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1

Yusuf, Sait Erdem, Furkan Ince Ibrahim, Kusetogullari Huseyin, and Haidar Sharif Md. "Computer Game Controlled by Eye Movements." International Journal of Scientific Research in Information Systems and Engineering (IJSRISE) 1, no. 2 (2015): 97–102. https://doi.org/10.5281/zenodo.836155.

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Sundry years ago people played video games for fun merely. Nowadays, video games are correlated to education, medicine, and researches. In this paper, we have addressed a computer game which takes input from a video camera by detecting user looking direction as well as eye gestures. Since webcam is easily accessible, we have carefully weighed it as video input device. We have tried to use the eye movements as the human computer interaction (HCI) tool, which would be used instead of a mouse. In general, this furnishes much easier and faster interaction with computer for everyone especially elde
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Hundalekar, Abhishek, Siddesh Pingale, Vamshi Naidu, and Prof Khushabu Trivedi. "Eye Controlled Mouse." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 1831–36. http://dx.doi.org/10.22214/ijraset.2023.51081.

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Abstract: Numerous individuals who have neuro-locomotor deficits or are disabled by injury are unable to use PCs for abecedarian tasks, for example, sending or receiving dispatches, scouring the web, watching their TV programme, or stirring filmland. In a previous study, eyes were set up to be a great candidate for ubiquitous computing since they always move when they engage with calculating gear. Using this underlying knowledge from eye movements, these instances might be renewed using computers. For this aim, we offer a mouse gesture control mechanism that can only be used by mortal eyes. Th
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K.Sanjeevaiah, B.Monika Lakshmi, B.Rohini, D.Swetha, and T.Praveen. "EYE CONTROLLED VIRTUAL MOUSE." international journal of engineering technology and management sciences 8, no. 3 (2024): 241–45. http://dx.doi.org/10.46647/ijetms.2024.v08i03.030.

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In recent years, the development of assistive technologies has significantly enhanced the quality of life for individuals with physical disabilities. One such innovation is the eyecontrolled virtual mouse, a system designed to enable hands-free computer interaction using eye-tracking technology. This paper presents a comprehensive overview of the design, implementation, and performance of an eye-controlled virtual mouse. The system leverages advanced eye-tracking hardware to capture and interpret eye movements, translating them into cursor movements and click commands on a computer screen. Key
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Juhola, M., K. Virtanen, M. Helin, V. Jäntti, P. Nurkkanen, and E. Aantaa. "Visual Stimulator for Eye Movement Studies Based on a Microcomputer System." Methods of Information in Medicine 25, no. 01 (1986): 31–34. http://dx.doi.org/10.1055/s-0038-1635451.

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SummaryA visual stimulator system for studies of eye movements has been developed. The system is controlled by an inexpensive microcomputer. It is employed for otoneurological studies both in clinical work and in research, but can also be applied for studies of eye movements in other medical areas. Three types of eye movements are produced, viz. saccadic and smooth pursuit eye movements and optokinetic nystagmus. The stimulator system can be connected to another computer for an analysis of eye movements.
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Köhler, Bernd, Georg Bretthauer, Rudolf F. Guthoff, et al. "EyeGuidance – a computer controlled system to guide eye movements." Current Directions in Biomedical Engineering 2, no. 1 (2016): 433–36. http://dx.doi.org/10.1515/cdbme-2016-0096.

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AbstractThe densely innervated human cornea is the only superficial tissue of the human body in which nerve fibres are accessible in vivo by corneal confocal microscopy (CCM). Morphological parameters of the corneal sub-basal nerve plexus (SNP) derived from CCM images can potentially serve as a sensitive biomarker for early diagnosis of various neurodegenerative diseases. The evaluation of a single image with a typical field of view of 0.16 mm2 is insufficient for robust morphometric assessment. Mosaicking approaches have therefore been proposed to examine the SNP on a larger scale. Here we pr
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Fahrudin, Fikri, Mesi Andriani, Muallimin, and Eka Altiarika. "Gerakan Tangan Pemain Otomatis Menggunakan Computer Vision." Journal of Information Technology and society 1, no. 1 (2023): 15–19. http://dx.doi.org/10.35438/jits.v1i1.19.

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Gesture recognition allows users of computer science technology to connect with their digital devices more conveniently. Technology for gesture recognition can be helpful in a variety of contexts, such as automated household appliances, automobiles, and interpretation of hand gestures. Gesture recognition is part of gesture recognition which determines what message a certain hand movement wants to convey. In developing this automatic hand movement we use segmentation and object detection where this method involves using algorithms to detect and identify objects or areas related to hand movemen
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Khedkar, Shilpa. "Eye Gaze Controlled Virtual Keyboard." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 06 (2025): 1–9. https://doi.org/10.55041/ijsrem49646.

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Abstract— Eye gaze technology has emerged as a transformative tool within Human-Computer Interaction (HCI), offering innovative solutions for individuals with physical disabilities. A review of the development and application of an eye gaze-controlled virtual keyboard demonstrates its potential to facilitate typing without the use of hands or fingers, empowering users with limited motor abilities. Key challenges in gaze detection, eye-blink differentiation, and interaction reliability are addressed, contributing to the fields of assistive technology and inclusive design. Experimental results v
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Dhanaraju, Mr. "Human-Eye Controlled Virtual Mouse." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (2022): 2623–29. http://dx.doi.org/10.22214/ijraset.2022.44478.

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Abstract: There's always room for advancement in the realm of computers, thanks to new technology in our digital era. Handsfree computing is popular nowadays because it caters to the needs of quadriplegics (people suffering from paralysis of all four limbs). We want to demonstrate a Human-Computer Interaction (HCI) system that is essential for amputees and others who have trouble using their hands. The system is a mouse-like eye-based interface that converts eye movements like blinking, staring, and squinting into mouse cursor actions. The software requirements for this technique include Pytho
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Jin, Tao, Guanglin Li, and Lihua Lei. "Trial frame for evaluating eye movements." Applied Optics 62, no. 25 (2023): 6754. http://dx.doi.org/10.1364/ao.498375.

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Eye movement research is an established methodology and widely used in fundamental research fields such as psychology or neuroscience. Most research is performed in controlled environments with screen-based eye trackers, but demand for a wearable requirement is on the rise. Yet, a state of the art wearable eye tracking system thus far has not been feasible for subjects with refractive errors; therefore, a trial frame is proposed for researching the eye movement of people with or without refractive errors. Two iris cameras and several infrared radiation LEDs were fixed behind the frame for reco
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Dæhlen, Are, Ilona Heldal, and Qasim Ali. "Technologies Supporting Screening Oculomotor Problems: Challenges for Virtual Reality." Computers 12, no. 7 (2023): 134. http://dx.doi.org/10.3390/computers12070134.

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Oculomotor dysfunctions (OMDs) are problems relating to coordination and accuracy of eye movements for processing visual information. Eye-tracking (ET) technologies show great promise in the identification of OMDs. However, current computer technologies for vision screening are specialized devices with limited screen size and the inability to measure depth, while visual field and depth are important information for detecting OMDs. In this experimental study, we examine the possibilities of immersive virtual reality (VR) technologies compared with laptop technologies for increased user experien
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Pathan, Yusuf. "Hand Gesture-Control Gaming and Mouse Navigation System." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 02 (2025): 1–9. https://doi.org/10.55041/ijsrem41237.

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-- This paper explores the development of a gesture-controlled system that enables users to interact with computer games, such as Hill Climb Racing, using hand movements. The system utilizes real-time data from a webcam, along with libraries like MediaPipe, OpenCV, and Pygame, to detect and interpret hand gestures. By tracking hand movements, the software allows users to control game functions and navigate the mouse pointer without the need for traditional input devices. This approach not only enhances the gaming experience but also promotes hands- free interaction, with potential for future i
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Belkacem, Abdelkader Nasreddine, Supat Saetia, Kalanyu Zintus-art, et al. "Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors." Computational Intelligence and Neuroscience 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/653639.

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EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test th
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Gandhi, T., M. Trikha, J. Santhosh, and S. Anand. "Development of an expert multitask gadget controlled by voluntary eye movements." Expert Systems with Applications 37, no. 6 (2010): 4204–11. http://dx.doi.org/10.1016/j.eswa.2009.11.082.

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Shree, Vidya, and Sharanabasappa. "WEARABLE REAL TIME HEALTH TRACKERS AND ASSISTED-MOBILITY FOR NON-AMBULANT PATIENTS." International Journal of Research -GRANTHAALAYAH 5, no. 4RACSIT (2017): 41–46. http://dx.doi.org/10.29121/granthaalayah.v5.i4racsit.2017.3349.

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This paper presents an approach to facilitate mobility for the non-ambulant patients using eye movements and wearable health tracking. The patient’s wheelchair movement is controlled using eye ball movements and also some biomedical assistance functionalities are considered to match the current day needs. The proposed work first detects face from input video, then eye portion will be localized, and finally eye ball (pupil) is detected and tracked using computer vision techniques. The direction of movement is assessed and a command is disseminated to the wheelchair control system. The wearable
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Rania A, Fahad Shamim, Sarmad Shams, Murk Saleem, and Roz Nisha. "EOG Based Text and Voice Controlled Remote Interpreter for Quadriplegic Patients." VFAST Transactions on Software Engineering 12, no. 1 (2024): 36–45. http://dx.doi.org/10.21015/vtse.v12i1.1593.

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Electrooculography is considered as one of the significant electro-physiological signals. These signals carry data of eye movements which can be employed in human-computer interface (HCL) as a control signal. This project focuses on creating a text and voice-based interpreter for quadriplegic patients using electrooculography (EOG) signals. EOG is a technique that measures the electrical activity of the eye muscles responsible for eye movements and can be used to track changes in eye location to reveal information about human eye activities. The EOG signal is commonly used in human-computer in
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Haroon, Dr A. Syed. "Affordable Eye-Controlled Mouse: Enhancing Accessibility with Mediapipe and OpenCV." International Journal for Research in Applied Science and Engineering Technology 13, no. 4 (2025): 4785–88. https://doi.org/10.22214/ijraset.2025.69278.

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This work introduces a new eye-controlled mouse technology that enables hands-free human-computer interaction. For people with physical restrictions, the system offers a useful and reasonably priced substitute by utilizing Mediapipe's advanced face mesh detection, OpenCV, and PyAutoGUI. The system includes features like fatigue monitoring, blink-based click recognition, and fluid cursor transitions to enhance usability. It transforms eye movements in real time into cursor control. Extensive testing demonstrated dependable performance with excellent responsiveness and mouse tracking accuracy ac
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Mohamed, Nachaat. "Eye-gesture control of computer systems via artificial intelligence." F1000Research 13 (February 19, 2024): 109. http://dx.doi.org/10.12688/f1000research.144962.1.

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Background Artificial Intelligence (AI) has the potential to significantly enhance human-computer interactions. This paper introduces a cutting-edge method for computer control using eye-gesture recognition. Methods Our system employs a sophisticated algorithm to accurately interpret eye movements, converting them into actionable commands. This technology not only improves accessibility for individuals with physical impairments, but also offers a more intuitive interaction mode for the general user base. Results We tested our method using a comprehensive dataset and achieved a remarkable accur
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Salmon, E. D., S. Magers, R. Skibbens, and N. R. Gliksman. "Video-enhanced differential interference contrast light microscopy: A method for semi-automatic object tracking." Proceedings, annual meeting, Electron Microscopy Society of America 49 (August 1991): 238–39. http://dx.doi.org/10.1017/s0424820100085496.

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VE-DIC microscopy can image unresolved objects and cellular fine structure invisible by eye or photographic recording methods with z-axis resolution less than 200 nm. We use VE-DIC methods to obtain detailed kinetic data op the movements of kinetochores, chromosome arms, and centrosomes during mitosis, the assembly of individual microtubules and sickle cell haemoglobin polymers and the translation and rotary activity of microtubule motors. In our video assays, images are recorded at 30 frames/sec on video tape or at 1-2 second intervals on a Panasonic OMDR. We have been tracking object movemen
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Jayasri, A. R., Dr P. Kanimozhi, and Dr T. Ananth kumar. "A Brief Review on Voice Assisted Hands-free Virtual Painting System." Middle East Journal of Applied Science & Technology 06, no. 04 (2023): 01–06. http://dx.doi.org/10.46431/mejast.2023.6401.

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This study employs various Human-Computer Interaction methods to introduce an innovative system that empowers individuals with diverse abilities to use computers in novel ways. It combines gesture-based virtual mouse control and painting, along with eye and voice integration. Advanced eye-tracking technology to accurately detect and interpret ocular movements is incorporated. These movements are then mapped to specific on-screen actions, facilitated by the computer webcam. Simultaneously, hand gesture-based mouse control is also available, where it captures and analyzes intricate hand motions,
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Tresanchez, Marcel, Tomàs Pallejà, and Jordi Palacín. "Optical Mouse Sensor for Eye Blink Detection and Pupil Tracking: Application in a Low-Cost Eye-Controlled Pointing Device." Journal of Sensors 2019 (December 10, 2019): 1–19. http://dx.doi.org/10.1155/2019/3931713.

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In this paper, a new application of the optical mouse sensor is presented. The optical mouse is used as a main low-cost infrared vision system of a new proposal of a head-mounted human-computer interaction (HCI) device controlled by eye movements. The default optical mouse sensor lens and illumination source are replaced in order to improve its field of view and capture entire eye images. A complementary 8-bit microcontroller is used to acquire and process these images with two optimized algorithms to detect forced eye blinks and pupil displacements which are translated to computer pointer act
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Fischer, B., and H. Weber. "Express saccades and visual attention." Behavioral and Brain Sciences 16, no. 3 (1993): 553–67. http://dx.doi.org/10.1017/s0140525x00031575.

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AbstractOne of the most intriguing and controversial observations in oculomotor research in recent years is the phenomenon of express saccades in monkeys and man. These are saccades with such short reaction times (100 msec in man, 70 msec in monkeys) that some experts on eye movements still regard them as artifacts or as anticipatory reactions that do not need any further explanation. On the other hand, some research groups consider them not only authentic but also a valuable means of investigating the mechanisms of saccade generation, the coordination of vision and eye movements, and the mech
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Kajiwara, Yusuke, Hiroaki Murata, Haruhiko Kimura, and Koji Abe. "Human-Computer Interface Controlled by Horizontal Directional Eye Movements and Voluntary Blinks Using AC EOG Signals." IEEJ Transactions on Electronics, Information and Systems 132, no. 4 (2012): 555–60. http://dx.doi.org/10.1541/ieejeiss.132.555.

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Kogawa, Atsunori, Moeko Onda, and Yoshihiro Kai. "Development of a Remote-Controlled Drone System by Using Only Eye Movements: Design of a Control Screen Considering Operability and Microsaccades." Journal of Robotics and Mechatronics 33, no. 2 (2021): 301–12. http://dx.doi.org/10.20965/jrm.2021.p0301.

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In recent years, the number of bedridden patients, including amyotrophic lateral sclerosis (ALS) patients, has been increasing with the aging of the population, owing to advances in medical and long-term care technology. Eye movements are physical functions that are relatively difficult to be affected, even if the symptoms of ALS progress. Focusing on this point, in this paper, in order to improve the quality of life (QOL) of bedridden patients, including ALS patients, we propose a drone system connected to the Internet that can be remotely controlled using only their eyes. In order to control
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Goldreich, D., R. J. Krauzlis, and S. G. Lisberger. "Effect of changing feedback delay on spontaneous oscillations in smooth pursuit eye movements of monkeys." Journal of Neurophysiology 67, no. 3 (1992): 625–38. http://dx.doi.org/10.1152/jn.1992.67.3.625.

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1. Our goal was to discriminate between two classes of models for pursuit eye movements. The monkey's pursuit system and both classes of model exhibit oscillations around target velocity during tracking of ramp target motion. However, the mechanisms that determine the frequency of oscillations differ in the two classes of model. In "internal feedback" models, oscillations are controlled by internal feedback loops, and the frequency of oscillation does not depend strongly on the delay in visual feedback. In "image motion" models, oscillations are controlled by visual feedback, and the frequency
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Matsumaru, Takafumi, Yang Liu, Yi Jiang, and Chuankai Dai. "Image-Projecting Desktop Arm Trainer for Hand-Eye Coordination Training." Journal of Robotics and Mechatronics 26, no. 6 (2014): 704–17. http://dx.doi.org/10.20965/jrm.2014.p0704.

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<div class=""abs_img""><img src=""[disp_template_path]/JRM/abst-image/00260006/04.jpg"" width=""250"" />IDAT for Hand-Eye COORD TRNG</div> This paper presents a novel arm-training system, known as the image-projecting desktop arm trainer (IDAT), which is aimed at hand-eye coordination training. The projector displays an exercise image on a desktop in front of a seated patient, and the scanning range finder measures the behavior of the patient as he/she performs the exercise. IDAT is non-invasive and does not constrain the patient. Its efficiency is based on the voluntary move
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Tantisatirapong, Suchada, Pargorn Puttapirat, Wongwit Senavongse, and Theerasak Chanwimalueang. "The Design of Cognitive Training Games for the Thai Elderly." ECTI Transactions on Electrical Engineering, Electronics, and Communications 19, no. 3 (2021): 289–97. http://dx.doi.org/10.37936/ecti-eec.2021193.244939.

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Cognitive aging is one of the main public health concerns, often involving a decline in memory and decision-making abilities as people age. Cognitive training games have been widely used to improve working memory as well as enhancing short and long-term memory. In this study, we aim to develop a cognitive training game based on the Thai environment and speech recognition technology. The designed cognitive training tasks were evaluated by performing electroencephalography (EEG) on six elderly volunteers, who passed the Thai mental state examination. The participants were instructed to memorize
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Arsenault, Roland, and Colin Ware. "The Importance of Stereo and Eye-Coupled Perspective for Eye-Hand Coordination in Fish Tank VR." Presence: Teleoperators and Virtual Environments 13, no. 5 (2004): 549–59. http://dx.doi.org/10.1162/1054746042545300.

