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
    在这篇文章中,我们回顾了对狗(犬熟悉)的眼动追踪研究,有三个目标;我们强调了使用眼动追踪在犬的感知和认知领域取得的成就,然后讨论在人类心理物理学中开发的技术的应用中出现的挑战,最后提出了狗眼追踪研究的新途径。对于第一个目标,我们目前的研究调查了狗对人类的感知,主要是面孔,还有手,gaze,情感,通信信号,以目标为导向的运动,和社会互动,以及对代表可能和不可能的物理过程和动画线索的动画的感知。然后,我们讨论目前对狗进行眼动追踪的挑战,比如可疑的图片-物体对等,广泛的培训,小样本量,困难的校准,和人工刺激和设置。我们建议对这些问题进行可能的改进和解决方案,以实现更好的刺激和数据质量。最后,我们建议使用动态刺激,瞳孔测量,到达时间分析,移动眼动追踪,并与行为和神经影像学方法相结合,以进一步推进犬的研究,并在这一高度动态的比较认知分支中开辟新的科学领域。
    In this article, we review eye-tracking studies with dogs (Canis familiaris) with a threefold goal; we highlight the achievements in the field of canine perception and cognition using eye tracking, then discuss the challenges that arise in the application of a technology that has been developed in human psychophysics, and finally propose new avenues in dog eye-tracking research. For the first goal, we present studies that investigated dogs\' perception of humans, mainly faces, but also hands, gaze, emotions, communicative signals, goal-directed movements, and social interactions, as well as the perception of animations representing possible and impossible physical processes and animacy cues. We then discuss the present challenges of eye tracking with dogs, like doubtful picture-object equivalence, extensive training, small sample sizes, difficult calibration, and artificial stimuli and settings. We suggest possible improvements and solutions for these problems in order to achieve better stimulus and data quality. Finally, we propose the use of dynamic stimuli, pupillometry, arrival time analyses, mobile eye tracking, and combinations with behavioral and neuroimaging methods to further advance canine research and open up new scientific fields in this highly dynamic branch of comparative cognition.
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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
    许多基于视频的眼睛跟踪器依赖于检测和跟踪眼睛特征,可能受到许多个人或环境因素负面影响的任务。在这种情况下,这项研究的目的是实际评估如何使用巩膜隐形眼镜与两个集成的近红外激光器(称为CLP)可以提高在困难的照明条件下的跟踪鲁棒性,尤其是户外的。我们评估了CLP(在模型眼睛上)在四种照明条件下(1lx,250lx,50klux和交替的1lx/250lx)。将这些结果与商业眼睛跟踪器(瞳孔核心)以等于或大于0.9的置信度分数检测人眼瞳孔的能力进行比较。CLP在所有条件(跟踪精度和检测率)下都能提供良好的结果。相比之下,瞳孔核心在所有室内条件下表现良好(99%检测),但在室外条件下失败(9.85%检测).总之,CLP通过提供易于跟踪的功能,在户外条件下提高基于视频的眼睛跟踪器的可靠性具有强大的潜力。
    Many video-based eye trackers rely on detecting and tracking ocular features, a task that can be negatively affected by a number of individual or environmental factors. In this context, the aim of this study was to practically evaluate how the use of a scleral contact lens with two integrated nearinfrared lasers (denoted CLP) could improve the tracking robustness in difficult lighting conditions, particularly outdoor ones. We assessed the ability of the CLP (on a model eye) to detect the lasers and to deduce a gaze position with an accuracy better than 1° under four lighting conditions (1 lx, 250 lx, 50 klux and alternating 1lx /250 lx) on an artificial eye. These results were compared to the ability of a commercial eye tracker (Pupil Core) to detect the pupil on human eyes with a confidence score equal to or greater than 0.9. CLP provided good results in all conditions (tracking accuracy and detection rates). In comparison, the Pupil Core performed well in all indoor conditions (99% detection) but failed in outdoor conditions (9.85% detection). In conclusion, the CLP presents strong potential to improve the reliability of video-based eyetrackers in outdoor conditions by providing easy trackable feature.
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  • 文章类型: Journal Article
    背景:诸如动态时间扭曲的自动眼睛跟踪数据校正算法总是在处理回归(跳回)和失真(注视漂移)的能力之间进行权衡。同时,代码读取中的眼动具有非线性和回归的特征。目的:在本文中,我们提出了一系列混合算法,旨在高精度地处理回归和失真。方法:通过合成数据模拟,我们复制已知的眼动现象,以评估我们的算法与Warp算法作为基线。此外,我们利用两个真实的数据集来评估从阅读源代码中纠正数据的算法,并查看所提出的算法是否可以推广到从阅读自然语言文本中纠正数据。结果:我们的结果表明,大多数提出的算法在校正合成和真实数据方面都匹配或优于基线Warp。此外,我们显示了在阅读源代码时回归的普遍性。结论:我们的结果强调了我们的混合算法在处理回归时对动态时间扭曲的改进。
    Background: Automated eye tracking data correction algorithms such as Dynamic-Time Warp always made a trade-off between the ability to handle regressions (jumps back) and distortions (fixation drift). At the same time, eye movement in code reading is characterized by non-linearity and regressions. Objective: In this paper, we present a family of hybrid algorithms that aim to handle both regressions and distortions with high accuracy. Method: Through simulations with synthetic data, we replicate known eye movement phenomena to assess our algorithms against Warp algorithm as a baseline. Furthermore, we utilize two real datasets to evaluate the algorithms in correcting data from reading source code and see if the proposed algorithms generalize to correcting data from reading natural language text. Results: Our results demonstrate that most proposed algorithms match or outperform baseline Warp in correcting both synthetic and real data. Also, we show the prevalence of regressions in reading source code. Conclusion: Our results highlight our hybrid algorithms as an improvement to Dynamic-Time Warp in handling regressions.
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  • 文章类型: Journal Article
    个人凝视一个物体通常会导致其他人更喜欢那个物体,这就是所谓的凝视喜欢效应。然而,目前尚不清楚这种影响是否由社会因素驱动(即,视觉透视)或域一般处理(即,注意提示)。这项研究通过在六个在线一次性实验中操纵对象对化身的可见性,探索了凝视喜欢效果的机制。结果表明,参与者对对象的情感评估是由化身的视觉视角调制的。具体来说,化身的可见对象获得了更高的喜好度评级。然而,当化身被非社会刺激取代时,实验效果不存在。此外,在控制物体和化身之间的距离或刺激类型等混杂因素的同时,注视喜欢效应是稳健的.这些发现提供了令人信服的证据,表明凝视喜欢效应涉及对方视觉体验的过程,而不仅仅是凝视提示效应的副产品。
    Individuals\' gaze on an object usually leads others to prefer that object, which is called the gaze-liking effect. However, it is still unclear whether this effect is driven by social factors (i.e., visual perspective-taking) or the domain-general processing (i.e., attention cueing). This research explored the mechanism of the gaze-liking effect by manipulating the objects\' visibility to an avatar in six online one-shot experiments. The results showed that participants\' affective evaluation for the object was modulated by the avatar\'s visual perspective. Specifically, the visible object to the avatar received a higher rating of liking degree. However, when the avatar was replaced with a non-social stimulus, the experimental effect was absent. Furthermore, the gaze-liking effect was robust while controlling for confounding factors such as the distance between the object and the avatar or type of stimuli. These findings provided convincing evidence that the gaze-liking effect involves a process of the other\'s visual experience and is not merely a by-product of the gaze-cueing effect.
