The book will be an important addition for researchers and clinicians interested in the vestibular system, eye movements, motor systems in general, and central nervous system correlates of learning. Science Review Neuroscience Letters
Vision has adaptive value of paramount importance in the evolution of animals. It facilitates survival by enabling an individual to identify relevant information from the surroundings like food, predators, and mates even at great distance. Humans and other primates, analyze objects of interest by reorienting their visual gaze towards them. These orientations are normally achieved through coordinated movements of the eyes and head termed gaze shifts. But, how are these coordinated movements of the eye and head implemented? What areas of the brain are involved in eye-head control of gaze, and to what extent? More importantly, how the gaze control system calculates desired eye and head positions to place gaze in the right direction? The present book provides the answers to those questions as well as the implications that these findings have for understanding various processes of visual-to-motor transformations in gaze control.
For most people, prism adaptation is an amusing demonstration, first experienced perhaps in an introductory psychology course. This monograph relates this peculiar phenomenon to the larger context of cognitive science, especially motor control and learning. The first part sketches the background concepts necessary to understand the contribution of prism adaptation to the larger issue of adaptive perceptual-motor performance including: * a review of the basic concepts of motor control and learning that enable strategic response in the prism adaptation situation; * the development of a hypothesis about spatial representation and spatial mapping and an introduction to the basic idea of adaptive spatial alignment; and * a contrasting view of perceptual and motor learning and a review of evidence for the involvement of nonassociative and associative learning in prism adaptation. Directly concerned with data and theory in prism adaptation, the second part presents: * an outline of prism adaptation methodology and a list of several empirical conclusions from previous research that constrained development of theoretical framework; * a theory of strategic perceptual-motor control and learning which enables adaptive performance during prism exposure, but does not directly involve adaptive spatial alignment; * an extention of the theory to include realignment processes which correct for the spatial misalignment among sensorimotor systems produced by prisms; and * a demonstration of how traditional issues in prism adaptation may be rephrased in terms of the present theoretical framework. The last part of this volume reviews the research conducted in developing and testing the present theory of prism adaptation. It summarizes the initial investigations (employing a naturalistic exposure setting), reports some more rigorous tests with an experimentally constrained research paradigm, points out the more general theoretical issues raised by the authors' analysis of prism adaptation, and makes specific suggestions for further research within the prism adaptation paradigm.
Recent advances in eye tracking technology will allow for a proliferation of new applications. Improvements in interactive methods using eye movement and gaze control could result in faster and more efficient human computer interfaces, benefitting users with and without disabilities. Gaze Interaction and Applications of Eye Tracking: Advances in Assistive Technologies focuses on interactive communication and control tools based on gaze tracking, including eye typing, computer control, and gaming, with special attention to assistive technologies. For researchers and practitioners interested in the applied use of gaze tracking, the book offers instructions for building a basic eye tracker from off-the-shelf components, gives practical hints on building interactive applications, presents smooth and efficient interaction techniques, and summarizes the results of effective research on cutting edge gaze interaction applications.
This book presents computational interaction as an approach to explaining and enhancing the interaction between humans and information technology. Computational interaction applies abstraction, automation, and analysis to inform our understanding of the structure of interaction and also to inform the design of the software that drives new and exciting human-computer interfaces. The methods of computational interaction allow, for example, designers to identify user interfaces that are optimal against some objective criteria. They also allow software engineers to build interactive systems that adapt their behaviour to better suit individual capacities and preferences.00This book introduces computational interaction design to the reader by exploring a wide range of computational interaction techniques, strategies and methods. It explains how techniques such as optimisation, economic modelling, machine learning, control theory, formal methods, cognitive models and statistical language processing can be used to model interaction and design more expressive, efficient and versatile interaction.
Intelligent robotics has become the focus of extensive research activity. This effort has been motivated by the wide variety of applications that can benefit from the developments. These applications often involve mobile robots, multiple robots working and interacting in the same work area, and operations in hazardous environments like nuclear power plants. Applications in the consumer and service sectors are also attracting interest. These applications have highlighted the importance of performance, safety, reliability, and fault tolerance. This volume is a selection of papers from a NATO Advanced Study Institute held in July 1989 with a focus on active perception and robot vision. The papers deal with such issues as motion understanding, 3-D data analysis, error minimization, object and environment modeling, object detection and recognition, parallel and real-time vision, and data fusion. The paradigm underlying the papers is that robotic systems require repeated and hierarchical application of the perception-planning-action cycle. The primary focus of the papers is the perception part of the cycle. Issues related to complete implementations are also discussed.
Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion