Traditional eye tracking requires specialized hardware, which means collecting gaze data from many observers is expensive, tedious and slow. Therefore, existing saliency prediction datasets are order-of-magnitudes smaller than typical datasets for other vision recognition tasks. The small size of these datasets limits the potential for training data intensive algorithms, and causes overfitting in benchmark evaluation. To address this deficiency, this paper introduces a webcam-based gaze tracking system that supports large-scale, crowdsourced eye tracking deployed on Amazon Mechanical Turk (AMTurk). By a combination of careful algorithm and gaming protocol design, our system obtains eye tracking data for saliency prediction comparable to data gathered in a traditional lab setting, with relatively lower cost and less effort on the part of the researchers. Using this tool, we build a saliency dataset for a large number of natural images. We will open-source our tool and provide a web server where researchers can upload their images to get eye tracking results from AMTurk.
Recently, Jiang al @cite_0 designed a mouse-contingent paradigm to record viewing behavior. They demonstrated that the mouse-tracking saliency maps are similar to eye tracking saliency maps based on shuffled AUC (sAUC) @cite_22 . However, mouse movements are much slower than eye movements, and the gaze pattern of individual viewers in mouse and eye tracking systems are qualitatively different. It is not clear that if the "fixations" generated from mouse tracking match those obtained from standard eye tracking (the authors propose extracting fixations by excluding half samples with high mouse-moving velocity, but this leaves up to 100 fixations per second, far different from the approximately 3 fixations second observed in standard eye tracking data). Furthermore, since mouse movements are slower than eye movements, it's unclear if this approach will work for video eye tracking, or if it can be used in psychophysics experiments which require rapid responses.
@cite_0 @cite_22
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In this thesis visual search experiments are devised to explore the feasibility of an eye gaze driven search mechanism. The thesis first explores gaze behaviour on images possessing different levels of saliency. Eye behaviour was predominantly attracted by salient locations, but appears to also require frequent reference to non-salient background regions which indicated that information from scan paths might prove useful for image search. The thesis then specifically investigates the benefits of eye tracking as an image retrieval interface in terms of speed relative to selection by mouse, and in terms of the efficiency of eye tracking mechanisms in the task of retrieving target images. Results are analysed using ANOVA and significant findings are discussed. Results show that eye selection was faster than a computer mouse and experience gained during visual tasks carried out using a mouse would benefit users if they were subsequently transferred to an eye tracking system. Results on the image retrieval experiments show that users are able to navigate to a target image within a database confirming the feasibility of an eye gaze driven search mechanism. Additional histogram analysis of the fixations, saccades and pupil diameters in the human eye movement data revealed a new method of extracting intentions from gaze behaviour for image search, of which the user was not aware and promises even quicker search performances. The research has two implications for Content Based Image Retrieval: (i) improvements in query formulation for visual search and (ii) new methods for visual search using attentional weighting. Futhermore it was demonstrated that users are able to find target images at sufficient speeds indicating that pre-attentive activity is playing a role in visual search. A current review of eye tracking technology, current applications, visual perception research, and models of visual attention is discussed. A review of the potential of the technology for commercial exploitation is also presented. The aim of this study was to determine the pattern of fixations during the performance of a well-learned task in a natural setting (making tea), and to classify the types of monitoring action that the eyes perform. We used a head-mounted eye-movement video camera, which provided a continuous view of the scene ahead, with a dot indicating foveal direction with an accuracy of about 1 deg. A second video camera recorded the subject's activities from across the room. The videos were linked and analysed frame by frame. Foveal direction was always close to the object being manipulated, and very few fixations were irrelevant to the task. The first object-related fixation typically led the first indication of manipulation by 0.56 s, and vision moved to the next object about 0.61 s before manipulation of the previous object was complete. Each object-related act that did not involve a waiting period lasted an average of 3.3 s and involved about 7 fixations. Roughly a third of all fixations on objects could be defin... Given the ease that humans have with using a keyboard and mouse in typical, non-colocated computer interaction, many studies have investigated the value of colocating the visual field and motor workspaces using immersive display modalities. Significant understanding has been gained by previous work comparing physical tasks against virtual tasks, visuomotor colocation versus non-colocation, and even visuomotor rotational misalignments in virtual environments (VEs). However, few studies have explored all of these paradigms in context with each other, and it is difficult to perform interstudy comparisons because of the variation in tested motor tasks. Therefore, using a stereoscopic fish tank display setup, the goal for the current study was to characterize human performance of a 3D Fitts' point-to-point reaching task using a stylus-based haptic interface in the physical, colocated non-colocated, and rotated VE visualization conditions. Five performance measures---throughput, efficiency, initial movement error, corrective movements, and peak velocity---were measured and used to evaluate task performance. These measures were studied in 22 subjects (11 male, 11 female, ages 20--32) performing a 3D variant of Fitts' serial task under 10 task conditions: physical, colocated VE, non-colocated VE, and rotated VEs from 45---315° in 45° increments. Hypotheses: All performance measures in the colocated VE were expected to reflect significantly reduced task performance over the real condition, but also reflect increased performance over the non-colocated VE condition. For rotational misalignments, all performance measures were expected to reflect the highest performance at 0°, reduce to the lowest performance at 90°, and rise again to a local maximum at 180° (symmetric about 0°). Results: All performance measures showed that the colocated VE condition resulted in significantly lower task performance than the physical condition and higher mean performance than the non-colocated VE condition, but the difference was not statistically significant. Also, rotation misalignments showed that task performance was mostly reduced to a minimum at 90°, 135°, and 225°. We conclude that colocated VEs may not significantly improve point-to-point reaching performance over non-colocated VEs. Also, visual rotations of ±45° affected throughput, efficiency, peak velocity, and initial movement error, but the number of corrective movements were not affected until ± 90°. Several visual attention models have been proposed for describing eye movements over simple stimuli and tasks such as free viewing or visual search. Yet, to date, there exists no computational framework that can reliably mimic human gaze behavior in more complex environments and tasks such as urban driving. In addition, benchmark datasets, scoring techniques, and top-down model architectures are not yet well understood. In this paper, we describe new task-dependent approaches for modeling top-down overt visual attention based on graphical models for probabilistic inference and reasoning. We describe a dynamic Bayesian network that infers probability distributions over attended objects and spatial locations directly from observed data. Probabilistic inference in our model is performed over object-related functions that are fed from manual annotations of objects in video scenes or by state-of-the-art object detection recognition algorithms. Evaluating over approximately 3 h (approximately 315 000 eye fixations and 12 000 saccades) of observers playing three video games (time-scheduling, driving, and flight combat), we show that our approach is significantly more predictive of eye fixations compared to: 1) simpler classifier-based models also developed here that map a signature of a scene (multimodal information from gist, bottom-up saliency, physical actions, and events) to eye positions; 2) 14 state-of-the-art bottom-up saliency models; and 3) brute-force algorithms such as mean eye position. Our results show that the proposed model is more effective in employing and reasoning over spatio-temporal visual data compared with the state-of-the-art.