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  • 文章类型: Journal Article
    视觉运动信息在运动控制中起着重要作用。熟练的球手被认为通过使用具有眼睛和头部运动的有效视觉搜索策略来获取准确的视觉信息。然而,由于运动经验和专业知识而导致的捕捉能力和注视运动的差异尚未得到澄清。因此,这项研究的目的是确定在运动员和新手组的接球任务中基于眼睛和头部运动的凝视策略的特征。参与者是垒球和网球运动员以及没有球类运动经验的大学生(新手)。他们用网球射击机单手抓球,放置在参与者前面9m处,根据球轨迹的高度设置两个条件(高条件和低条件)。在任务期间,使用陀螺仪和眼电图(EOG)检测了他们的头部和眼睛速度。我们的结果表明,垒球组的向上头部速度和向下眼睛速度低于网球和新手组。当头部向上倾斜时,在接球过程中,前庭眼反射(VOR)引起了眼速下降。因此,建议熟练的球手头部和眼睛运动相对稳定,这可能会导致有效的凝视策略。垒球组中的静止凝视的优点可以是获取关于除了球之外的周围环境的视觉信息。
    Visual motion information plays an important role in the control of movements in sports. Skilled ball players are thought to acquire accurate visual information by using an effective visual search strategy with eye and head movements. However, differences in catching ability and gaze movements due to sports experience and expertise have not been clarified. Therefore, the purpose of this study was to determine the characteristics of gaze strategies based on eye and head movements during a ball-catching task in athlete and novice groups. Participants were softball and tennis players and college students who were not experienced in ball sports (novice). They performed a one-handed catching task using a tennis ball-shooting machine, which was placed at 9 m in front of the participants, and two conditions were set depending on the height of the ball trajectory (high and low conditions). Their head and eye velocities were detected using a gyroscope and electrooculography (EOG) during the task. Our results showed that the upward head velocity and the downward eye velocity were lower in the softball group than in the tennis and novice groups. When the head was pitched upward, the downward eye velocity was induced from the vestibulo-ocular reflex (VOR) during ball catching. Therefore, it is suggested that skilled ball players have relatively stable head and eye movements, which may lead to an effective gaze strategy. An advantage of the stationary gaze in the softball group could be to acquire visual information about the surroundings other than the ball.
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  • 文章类型: Journal Article
    与辅音和元音相比,词汇音调的视觉线索更含蓄,研究也少得多,目前还不清楚哪些面部区域有助于识别面部色调。这项研究调查了中文和英文使用者被要求识别视听普通话词汇音调时的眼球运动。向中英文使用者展示了普通话单音节的视听剪辑(例如,//,/à/,//,/µ/),并被要求确定音节是否为浸渍音(/边沿/,//)或下降音(/à/,/µ/)。这些视听音节清晰地呈现,嘈杂和无声(没有音频信号)的条件。眼球追踪器记录了参与者的眼球运动。结果显示,参与者盯着嘴比盯着眼睛。此外,当声学条件变得不利时,说中文和英文的人都增加了对嘴而不是眼睛的凝视时间。研究结果表明,嘴巴是听众感知视听词汇音调的主要区域。中文和英文使用者之间相似的眼球运动意味着嘴巴充当了提供发音信息的感知线索,与社会和务实的信息相反。
    The visual cues of lexical tones are more implicit and much less investigated than consonants and vowels, and it is still unclear what facial areas contribute to facial tones identification. This study investigated Chinese and English speakers\' eye movements when they were asked to identify audiovisual Mandarin lexical tones. The Chinese and English speakers were presented with an audiovisual clip of Mandarin monosyllables (for instance, /ă/, /à/, /ĭ/, /ì/) and were asked to identify whether the syllables were a dipping tone (/ă/, / ĭ/) or a falling tone (/ à/, /ì/). These audiovisual syllables were presented in clear, noisy and silent (absence of audio signal) conditions. An eye-tracker recorded the participants\' eye movements. Results showed that the participants gazed more at the mouth than the eyes. In addition, when acoustic conditions became adverse, both the Chinese and English speakers increased their gaze duration at the mouth rather than at the eyes. The findings suggested that the mouth is the primary area that listeners utilise in their perception of audiovisual lexical tones. The similar eye movements between the Chinese and English speakers imply that the mouth acts as a perceptual cue that provides articulatory information, as opposed to social and pragmatic information.
