Paper Title:
Real Time Eye Gaze Logging in a 3D Game/Simulation World
  Abstract

Evaluating the effectiveness of virtual environments as training and analysis systems one must take into account both strongly and weakly defined measures of visual behaviour and associated experience. The investigation of cross correlations between strongly defined measures of logged gaze behaviours, and weakly defined measures of subjective perceptions of visual behaviour, reveals significant discrepancies. The existence of these discrepancies casts doubt upon the effectiveness of using self-reporting questionnaires to assess training effectiveness. However, making participants aware of these discrepancies can be a potentially powerful method for increasing the effectiveness of training using virtual worlds.

  Info
Periodical
Edited by
Yuri Chugui, Yongsheng Gao, Kuang-Chao Fan, Roald Taymanov and Ksenia Sapozhnikova
Pages
555-559
DOI
10.4028/www.scientific.net/KEM.437.555
Citation
C. C. Sennersten, C. A. Lindley, "Real Time Eye Gaze Logging in a 3D Game/Simulation World", Key Engineering Materials, Vol. 437, pp. 555-559, 2010
Online since
May 2010
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Price
$32.00
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