情况下显示了更快的RTs,分别。我们还发现了比恐惧和厌恶更快的表达喜悦的RTs。在研究1中,参与者在不进行的试验中表现出更多的喜悦表达错误,而不是恐惧和厌恶表达错误,表明对快乐表达的自上而下控制比恐惧或厌恶更糟糕。对研究1中的no-goP3进行的ERP分析显示,与倒置的面孔和情绪诱发图片相比,直立面孔的振幅更大,而喜悦的表达幅度大于厌恶的幅度。这表明,当自动模仿过程被激活时,对自顶向下控制的需求更大,并且对特定的面部表情具有一定程度的特异性。在研究2中,在仅针对喜悦表达的眼神接触的情况下,不进行试验的更多错误表明,对于具有高度关联意图的表达,例如喜悦表达,模仿可能会更大。减少对负面表达的模仿。所有结果表明,面部表情被自动过程缓冲(例如,模仿)对自上而下的控制有更大的需求,尤其是与恐惧和厌恶的表达相比的喜悦。
    In two studies we investigate the role of affective factors and top-down processes underlying production and deliberate control of emotional facial expressions and its neural underpinnings. In Study 1 we examine facial expressions of joy, fear and disgust depending on the emotional content of the visual stimuli (upright faces, inverted faces, emotion inducing pictures without faces). In Study 2 we focus on expressions of joy and disgust depending on gaze direction (with and without eye contact) in a more natural setting with a real person as stimulus. We hypothesized that the more automatic processes are induced by stimuli (e.g., arousal, mimicry or social cues like eye contact) the harder it is to control facial expressions; particularly expressions of joy compared to fear and disgust. In both studies we used go/no-go tasks and showed faster RTs for conditions with upright faces or eye contact, respectively. We also found faster RTs for expressions of joy than of fear and disgust. In Study 1 participants showed more errors in no-go trials for expressions of joy than for expressions of fear and disgust, indicating worse top-down control for expressions of joy than of fear or disgust. An ERP analysis of the no-go P3 in Study 1 revealed larger amplitudes for upright faces compared with both inverted faces and emotion inducing pictures and larger amplitudes for expressions of joy than for disgust. This indicates greater demand of top-down control when automatic mimicry processes are activated and some degree of specificity to particular facial expressions. In Study 2 more errors in no-go trials in conditions with eye contact only for expressions of joy indicate mimicry could be larger for expressions with high affiliative intent like expressions of joy, and reduced mimicry for negative expressions. All results indicate that facial expressions buffered by automatic processes (e.g., mimicry) have a greater need for top-down control, especially expressions of joy compared to expressions of fear and disgust.
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  • 文章类型: Journal Article
    眼睛接触对于人类互动至关重要。我们调查了人类在人群中导航时是否能够避免眼神接触。在科学节上,我们为62名参与者配备了可穿戴的眼动仪,并指导他们走一条路线。一半的参与者被进一步指示避免眼神接触。我们报告说,人类可以在人群中导航时灵活地分配视线,并主要通过将头部和眼睛朝向地板来避免目光接触。我们讨论了人群导航和凝视行为的含义。此外,我们解决了这些领域研究中遇到的一些关于数据质量的问题,控制环境,和参与者遵守指示。我们强调,方法创新与科学进步密切相关。
    Eye contact is essential for human interactions. We investigated whether humans are able to avoid eye contact while navigating crowds. At a science festival, we fitted 62 participants with a wearable eye tracker and instructed them to walk a route. Half of the participants were further instructed to avoid eye contact. We report that humans can flexibly allocate their gaze while navigating crowds and avoid eye contact primarily by orienting their head and eyes towards the floor. We discuss implications for crowd navigation and gaze behavior. In addition, we address a number of issues encountered in such field studies with regard to data quality, control of the environment, and participant adherence to instructions. We stress that methodological innovation and scientific progress are strongly interrelated.