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It is possible to simulate a high-quality virtual environment with viewpoint-controlled perspective, high-quality stereo, and a sense of touch obtained with the PHANToM force feedback device using existing “fish tank VR” technologies. This enables us to investigate the importance of different depth cues and touch using higher quality visual display than is possible with more immersive technologies. Prior work on depth perception suggests that different depth cues are important depending on the task performed. A number of studies have shown that motion parallax is more important than stereopsis
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Amaral, Mariana, Ranata Furlan, Guilherme Santana, and Clarice Figueiredo. "Feasibility of using a tongue-activated joystick by healthy pre-teen children." International Journal of Orofacial Myology 45, no. 1 (2019): 13–30. http://dx.doi.org/10.52010/ijom.2019.45.1.2.

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PURPOSE: To investigate the motivation and the effects of: tongue movement direction; resistance force level; repetition number; and sustained tongue contraction duration on tongue motor performance in healthy pre-teen children using computer games. METHODS: An analytical observational cross-sectional study was conducted with 15 healthy 11-13 year-old children with normal lingual strength. The participants played six computer games using a tongue-controlled joystick. The series varied the time for continuous force application on the target (3 and 5 seconds) and the target force level (0.5, 1 a
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Sun, Xiangyang, and Zihan Cai. "Research on an Eye Control Method Based on the Fusion of Facial Expression and Gaze Intention Recognition." Applied Sciences 14, no. 22 (2024): 10520. http://dx.doi.org/10.3390/app142210520.

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With the deep integration of psychology and artificial intelligence technology and other related technologies, eye control technology has achieved certain results at the practical application level. However, it is found that the accuracy of the current single-modal eye control technology is still not high, which is mainly caused by the inaccurate eye movement detection caused by the high randomness of eye movements in the process of human–computer interaction. Therefore, this study will propose an intent recognition method that fuses facial expressions and eye movement information and expects
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Schmidhuber, Jürgen, and Rudolf Huber. "LEARNING TO GENERATE ARTIFICIAL FOVEA TRAJECTORIES FOR TARGET DETECTION." International Journal of Neural Systems 02, no. 01n02 (1991): 125–34. http://dx.doi.org/10.1142/s012906579100011x.

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This paper shows how ‘static’ neural approaches to adaptive target detection can be replaced by a more efficient and more sequential alternative. The latter is inspired by the observation that biological systems employ sequential eye movements for pattern recognition. A system is described, which builds an adaptive model of the time-varying inputs of an artificial fovea controlled by an adaptive neural controller. The controller uses the adaptive model for learning the sequential generation of fovea trajectories causing the fovea to move to a target in a visual scene. The system also learns to
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Aydin, Sefa, Mesut Melek, and Levent Gökrem. "A Safe and Efficient Brain–Computer Interface Using Moving Object Trajectories and LED-Controlled Activation." Micromachines 16, no. 3 (2025): 340. https://doi.org/10.3390/mi16030340.

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Nowadays, brain–computer interface (BCI) systems are frequently used to connect individuals who have lost their mobility with the outside world. These BCI systems enable individuals to control external devices using brain signals. However, these systems have certain disadvantages for users. This paper proposes a novel approach to minimize the disadvantages of visual stimuli on the eye health of system users in BCI systems employing visual evoked potential (VEP) and P300 methods. The approach employs moving objects with different trajectories instead of visual stimuli. It uses a light-emitting
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Arita, Reiko, and Shima Fukuoka. "Safety and Efficacy of Photocatalytic Micro-Mist Desktop Humidifier for Dry Eye Caused by Digital Environment: A Randomized Controlled Trial." Journal of Clinical Medicine 13, no. 13 (2024): 3720. http://dx.doi.org/10.3390/jcm13133720.

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Background/Objectives: Modern life is inconceivable without visual display terminal (VDT) work, including smartphones, computers, and games for both children and adults. VDT work under air conditioning and low humidity poses a high risk of dry eye and digital eye strain. Methods: Thirty-one participants were randomly divided into two groups using a desktop humidifier with photocatalytic technology, namely the “with mist” (humidifier) group and “without mist” (control) group. Participants performed VDT tasks using the humidifier with or without mist for 1 h. Ocular subjective symptoms and objec
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Vachon, François, Benoît R. Vallières, Dylan M. Jones, and Sébastien Tremblay. "Nonexplicit Change Detection in Complex Dynamic Settings." Human Factors: The Journal of the Human Factors and Ergonomics Society 54, no. 6 (2012): 996–1007. http://dx.doi.org/10.1177/0018720812443066.

