Eye gaze tracking is a powerful technique
to study human perception mechanisms [1], as well as to provide a new channel
of human-machine interaction [2, 3]. Emerging technical solutions, including
affordable hardware like the products of Tobii engineering company [4], and
flexible software [5] bring eye tracking to a wide audience and leverage
corresponding interdisciplinary research in many different application domains.
This research focuses on three different aspects:
1.
Study of human cognitive processes and ways
humans perceive the information [1]. This research relates to Digital
Humanities, involving knowledge of psychology, neurobiology, medicine, and, if
it comes to study reading-based processes, of linguistics.
2.
Study of ergonomics [6]. This research relies on
the theory of design, involving marketing (when things like shopping or
advertisements are studied) and artistic principles (when it comes to studying
image-based content like, for example, graphical user interfaces).
3.
Development of new human-machine interfaces [2,
3], in which eye gaze is involved as an essential interaction element (for
example, as an alternative to traditional mouse pointer).
Each of the above branches of
eye-tracking-based research requires adequate software tools to design and
conduct appropriate experiments, collect the eye tracking data and analyze
them. The eye-tracking-based research is based on analyzing specific metrics,
which consider so-called fixations (moments when eyes are stationary), saccades
(moments when eyes rapidly move between viewing positions), and scanpaths
(sequences of eye gaze fixations and interconnecting saccades in chronological
order) within areas of interest (AOIs, zones, in which the informant’s gaze is
analyzed) [6, 7].
While traditionally eye tracking is
performed in a physical environment (when the informant looks at real objects
or at the pictures displayed on the monitor), the technical progress of the
last few years enables combining tracking hardware with head-mounted displays
(HMDs) thus bringing eye tracking in virtual reality (VR) [8].
Eye tracking introduces new capabilities in
VR technologies [9], and VR allows new ways of conducting eye-tracking-based
research [10, 11]. In particular, VR enables a lot of flexibility for Digital
Humanities research, since it allows to create different situations for
informants, in which they should explore the space around, discover
information, make decisions, perform specific actions, and thereby evince
different socio-cognitive features [12].
However, there is a lack of flexible data
mining (DM) software to be used for analyzing eye tracking data obtained from
VR scenes. The goal of the present work is to adapt the DM platform SciVi [13]
for performing visual analytics of gaze tracks collected in a VR environment.
This platform proved its efficiency and flexibility in our previous research
[14] focused on the Digital Humanities sphere. Currently, we are interested in
studying the process of reading inside the immersive VR.
We propose an extensible ontology-driven
visual analytics pipeline to study gaze tracks of users in VR scenes. The key
contributions of the research conducted are the following:
1.
Seamless integration of and Unreal Engine-based
VR scenes with ontology-driven DM platform SciVi to collect and analyze gaze
tracks.
2.
Visualization component based on circular graph
for displaying and analyzing the scanpaths with multiple AOIs, supporting both
real-time and recording-based operation modes.
3.
Setup of the experiment to study the reading
process in immersive VR.
Eye tracking is being used for research
purposes for more than a hundred years, and in the past decade, the related
hardware becomes much cheaper, easier to use, and therefore accessible for a
wide number of research groups in different scientific domains [15]. Currently,
results obtained across the scientific community allow to formulate
methodological principles of eye-tracking-based research, building a set of
tools and techniques on an appropriate theoretical basis. One of the most
comprehensive guidebooks is written by
K. Holmqvist et al. [15] covering theoretical aspects of
eye tracking, its methodology, and corresponding measures.
Z. Sharafi et al. created a
detailed guide on eye tracking metrics [7] and on conducting eye tracking
studies in software engineering [16]. In these guides, the authors define key
points of tracking the eye gaze, processing the collected data, and performing
corresponding visual analytics.
T. Blascheck et al. made a
vary elaborate review of visualization methods for eye tracking data [17],
categorizing these methods by analytics purposes and providing references to
the papers, which describe corresponding use cases.
Eye tracking is extensively used to study
the reading process [18], as one of the most fundamental cognitive processes of
perceiving structured information. But while the reading in normal
circumstances is studied well [19], reading in a VR environment is covered
quite poorly. Since the perception of VR often differs from the perception of
the real world, one may expect some distinctiveness in the reading process when
the text is presented in the immersive virtual environment. In the literature,
there is a gap in measuring this distinctiveness [20]. In the present work, we
are interested to prepare for filling this gap by creating a visual analytics
pipeline to collect and study eye motions data in fully immersive VR.
Reading pattern is represented by scanpath
– sequence of eye gaze fixations and interconnecting saccades in chronological
order [6, 7]. Both Z. Sharafi et al. [16] and
T. Blascheck et al. [17] indicate circular transition
diagrams and radial transition graphs as adequate visualization techniques to
analyze scanpaths. A detailed description of these kinds of visualization is
given by T. Blascheck et al. in [21, 22]. These visualization
methods were successfully used by T. Blascheck et al. to study
the eye movements while reading natural text and source code snippets [22], as
well as by C. S. Peterson et al. in exploring the patterns
of program source code reading by novice and expert developer [23].
There are indeed much more measures,
metrics, and corresponding visualization methods to consider when going deeper
in studying the process of reading, but in the present work, we decided to
start with scanpath analysis to obtain the preliminary results.