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  • 文章类型: Journal Article
    在ASD中已经记录了视觉注意力的差异,并出现与临床症状有关。然而,大多数研究都是在西方文化中进行的。因为在其他文化中已经记录了视觉注意力模式的惊人差异,了解文化如何影响ASD的注意模式是很重要的。这项研究比较了西方和东亚文化中ASD的视觉注意力差异,在对上下文和全球信息的关注差异已经反复证明,调查潜在的文化特异性ASD表型。共有一百三十二名参与者包括来自香港(香港)的ASD(n=24)和对照组(n=47),以及以前研究的一组年龄和智商相当的美国参与者(n=26ASD;n=35对照)。当参与者完成两个在社会情感复杂性上不同的叙事任务时,凝视着被跟踪。注视面部的比例,机构,使用线性混合效应模型和一系列生长曲线模型对各组进行检查。在不同的任务和群体中发现了文化差异。ASD和对照HK小组都更关注全球上下文设置信息,更多的身体部位,与美国团体相比,人物的面孔较少。生长曲线模型表明,这些差异在某些刺激下随时间减弱。仅在描绘面部表情模糊的角色的更复杂的刺激中观察到与ASD相关的效果。研究结果表明,ASD对视觉注意力模式有显著的文化影响,并强调了刺激复杂性在区分文化和诊断对注意方式的影响方面的重要性。
    Differences in visual attention have been documented in ASD, and appear linked to clinical symptoms. However, most research has been conducted in Western cultures. Because striking differences in visual attention patterns have been documented in other cultures, it is important to understand how culture may influence attentional patterns in ASD. This study compared differences in visual attention in ASD across Western and East Asian cultures, where differences in attention to contextual and global information have been repeatedly demonstrated, to investigate potential culturally-specific ASD phenotypes. One hundred thirty-two total participants included individuals with ASD (n = 24) and controls (n = 47) from Hong Kong (HK), along with a previously studied group of age- and IQ-comparable participants from the United States (n = 26 ASD; n = 35 control). Gaze was tracked while participants completed two narrative tasks that differed in social-emotional complexity. Proportions of fixations to face, bodies, and setting were examined across groups using linear mixed-effect models and a series of growth curve models. Cultural differences were found across tasks and groups. Both the ASD and control HK groups attended more to global contextual setting information, more to the body regions, and less toward faces of characters compared to US groups. Growth curve models indicated that these differences attenuated over time in certain stimuli. ASD-related effects were only observed in the more complex stimuli depicting characters with ambiguous facial expressions. Findings indicate a notable cultural influence on visual attention patterns in ASD, and underscore the importance of stimuli complexity in differentiating cultural versus diagnostic effects on attentional styles.
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  • 文章类型: Journal Article
    眼睛跟踪设备是一种创新的工具,可以在紧张的医疗任务中了解提供者的注意力。有关凝视行为改善(或损害)临床护理质量的知识可以大大改善医疗培训。这项研究的目的是确定与儿科复苏质量相关的凝视行为。
    40名学生和医疗保健提供者进行了模拟儿科生命支持方案,由胸部按压任务和通气任务组成,戴着眼球追踪眼镜.SkillReporter软件测量胸部按压(CC)质量,NeoTraining软件测量通气质量。主要眼动追踪参数是比率[参加某个感兴趣区域(AOI)的参与者人数],停留时间(参与者参加AOI的总时间),重访的次数(参与者多久将目光转向AOI),以及AOI之间的转换数量。
    最明显的AOIs是婴儿胸部和通气面罩(比例=100%)。在CC任务期间,41%的参与者还关注通气袋,59%关注研究护士。在通风任务期间,通气袋的比例为61%,研究护士的比例为36%.正确CC率的百分比与婴儿胸部的停留时间呈正相关(p=0.044)。而总体CC质量与在预定义的任务相关AOI之外的居住呈负相关(p=0.018)。此外,婴儿胸部停留时间越长,泄漏越少(p=0.042)。AOI之间的转换次数与CC参数无关,但与通气期间的面罩泄漏呈负相关(p=0.014)。高渗漏的参与者更频繁地在通气袋之间转移他们的视线,通风面罩,与任务无关的环境。
    婴儿胸部和通气面罩是儿科基本生命支持中最重要的AOI。特别是婴儿胸部AOI为复苏提供者提供了有益的信息。相比之下,关注与任务无关的环境和频繁的目光转移似乎会损害护理质量。
    UNASSIGNED: Eye-tracking devices are an innovative tool to understand providers\' attention during stressful medical tasks. The knowledge about what gaze behaviors improve (or harm) the quality of clinical care can substantially improve medical training. The aim of this study is to identify gaze behaviors that are related to the quality of pediatric resuscitation.
    UNASSIGNED: Forty students and healthcare providers performed a simulated pediatric life support scenario, consisting of a chest compression task and a ventilation task, while wearing eye-tracking glasses. Skill Reporter software measured chest compression (CC) quality and Neo Training software measured ventilation quality. Main eye-tracking parameters were ratio [the number of participants who attended a certain area of interest (AOI)], dwell time (total amount of time a participant attended an AOI), the number of revisits (how often a participant returned his gaze to an AOI), and the number of transitions between AOIs.
    UNASSIGNED: The most salient AOIs were infant chest and ventilation mask (ratio = 100%). During CC task, 41% of participants also focused on ventilation bag and 59% on study nurse. During ventilation task, the ratio was 61% for ventilation bag and 36% for study nurse. Percentage of correct CC rate was positively correlated with dwell time on infant chest (p = 0.044), while the overall CC quality was negatively correlated with dwelling outside of pre-defined task-relevant AOIs (p = 0.018). Furthermore, more dwell time on infant chest predicted lower leakage (p = 0.042). The number of transitions between AOIs was unrelated to CC parameters, but correlated negatively with mask leak during ventilations (p = 0.014). Participants with high leakage shifted their gaze more often between ventilation bag, ventilation mask, and task-irrelevant environment.
    UNASSIGNED: Infant chest and ventilation mask are the most salient AOIs in pediatric basic life support. Especially the infant chest AOI gives beneficial information for the resuscitation provider. In contrast, attention to task-irrelevant environment and frequent gaze shifts seem to harm the quality of care.
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  • 文章类型: Journal Article
    未经证实:急性睡眠不足会增加大脑对积极和消极情感刺激的反应性。因此,尽管众所周知,由于急性睡眠不足引起的注意力减少,我们假设人类会凝视更长时间的快乐,生气,睡眠不足时恐惧的面孔比中性的面孔。我们还检查了急性睡眠不足后面部表情是否有不同的感觉。
    未经评估:目前,学科内学习,45名年轻人参加了完全睡眠不足的一个晚上和一个8小时的睡眠机会。在每个夜晚之后的早晨,眼动仪被用来测量参与者花在注视快乐图像上的时间,生气,恐惧,中立的面孔。参与者还评估了面孔的吸引力,可信度,和100毫米视觉模拟量表上的健康。
    未经证实:睡眠不足后,参与者挣扎着比睡觉后更多地固定着脸。睡眠不足后总固定时间减少6.3%~10.6%(P<0.001)。与我们的假设相反,总固定持续时间的减少与所显示的情绪无关(睡眠*情绪相互作用的P=0.235),并且在面部的上部(P<0.001)也存在,但在面部的下部(愤怒的面部的下部除外)。总的来说,睡眠不足后,面部被评估为不可靠(-2.6mm)和有吸引力(-3.6mm)(p<0.05)。
    未经授权:面部表情对于社交互动至关重要。因此,在急性睡眠不足后,花更少的时间固定在脸上可能会带来社交互动的几个问题,例如,对他人情绪状态的不准确和延迟的判断。此外,对他人的负面社会印象可能会导致睡眠不足的人的社会退缩。
    UNASSIGNED: Acute sleep loss increases the brain\'s reactivity toward positive and negative affective stimuli. Thus, despite well-known reduced attention due to acute sleep loss, we hypothesized that humans would gaze longer on happy, angry, and fearful faces than neutral faces when sleep-deprived. We also examined if facial expressions are differently perceived after acute sleep loss.
    UNASSIGNED: In the present, within-subjects study, 45 young adults participated in one night of total sleep deprivation and one night with an 8-hour sleep opportunity. On the morning after each night, an eye tracker was used to measure participants\' time spent fixating images of happy, angry, fearful, and neutral faces. Participants also evaluated faces\' attractiveness, trustworthiness, and healthiness on a 100-mm visual analog scale.
