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Application of Deterministic and Stochastic Components of the Ocular Dynamic System.

机译:眼动系统确定性和随机性组件的应用。

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摘要

With the advent of eye tracking technology, gaze control is perceived to be an alternative way of human-machine interaction. Owing to the nature of eye movement, visually localizing a target is faster than by hand control and less likely to cause fatigue. Because of the connection between eye movement and attention, it is plausible to infer what targets may be of interest to people based on their gaze pattern. However, current design paradigms focus on fitting eye movements to user interfaces initially designed for hand movement. For example, many studies attempted to utilize gaze point as a mouse cursor, which resulted in limited success. To date, gaze-based interaction has been prone to mistakes and it is time consuming compared to other conventional non-keyboard input methods. Therefore, commercial eye tracking systems are almost exclusively used by people with severe disabilities or for military purposes.;Although eye movement and hand movement share biomechanical similarities, there are fundamental differences between the two which pose difficulties encountered in gaze-based interaction. First, eye movement is involved in both active interactions and passive information perception. Looking at a menu item indicates the user "probably", but not necessarily, intends to click on it. Hand movement on the other hand, serves solely as an interaction proxy without ambiguity. Secondary, from the view of control mechanisms, eye movement is governed by open loop control whereas hand movement is closed loop control with visual feedback. All the models developed for goal-directed hand movement assume a feedback control mechanism, which does not apply to eye movement. These models play a key role in understanding the underlying control mechanism and the speed accuracy tradeoff of hand movement. Specifically, motion time is a function of target distance and target size (i.e., Fitts' Law). Due to the fact that closed loop control is not valid for eye movement, previous models for hand movement are no longer appropriate for explaining dynamic features of the ocular plant.;By addressing these two differences between eye movement and hand movement, this dissertation aimed to improve the usability of eye tracking interaction and extend the existing goal-directed model for hand movement to three-dimensional eye movement. A prototype interface called the "Hot-Zone" was implemented for gaze-based interaction and assessment. Previous studies focused on utilizing gaze control for one-stage control such as 'click' on an existing interface. The Hot-Zone acts like a context menu designed for gaze, which provides a solution to two-stage control, such as "Call out first, then select". An experiment was conducted to show the performance of this technique compared with a conventional pointing device.;Because eye movement is closely related to information processing, it is possible to infer the task context (e.g., browse a picture on the web or read an article) by analyzing eye movement data. A system with predictive intelligence to evaluate a user's attention based on passive eye movement could be beneficial to support interaction quality and improve productivity. Hidden Markov Models and Support Vector Machine were used to differentiate reading and visual searching gaze patterns based on eye movement.;To explore the control mechanism of eye movement, deterministic and stochastic components of the ocular dynamic system were explicitly constructed based on mechanical principles and neuronal and physiological evidence established so far. The kinematics were verified by simulation and compared with experimental data for validation. This simulation model extends the eye movement from one-dimensional to three-dimensional space. Supplied with a velocity profile as input, the model applies stochastic components during the movement and predicts the final state of gaze. In order to generate the velocity profile with reasonable credibility, an optimal control model is developed. This optimal control model reveals a plausible criterion, which governs the eye movement. The criterion explicitly shows the tradeoff between the competing considerations (e.g., time optimal and minimum effort) in motion planning. Being a deterministic model by its nature, the present model resembles the minimum variance model numerically from the view of optimization. The latter was considered to be one of the few models capable of accounting for stochastic components of eye movement, as it addresses signal-dependent noise.
机译:随着眼动追踪技术的出现,注视控制被认为是人机交互的另一种方式。由于眼睛运动的本质,在视觉上对目标进行定位要比手动控制更快,并且不太可能引起疲劳。由于眼睛运动和注意力之间存在联系,因此可以根据他们的注视模式推断出人们可能感兴趣的目标。然而,当前的设计范例集中于使眼睛运动适应最初设计用于手运动的用户界面。例如,许多研究试图将凝视点用作鼠标光标,这导致了有限的成功。迄今为止,与其他常规的非键盘输入方法相比,基于注视的交互很容易出错,并且很耗时。因此,商业眼动追踪系统几乎完全用于重度残疾人或出于军事目的。;尽管眼动和手动具有生物力学相似性,但是两者之间存在根本差异,这给基于注视的互动带来了困难。首先,眼睛的运动涉及主动交互和被动信息感知。查看菜单项表示用户“可能”,但不一定是打算单击该菜单项。另一方面,手部运动仅充当交互代理,没有歧义。其次,从控制机制的角度来看,眼睛的运动由开环控制来控制,而手的运动则由具有视觉反馈的闭环控制来控制。为目标定向的手部运动开发的所有模型均采用反馈控制机制,该机制不适用于眼睛运动。这些模型在理解基本控制机制和手部运动的速度精度权衡方面起着关键作用。具体而言,运动时间是目标距离和目标尺寸(即菲茨定律)的函数。由于闭环控制不适用于眼动,因此以前的手动模型不再适合于解释眼科植物的动态特征。通过解决眼动和手动之间的这两种差异,本论文旨在提高了眼动追踪互动的可用性,并将现有的目标导向手部运动模型扩展为三维眼动。实现了名为“热点”的原型界面,用于基于注视的交互和评估。先前的研究集中于将注视控制用于一级控制,例如在现有界面上的“单击”。 Hot-Zone的作用类似于为凝视设计的上下文菜单,它为两阶段控制提供了解决方案,例如“先呼出,然后选择”。进行了一项实验,以展示该技术与传统指点设备相比的性能。;由于眼球运动与信息处理密切相关,因此可以推断出任务上下文(例如,浏览网络图片或阅读文章) )通过分析眼动数据。具有基于被动眼球运动来评估用户注意力的具有预测智能的系统可能对支持交互质量和提高生产率很有帮助。使用隐马尔可夫模型和支持向量机基于眼睛的运动来区分阅读和视觉搜索的注视模式。为了探索眼睛运动的控制机制,根据力学原理和神经元明确地构造了眼动系统的确定性和随机性成分并建立了生理学证据。运动学通过仿真进行验证,并与实验数据进行比较以进行验证。该仿真模型将眼球运动从一维空间扩展到了三维空间。提供速度分布图作为输入,该模型在运动过程中应用随机分量,并预测凝视的最终状态。为了生成具有合理可信度的速度曲线,开发了一种最佳控制模型。这种最佳控制模型揭示了一个合理的准则,该准则可以控制眼睛的运动。该标准明确显示了运动计划中竞争考虑因素(例如时间最佳和最小努力)之间的权衡。从本质上讲,本模型是确定性模型,从优化角度看,它在数值上类似于最小方差模型。后者被认为是能够解决眼睛运动的随机成分的少数模型之一,因为它解决了信号相关的噪声。

著录项

  • 作者

    Wang, Xuezhong.;

  • 作者单位

    North Carolina State University.;

  • 授予单位 North Carolina State University.;
  • 学科 Engineering Industrial.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 168 p.
  • 总页数 168
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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