An Empirical Study On Influence Of Visual Elements On Consumer Attention With Special Reference To Automobile Advertisement

Advertisements have definitely improved the standard of living and given new ways of living to the people. In this scenario ithas become vital for marketers to impact the consumer’s attention. And thus, the visual elements/design come into focus. Thisresearch aims Read More …

A deep learning saliency model for exploring viewers’ dwell-time distributions over Areas of Interest on webcam-based eye-tracking data

https://osf.io/mk624/download Visual Saliency deals with detecting the most eye-catching regions in images, those regions which naturally stands out of the image. Itaccounts for bottom-up and top-down visual attention processes over the first few seconds of observation of a given image.

Platform for Comparative Study of Focus and Retention in Virtual Reality and Online Learning

https://ieeexplore.ieee.org/abstract/document/9637779/references#references Our research objective is to compare the effectiveness of standard online learning methods versus the utilization of virtual reality in education in terms of student focus and information retention. Our proposed platform will have identical lesson plans in virtual Read More …

Understanding the Impact of the Tempo of Distractions on Cognitive Ability

The objective of this research project is to utilize an online assessment and its associated eye-tracking data to understand whether distractions, and more particularly their tempo, has an impact on an individual’s concentration while completing a task. In this phase Read More …

Webcam as Alternate Option for Eye-Trackers in Gaze Gaming Software

Gaze gaming software like GazePlay are oftenused by people with multiple disabilities especially children as a tool for learning. Interactionwith this software can be done with a special typeof device known as eye-trackers. These eye-trackers capture the gaze of the Read More …

Anthropomorphised learning contents: Investigating learning outcomes, epistemic emotions and gaze behaviour

Anthropomorphism is defined as attributing human traits and emotions to non-human entities. In the field of emotional design in multimedia learning, anthropomorphising essential learning elements has been associated with promoting positive learning experiences. Although it has been widely used for Read More …

Low-cost methodologies and devices applied tomeasure, model and self-regulate emotions for Human-Computer Interaction

In this thesis, the different methodologies for analyzing the UX experience are explored from a usercentered perspective. These classical and well-founded methodologies only allow the extraction of cognitive data, that is, the data that the user is capable of consciously Read More …