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Objective: We employed a computer-controlled command-and-control (C2) simulation and recorded eye movements to examine the extent and nature of the inability to detect critical changes in dynamic displays when change detection is implicit (i.e., requires no explicit report) to the operator’s task. Background: Change blindness—the failure to notice significant changes to a visual scene—may have dire consequences on performance in C2 and surveillance operations. Method: Participants performed a radar-based risk-assessment task involving multiple subtasks. Although participants were not required
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Wu, Tiffany C., and John K. Tsotsos. "Real-world visual search goes beyond eye movements: Active searchers select 3D scene viewpoints too." PLOS One 20, no. 7 (2025): e0319719. https://doi.org/10.1371/journal.pone.0319719.

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Visual search is a ubiquitous task; people search for objects on a daily basis. However, the majority of the existing visual search literature focuses on passive search on a 2D computer screen, a far cry from emulating a real-world environment. Search is a real-world task that involves active observation. Search targets may be occluded, completely out of the observer’s line of sight, or oriented in unconventional ways. This is typically mitigated by actively selecting viewpoints, an important aspect of search behaviour with limited scope on a computer screen. Our goal was to explore viewpoint
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Xu, Yunfei, Haojie Luo, Qi Gao, Zhan Zhang, and Xiaomin Liu. "P‐5.12: Research on Intelligent Real time Interaction Method for High Precision Naked Eye 3D Display." SID Symposium Digest of Technical Papers 56, S1 (2025): 1066–69. https://doi.org/10.1002/sdtp.19001.

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Naked eye 3D technology can achieve 3D visual effects without the need for special glasses, greatly enhancing the immersion and realism of user experience. Therefore, it has shown a wide and highly potential application prospect in fields such as commercial display, digital entertainment, education and training, and medical imaging. One characteristic of naked eye 3D display content production is closely related to hardware parameters. At present, the display mechanisms and hardware parameters of various naked eye 3D display devices are different, so the production of naked eye 3D film sources
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Scherf, K. Suzanne, Jason W. Griffin, Brian Judy, et al. "Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial." BMJ Open 8, no. 9 (2018): e023682. http://dx.doi.org/10.1136/bmjopen-2018-023682.

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IntroductionAutism spectrum disorder (ASD) is characterised by impairments in social communication. Core symptoms are deficits in social looking behaviours, including limitedvisual attention to facesandsensitivity to eye gaze cues.We designed an intervention game using serious game mechanics for adolescents with ASD. It is designed to train individuals with ASD to discover that the eyes, and shifts in gaze specifically, provide information about the external world. We predict that the game will increase understanding of gaze cues and attention to faces.Methods and analysisThe Social Games for
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Ferrand, Nawfel, Susanne Trauzettel-Klosinski, Gunnar Blumenstock, Bogomil Voykov, and Stephan Kuester-Gruber. "Benefits of Explorative Saccade Training in Patients with Advanced Glaucomatous Visual Field Defects—A Randomized, Placebo-Controlled Study." Journal of Clinical Medicine 14, no. 9 (2025): 2876. https://doi.org/10.3390/jcm14092876.

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Purpose: Patients with advanced glaucoma have visual field defects that impair mobility and quality of life (QoL). We aim to determine the effects of exploratory saccade training (EST) in such patients with bilateral overlapping scotomas that affect at least one visual field quadrant. Patients and Methods: This study was approved by the Ethics Committee of the Medical Faculty of the University of Tuebingen, Germany, and was registered in the German Clinical Trials Register (DRKS DRKS00031082, date of approval: 2 February 2023). We randomly assigned 27 patients to two groups, one of which train
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Cardillo, Daniela, Caterina Calefato, Luca Minin, and Roberto Montanari. "A Workload Manager Architecture for the Monitoring of Drivers’ Cognitive Impairment." Interaction Design and Architecture(s), no. 5_6 (March 20, 2009): 70–73. http://dx.doi.org/10.55612/s-5002-005_6-011.

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This paper presents the architecture of a software system able to assess the cognitive effort of a driver by monitoring the interaction between the driver and the steering wheel; this system is called WL Manager (WLM). The advantage of a Workload Manager System based on the steering dynamic is that of being not invasive in comparison to other workload measures, in particular physiological (heart rate, eye movements, etc…) which are considered by the literature more reliable than the other indirect measures. Furthermore, the dynamic of the steering wheel can be read from the onboard electronic
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Wykowska, Agnieszka, Jasmin Kajopoulos, Karinne Ramirez-Amaro, and Gordon Cheng. "Autistic traits and sensitivity to human-like features of robot behavior." Interaction Studies 16, no. 2 (2015): 219–48. http://dx.doi.org/10.1075/is.16.2.09wyk.

