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The present study was to explore undergraduate students' performance and eye movement between two groups (non-science major and science major) on online scientific literacy assessments. The domain of scientific literacy in assessments consisted of identifying scientific questions, explaining phenomena scientifically, and using evidence scientifically. Eye-tracking system was synchronized to collect...
This paper gives an overview of the evolution from neuroscience to social, humanistic and communication sciences and their application to the analysis of texts and images, through the use of various computer linguistic programs and the impact of Eye-Tracking technologies focused in web design and academic social media platforms.
This paper describes our latest work on assisting CPG (Consumer Packaged Goods) companies with their product packaging designs by providing color palettes that are visually appealing, novel and consistent with desired marketing messages for a particular brand and product. Specifically, we start by mining a large collections of images of different products and brands to learn about all the colors and...
This paper describes an experimental comparison of two measures of the complexity of binary patterns with respect to how well they predict human judgement of visual complexity. The experiments are performed with a data set consisting of 45 binary patterns defined on a square 6×6 array of black and white squares. The measures compared are generalizations of the measures previously explored for one-dimensional...
This paper reports our learning support system for a human learner to visualize his/her mental learning processes with invisible mazes for continuous learning. The objective of this research is to bring the learning ability of the learning agent close to that of a human. To fill in the missing piece of reinforcement learning whose learning process is mainly behavior change, we add two mental learning...
This paper explores a psychological attention approach for sports highlight detection. A multiresolution autoregressive algorithm is proposed to fuse misaligned audio-visual time sequences and estimate an unified attention curve. Game highlights are found by ranking attention intensity; content-based events are filtered out by allocating local attention peaks. The test bed includes six complete football...
In this work, we introduce SentiCompass for exploring and comparing the sentiments of time-varying Twitter data. Our visualization design combines 2D psychology model of affect (i.e. emotion) with a time tunnel representation. To illustrate our visualization design, two case studies are conducted. They demonstrate the effectiveness of SentiCompass in achieving various tasks related to temporal sentiment...
Feature integration theory, the classic visual attention model, provides a theoretical foundation for optimizing visual communication. This paper proposes a set of glyphs named RoseShape that aim at improving users' visual information search in visualization. RoseShapes integrate rich and easy-to-catch attributes for mapping data variables, enabling automatic and unconscious information processing...
This paper describes an immersive and interactive visualization environment that uses light as a metaphor for psychological phenomena. Creative life force is portrayed as ambient light, and people's psyches are represented by spheres that amplify and transform light. Personality characteristics, situations, and relationships are systematically depicted using a systematic visual language based on the...
Spatial ability is considered essential in learning many disciplines. Studies have shown that providing students with geometry learning activities would help them develop spatial ability. Augmented Reality (AR) provides a combination of real and virtual worlds and allows students to view the spatial relationship of real world objects that is impossible to be implemented in traditional textbooks. This...
The effectiveness of visual realism of virtual characters in engaging users and eliciting affective responses has been an open question. We empirically evaluated the effects of realistic vs. non-realistic rendering of virtual humans on the emotional response of participants in a medical virtual reality system that was designed to educate users to recognize the signs and symptoms of patient deterioration...
Educational mobile games can not only stimulate a child's interest in learning but also can promote and increase language development, critical thinking, emotional development, intelligence, and imagination. Therefore, educational games could be seen as having an important role to play in a child's development. This paper is an in-depth analysis on the effects of educational mobile games and the application...
Presence is widely recognized as a central concept for the study of mediated communication, however, its role in the maintenance of geographically distal close relationships remains unclear. Drawing upon research from HCI, communication, cognitive science, and psychology, we present the Dyadic Model of Mediated Communication to provide a better understanding of presence in mediated communication....
EEG topographic mapping is used to examine the effect of the different cognitive tasks (math and decision-making problems) on drivers' cognitive state. Two simulated driving sessions, namely driving with distraction and driving without distraction are designed to investigate the impact of the secondary tasks on EEG responses and driving performance. Forty two subjects participated in this study and...
With applications increasingly using 3D displays, it is important to examine how humans perceive objects located within this medium. The current study examined memory accuracy for the location of a briefly presented visual object when presented using a 3D projector. We observed distortions of depth perception in visual space (i.e., the remembered location of a visual object tended to be underestimated)...
Recently, intelligent safety systems for automobiles, such as autonomous collision avoidance, have attracted considerable attention. Usually, automobiles have distance sensors to detect obstacles. On the other hand, animals and insects can behave adaptively, even in an unknown environment, even though they do not have such sensors. In ecological psychology, it is assumed that animals and insects use...
Anxiety may happen to every human especially in a uncertain waiting environment. Lengthy waiting time can disturb and damage the image of a company's performance. Understanding on waiting time anxiety and visual knowledge concept from all researcher backgrounds has been one of the key points in implementing an efficient visual knowledge tool. This paper will look into related researches that incorporate...
Citation lists and metrics applied on them are considered a leading indication of a researcher's scientific impact. In this work we consider the publication outlet where citing papers are published in order to extract a deeper understanding of a researcher's scientific impact. Topics' graph, journal associations with the topics' graph and researchers' impacts are all stored in (fuzzy) ontological...
Goals are abstractions that express agents' intention and allow them to organize their behavior appropriately. How can agents develop such goals autonomously? This paper proposes a conceptual and computational account to this longstanding problem. We argue to consider goals as abstractions of lower-level intention mechanisms such as rewards and values, and point out that goals need to be considered...
Our recent work, using both computer-animated and natural images, demonstrates that infants' eye movements are sequentially structured. In particular, we employ a simple recurrent network (SRN) to estimate the learnability of infants' gaze sequences. The current study directly compares this learnability metric with infants' global looking time on a trial-by-trial basis, during both an habituation...
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