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  • 文章类型: Journal Article
    颈部疼痛是一种常见的肌肉骨骼疾病,最常见的类型是非特异性慢性颈痛。它通常涉及姿势或机械原因。在患有颈部疼痛的人中,主要报告了明显的视觉投诉患病率。它可能与宫颈传入输出的不匹配有关。
    本研究旨在评估动眼锻炼对颈部疼痛的影响,颈部残疾,非特异性慢性颈部疼痛和相关视觉投诉个体的凝视稳定性和视觉投诉。
    共有32名患有非特异性慢性颈痛和相关视觉不适的患者被随机分为两组。接受以下任一项:伸展至胸锁乳突和前斜角,以及颈部等距运动(A组,常规)或常规方案以及动眼锻炼(B组,实验性)。该方案每周间隔三天,持续三周,共九次会议。结果测量是疼痛的视觉模拟评分(VAS),颈部残疾指数(NDI)用于凝视稳定性的动态视觉敏锐度(DVA)测试和用于视觉投诉的视觉投诉指数(VCI)。
    观察到DVA(p=0.002)和VCI(p=0.024)的显着结果,建议使用动眼锻炼改善凝视稳定性和视觉投诉。
    从这项研究来看,我们强调,在非特异性慢性颈痛和相关视觉主诉的患者中,眼球运动锻炼与常规治疗可改善视觉主诉和凝视稳定性.
    UNASSIGNED: Neck pain is a common musculoskeletal disorder, the most common type being non-specific chronic neck pain. It usually involves postural or mechanical causes. In Individuals with neck pain, a notable prevalence of visual complaints has been predominantly reported. It can be linked to the mismatch in the cervical afferent output.
    UNASSIGNED: This study aimed to assess the effect of oculomotor exercises on neck pain, neck disability, gaze stability and visual complaints among individuals with non-specific chronic neck pain and associated visual complaints.
    UNASSIGNED: A total of 32 individuals with non-specific chronic neck pain and associated visual complaints were equally randomised into two groups. To receive either: stretching to the sternocleidomastoid and anterior scalene along with neck Isometric exercises (Group A, conventional) or the conventional protocol along with oculomotor exercises (Group B, experimental). The protocol was given for three alternate days a week for three weeks, a total of nine sessions. The outcome measures were the Visual Analogue Scale (VAS) for pain, Neck Disability Index (NDI) for disability, Dynamic Visual Acuity (DVA) test for gaze stability and Visual Complaints Index (VCI) for visual complaints.
    UNASSIGNED: Significant results were seen for the DVA (p=0.002) and VCI (p=0.024), suggesting improvements in gaze stability and visual complaints using oculomotor exercises.
    UNASSIGNED: From this study, we highlighted that oculomotor exercises along with conventional treatment led to improvement in visual complaints and gaze stability in patients with non-specific chronic neck pain and associated visual complaints.
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  • 文章类型: Journal Article
    在空间Stroop任务中,当注视方向和位置不一致时,眼睛注视目标会产生相反的一致效应(RCE),其响应比一致快。另一方面,非社交定向目标(例如,箭头)引发空间Stroop效应(SSE)。本研究检查了其他社会刺激是否,比如头部方向,触发RCE。参与者判断头部或凝视的目标方向,而忽略其位置。当凝视目标复制RCE时,头部目标产生了SSE。此外,头部目标促进了相对于凝视目标的总体响应。这些结果表明,头部,一个显著的方向特征,超越社会意义。RCE可能特定于凝视刺激,不是一般的社会刺激。头部和凝视信息会不同地影响我们的注意机制,并使我们能够实现平稳的社交互动。
    In a spatial Stroop task, eye-gaze targets produce a reversed congruency effect (RCE) with faster responses when gaze direction and location are incongruent than congruent. On the other hand, non-social directional targets (e.g., arrows) elicit a spatial Stroop effect (SSE). The present study examined whether other social stimuli, such as head orientation, trigger the RCE. Participants judged the target direction of the head or the gaze while ignoring its location. While the gaze target replicated the RCE, the head target produced the SSE. Moreover, the head target facilitated the overall responses relative to the gaze target. These results suggest that the head, a salient directional feature, overrides the social significance. The RCE may be specific to gaze stimuli, not to social stimuli in general. The head and gaze information differentially affect our attentional mechanisms and enable us to bring about smooth social interactions.
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