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This study examined individual differences in sensitivity to human-like features of a robot’s behavior. The paradigm comprised a non-verbal Turing test with a humanoid robot. A “programmed” condition differed from a “human-controlled” condition by onset times of the robot’s eye movements, which were either fixed across trials or modeled after prerecorded human reaction times, respectively. Participants judged whether the robot behavior was programmed or human-controlled, with no information regarding the differences between respective conditions. Autistic traits were measured with the autism-s
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Johnson, Bradley N., Joel D. Mainland, and Noam Sobel. "Rapid Olfactory Processing Implicates Subcortical Control of an Olfactomotor System." Journal of Neurophysiology 90, no. 2 (2003): 1084–94. http://dx.doi.org/10.1152/jn.00115.2003.

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Sniffs are modulated in response to odor content. Higher concentrations of odor induce lesser-volume sniffs. This phenomenon implicates a neural feedback mechanism that measures sensory input (odor concentration) and modulates motor output (sniffing) accordingly. Here we used air-dilution olfactometry to probe the time course of this olfactomotor mechanism. A stainless-steel computer-controlled olfactometer, equipped with mass flow controllers, temperature and humidity control, and on-line photo-ionization detection, was coupled to a highly sensitive pneumatotachograph that measured nasal flow
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Bagundang, Esnehara P. "Designing Stress Relieving Game Associated to Virtual and Augmented Reality for Bus Drivers." International Journal of Computer Science and Mobile Computing 10, no. 10 (2021): 40–46. http://dx.doi.org/10.47760/ijcsmc.2021.v10i10.007.

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Stress is a phenomenal problem that affects a large number of worker, regardless of the financial or social status, age and profession, a person exposed to stress may develop health problems that can interfere with work and his quality of life. Problems about stress should not be taken for granted as it may lead to health problems that causes sickness absenteeism. In this scenario it is important to have strategies that helps to deal with such problem. Nowadays technology has been used in different areas not only to help our day to day transactions easy but also provide assistance in coping wi
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Yang, Liuyin, and Marc M. Van Hulle. "Real-Time Navigation in Google Street View® Using a Motor Imagery-Based BCI." Sensors 23, no. 3 (2023): 1704. http://dx.doi.org/10.3390/s23031704.

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Navigation in virtual worlds is ubiquitous in games and other virtual reality (VR) applications and mainly relies on external controllers. As brain–computer interfaces (BCI)s rely on mental control, bypassing traditional neural pathways, they provide to paralyzed users an alternative way to navigate. However, the majority of BCI-based navigation studies adopt cue-based visual paradigms, and the evoked brain responses are encoded into navigation commands. Although robust and accurate, these paradigms are less intuitive and comfortable for navigation compared to imagining limb movements (motor i
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CHIN, CRAIG A., ARMANDO BARRETO, and MALEK ADJOUADI. "INTEGRATION OF EMG AND EGT MODALITIES FOR THE DEVELOPMENT OF AN ENHANCED CURSOR CONTROL SYSTEM." International Journal on Artificial Intelligence Tools 18, no. 03 (2009): 399–414. http://dx.doi.org/10.1142/s0218213009000202.

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While Eye Gaze Tracking (EGT) systems have demonstrated their potential as computer cursor control devices, their application outside the laboratory environment has been less prominent than originally expected. This may be due to limitations in the stability of the cursor controlled by EGT devices and in the potential for unintended selections ("clicks"). To address these EGT limitations, we have developed a cursor control system that integrates electromyogram-based control with EGT-based control. This integrated system allows a user to perform small cursor displacements and selection operatio
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Poornima M, Paramesha R, and Rohith M N. "Enhancing accessibility and assistance through eye gaze tracking: The I alert approach." International Journal of Science and Research Archive 13, no. 2 (2024): 3735–41. https://doi.org/10.30574/ijsra.2024.13.2.2625.

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The growing demand for assistive technologies for individuals with physical disabilities has led to significant advancements in human-computer interaction (HCI). Eye gaze tracking, a promising input modality, offers a non-invasive and intuitive way to enhance accessibility and interaction. This paper presents iAlert, an innovative eye gaze-based alert system designed to provide timely assistance to individuals with limited mobility or communication abilities. By analyzing eye movements, iAlert aims to detect user intent and trigger appropriate responses, thereby facilitating improved interacti
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Cajochen, Christian, Sylvia Frey, Doreen Anders, et al. "Evening exposure to a light-emitting diodes (LED)-backlit computer screen affects circadian physiology and cognitive performance." Journal of Applied Physiology 110, no. 5 (2011): 1432–38. http://dx.doi.org/10.1152/japplphysiol.00165.2011.

