R. Pinter, S. M. Cisar, L. Szedmina, Verica Bulović, A. Kovari
{"title":"Eye Movement Monitoring for Multimedia Content Ranking","authors":"R. Pinter, S. M. Cisar, L. Szedmina, Verica Bulović, A. Kovari","doi":"10.1109/CANDO-EPE57516.2022.10046393","DOIUrl":null,"url":null,"abstract":"This paper provides an insight into a project focusing on how to integrate the eye tracking system into the teaching process at Subotica Tech- College of Applied Sciences. Eye tracking is generally implemented with the aim of recording the position and movement of the eyes. The position is defined through tracking the reflection of the light from the cornea and comparing the trace with the eye centre. The analysis of eye movement and position data enables the determination of how humans process visual information. Despite the uncomfortable collection mode, this eye tracking method provides less subjective data than data collected via questionnaires. Areas that implement eye tracking include medicine, marketing, education, usability research, computer games, among others. As part of their curriculum, students of Informatics are required to independently design and develop software applications, such as mobile, web or desktop applications, as well as create multimedia contents, e.g., posters or flyers. Implementing eye tracking devices offers students valuable insight into how users handle and use their created products and applications. The collected data revealed in what way users generally approached the user interface, how fast or in which order they selected the options. Such feedback could be linked directly to the application’s design quality and usability. The eye tracking system findings result in students creating improved applications, developing better designs for increased user experience, perceived by users as optimal applications. [1–5]","PeriodicalId":127258,"journal":{"name":"2022 IEEE 5th International Conference and Workshop Óbuda on Electrical and Power Engineering (CANDO-EPE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE 5th International Conference and Workshop Óbuda on Electrical and Power Engineering (CANDO-EPE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CANDO-EPE57516.2022.10046393","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
This paper provides an insight into a project focusing on how to integrate the eye tracking system into the teaching process at Subotica Tech- College of Applied Sciences. Eye tracking is generally implemented with the aim of recording the position and movement of the eyes. The position is defined through tracking the reflection of the light from the cornea and comparing the trace with the eye centre. The analysis of eye movement and position data enables the determination of how humans process visual information. Despite the uncomfortable collection mode, this eye tracking method provides less subjective data than data collected via questionnaires. Areas that implement eye tracking include medicine, marketing, education, usability research, computer games, among others. As part of their curriculum, students of Informatics are required to independently design and develop software applications, such as mobile, web or desktop applications, as well as create multimedia contents, e.g., posters or flyers. Implementing eye tracking devices offers students valuable insight into how users handle and use their created products and applications. The collected data revealed in what way users generally approached the user interface, how fast or in which order they selected the options. Such feedback could be linked directly to the application’s design quality and usability. The eye tracking system findings result in students creating improved applications, developing better designs for increased user experience, perceived by users as optimal applications. [1–5]