    UNASSIGNED: Following sleep loss, participants struggled more fixating the faces than after sleep. The decrease in total fixation duration ranged from 6.3% to 10.6% after sleep loss (P<0.001). Contrary to our hypothesis, the reduction in total fixation duration occurred irrespective of the displayed emotion (P=0.235 for sleep*emotion interaction) and was also present for the upper (P<0.001) but not the lower part of the faces (except for the lower part of angry faces). Overall, faces were evaluated as less trustworthy (-2.6 mm) and attractive (-3.6 mm) after sleep loss (p<0.05).
    UNASSIGNED: Facial expressions are crucial for social interactions. Thus, spending less time fixating on faces after acute sleep loss may come along with several problems for social interactions, eg, inaccurate and delayed judgment of the emotional state of others. In addition, more negative social impressions of others may lead to social withdrawal in sleep-deprived humans.
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  • 文章类型: Journal Article
    背景:儿童看电视与发育和健康结果有关,然而,电视观看的测量技术容易出错,偏见,或者两者兼而有之。
    目的:本研究旨在开发一种客观和被动地测量儿童看电视时间的系统。
    方法:家庭电视(FLASH-TV)系统中的家庭屏幕使用评估包括三种应用于电视屏幕前收集的视频数据的顺序算法:人脸检测,面部验证,和凝视估计。共有21个不同种族和种族的家庭参加了4个设计研究中的1个,以训练算法并为集成的FLASH-TV系统提供概念测试证明。视频数据从每个家庭收集在实验室模仿客厅或在孩子的家里。工作人员将目标儿童的视频数据编码为黄金标准。准确性,灵敏度,特异性,正预测值,并计算每种算法的阴性预测值,与黄金标准相比。使用广义线性混合模型的患病率和有偏差的调整后的κ分数以及类内相关性将FLASH-TV对电视观看持续时间的估计与黄金标准进行了比较。
    结果:FLASH-TV显示出检测面部的高灵敏度(95.5%-97.9%),并且在儿童凝视电视时在面部验证方面表现良好。用于估计儿童在屏幕上的凝视的每个指标都是中等到良好的(范围:55.1%阴性预测值到91.2%特异性)。当组合三个连续步骤时,FLASH-TV估计孩子的屏幕观看情况总体良好,在不同条件下,看电视的总时间为0.725,具有类内相关性。
    结论:FLASH-TV在改善儿童看电视的评估方面迈出了重要的一步。
    BACKGROUND: Television viewing among children is associated with developmental and health outcomes, yet measurement techniques for television viewing are prone to errors, biases, or both.
    OBJECTIVE: This study aims to develop a system to objectively and passively measure children\'s television viewing time.
    METHODS: The Family Level Assessment of Screen Use in the Home-Television (FLASH-TV) system includes three sequential algorithms applied to video data collected in front of a television screen: face detection, face verification, and gaze estimation. A total of 21 families of diverse race and ethnicity were enrolled in 1 of 4 design studies to train the algorithms and provide proof of concept testing for the integrated FLASH-TV system. Video data were collected from each family in a laboratory mimicking a living room or in the child\'s home. Staff coded the video data for the target child as the gold standard. The accuracy, sensitivity, specificity, positive predictive value, and negative predictive value were calculated for each algorithm, as compared with the gold standard. Prevalence and biased adjusted κ scores and an intraclass correlation using a generalized linear mixed model compared FLASH-TV\'s estimation of television viewing duration to the gold standard.
    RESULTS: FLASH-TV demonstrated high sensitivity for detecting faces (95.5%-97.9%) and performed well on face verification when the child\'s gaze was on the television. Each of the metrics for estimating the child\'s gaze on the screen was moderate to good (range: 55.1% negative predictive value to 91.2% specificity). When combining the 3 sequential steps, FLASH-TV estimation of the child\'s screen viewing was overall good, with an intraclass correlation for an overall time watching television of 0.725 across conditions.
    CONCLUSIONS: FLASH-TV offers a critical step forward in improving the assessment of children\'s television viewing.
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