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Many people spend an increasing amount of time in front of computer screens equipped with light-emitting diodes (LED) with a short wavelength (blue range). Thus we investigated the repercussions on melatonin (a marker of the circadian clock), alertness, and cognitive performance levels in 13 young male volunteers under controlled laboratory conditions in a balanced crossover design. A 5-h evening exposure to a white LED-backlit screen with more than twice as much 464 nm light emission {irradiance of 0,241 Watt/(steradian × m2) [W/(sr × m2)], 2.1 × 1013 photons/(cm2 × s), in the wavelength rang
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Shishkin, S. L., D. A. Berdyshev, A. S. Yashin, A. Y. Zabolotniy, A. E. Ossadtchii, and A. N. Vasilyev. "Quasi-movements and attempted movements: a possible alternative to motor imagery in BCI-based neurorehabilitation." Genes & Cells 18, no. 4 (2023): 687–90. http://dx.doi.org/10.17816/gc623412.

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Motor imagery (MI) is a frequently used “mental trigger” for non-invasive brain-computer interfaces (BCI). Numerous studies have examined the effectiveness of MI-BCI for post-stroke rehabilitation. However, the results remain inconclusive. A potential obstacle to the effectiveness of this method could stem from an ongoing debate between the internal focus of mental activity (i.e., modeling of reality) inherent in MI and the perceived significance of sensory feedback from the actual physical environment in BCI-facilitated therapy. The requirement to allocate attentional resources to both intern
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Padilla-Castañeda, Miguel A., Edoardo Sotgiu, Michele Barsotti, et al. "An Orthopaedic Robotic-Assisted Rehabilitation Method of the Forearm in Virtual Reality Physiotherapy." Journal of Healthcare Engineering 2018 (August 1, 2018): 1–20. http://dx.doi.org/10.1155/2018/7438609.

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The use of robotic rehabilitation in orthopaedics has been briefly explored. Despite its possible advantages, the use of computer-assisted physiotherapy of patients with musculoskeletal injuries has received little attention. In this paper, we detailed the development and evaluation of a robotic-assisted rehabilitation system as a new methodology of assisted physiotherapy in orthopaedics. The proposal consists of an enhanced end-effector haptic interface mounted in a passive mechanism for allowing patients to perform upper-limb exercising and integrates virtual reality games conceived explicit
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Pecheranskyi, Ihor. "Digital Technologies and Audio-Visual Innovations in the Modern Music Industry." Bulletin of Kyiv National University of Culture and Arts. Series in Audiovisual Art and Production 7, no. 1 (2024): 51–63. http://dx.doi.org/10.31866/2617-2674.7.1.2024.302762.

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The purpose of the research is to analyse digital technologies and audiovisual tools and innovations that are actively used in the contemporary music industry, the example of the VR video Family by Icelandic singer Björk and the audiovisual instrument AirSticks by A. Ilsar). Research methodology. The article conducts scientific research within the paradigm of new audiovisual aesthetics and with the help of the techno-determinism principle, which made it possible to reveal the features and outline the impact of digital innovations and technological solutions on pop drama, creative musical impro
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Simmons, P. J., and F. C. Rind. "Orthopteran DCMD neuron: a reevaluation of responses to moving objects. II. Critical cues for detecting approaching objects." Journal of Neurophysiology 68, no. 5 (1992): 1667–82. http://dx.doi.org/10.1152/jn.1992.68.5.1667.

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1. We examine the critical image cues that are used by the locust visual system for the descending contralateral motion detector (DCMD) neuron to distinguish approaching from receding objects. Images were controlled by computer and presented on an electrostatic monitor. 2. Changes in overall luminance elicited much smaller and briefer responses from the DCMD than objects that appeared to approach the eye. Although a decrease in overall luminance might boost the response to an approaching dark object, movement of edges of the image is more important. 3. When two pairs of lines, in a cross-hairs
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Pecheranskyi, Ihor. "Digital Technologies and Audio-Visual Innovations in the Modern Music Industry (on the Example of VR-Video Family from Björk and AirSticks by A. Ilsar)." Bulletin of Kyiv National University of Culture and Arts. Series in Audiovisual Art and Production 7, no. 1 (2024): 51–63. https://doi.org/10.31866/2617-2674.7.1.2024.302762.

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<strong>The purpose of the research&nbsp;</strong>is to analyse digital technologies and audiovisual tools and innovations that are actively used in the contemporary music industry, the example of the VR video&nbsp;<em>Family&nbsp;</em>by Icelandic singer Bj&ouml;rk and the audiovisual instrument AirSticks by A. Ilsar).&nbsp;<strong>Research methodology.&nbsp;</strong>The article conducts scientific research within the paradigm of new audiovisual aesthetics and with the help of the techno-determinism principle, which made it possible to reveal the features and outline the impact of digital inn
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