Traditionally, eye tracking in VR is used
for rendering optimizations (so-called foveated rendering – the technique of
increasing image quality in the area the user is looking at, while descearing
image quality in the peripheral vision) and interactions, but currently, it
goes far beyond these scopes [9]. VR allows to create a “highly controlled
environment [...] for a more in-depth amount of information to be gathered
about the actions of a subject” [8]. This is why VR dramatically enlarges the
spectrum of possible experiments related to human perception, and eye tracking
brings precise measurements to these experiments allowing to use different metrics
to interpret experiments’ results. V. Clay et al. explored “the
methods and tools which can be applied in the implementation of experiments
using eye tracking in VR” and reported their results in a guide-like research
paper [8]. Along with this paper, A. McNamara presented a course about eye
tracking in VR within a remit of SIGGRAPH Asia 2019; the course notes are
available online [24].
Eye tracking process in the VR environment
requires special processing algorithms, which consider the informant’s ability
to freely move across the virtual scene. In contrast to the traditional setups
with the informant’s head fixed, movements in VR increase both degrees of
freedom by exploring the virtual world, and the informant’s comfort.
J. Llanes-Jurado et al. proposed a robust algorithm to distinct
fixations and saccades, taking into account the varying head position of the
informant [25]. The reference implementation of this algorithm is freely
available on GitHub as an OpenSource project, so we decided to use it in our
visual analytics pipeline as one of the eye tracking data preprocessing stages.
In the last few years, research reports
emerge on using VR as a versatile environment for conducting different
experiments, which would be complicated (or even impossible) to conduct in the
real world. For example, L. M. Zhang et al. benefited the
VR to recreate different streets and study the characteristics of informants’
street space perception [10]. D. Sonntag et al. introduced “a
virtual reality environment that provides an immersive traffic simulation
designed to observe behavior and monitor relevant skills and abilities of
pedestrians who may be at risk, such as elderly persons with cognitive
impairments” [11]. In this research, VR allows to study risks in safe conditions.
A. Skulmowski et. al. conducted VR-based experiments related to
moral and social judgments based on the well-known trolley dilemma [12]. These
experiments would require a complex and very expensive setup involving
human-like dolls and some technically complicated trolley park if conducted in
reality, so this task can be considered impossible to fulfill outside of VR.
Regarding the study of reading in VR, to
the best of our knowledge, the only research work is done by
J. Mirault et al., but the aim of this work was to investigate
the effects of transposed words in small sentences and not the reading of
complete texts [20]. Thus we can argue, eye-tracking-based text reading study
in immersive VR is a novel and significant task for Digital Humanities.
Nowadays, a wide variety of eye tracking
hardware is accessible for research groups, including hardware that integrates
eye tracker and HMD [26]. One of the most popular integrated devices is
currently HTC Vive Pro Eye that was been released in 2019. According to the
comparative study of N. Stein et al., its eye tracker is not the
best one in terms of latency, being outperformed by Fove and Varjo [26]. The
latency of HTC Vive Pro Eye is explained by the built-in
low-pass filter applied to the eye tracking signal [26, 27], so this device
cannot be used to study high-frequency saccade dynamics [27]. However, the
spatial accuracy of HTC Vive Pro Eye eye tracker is quite
reasonable for eye-tracking-based research [27], and
the corresponding HMD possesses high display resolution (1440
⨉
1600 pixels per eye, 90 Hz refresh rate, 110° field of view),
enables precise head positioning (using dual-camera outer tracking), and
overall ergonomics of this device is rated high [28].
Moreover, HTC provides a reliable SDK and the HMD is supported by the most
popular VR engines (Unreal Engine and Unity) out of the box. This is why
we decided to use HTC Vive Pro Eye in our research.
There is a lot of mature software to
support eye-tracking-based research; the most popular tools are reviewed by
B. Farnsworth [5] and Z. Sharafi [16]. Typical
functionality of these tools comprises collecting the eye tracking data from
the appropriate hardware, classifying fixations and saccades, calculating
statistical metrics of gaze tracks (like the average duration of fixations, the
average frequency of saccades, etc.), measuring eye pupil dilation and
constriction, as well as providing different visualization means to display
gaze tracks and corresponding evaluated data [5, 16, 17].
However, when it comes to conducting
eye-tracking-based research in VR, new challenges arise. To fully benefit from
the opportunities of VR, eye tracking software has to consider deep integration
with the virtual scene. For example, eye tracking data should be combined with
head tracking data to allow the informant to freely navigate in the virtual
world. Also, there should be mechanisms of retrieving individual virtual
objects the informant is looking at, along with the hitpoints of eye gaze ray
with these objects. This kind of data can significantly increase the number of
observations during the experiments.
The traditional software provides no such
functions yet, so the researchers have to build custom solutions out of the
tools they can program themselves or find in the Internet. Most recent papers
on the experiments involving eye tracking in VR provide descriptions of custom
pipelines composed from loosely coupled heterogeneous third-party software
tools with the data converted and transferred manually [20, 29]. Special IT
skills are required to manage such pipelines, so higher-level software
solutions are demanded to make VR-based eye tracking accessible for the wider
scientific community.
One of the first attempts of creating this
kind of solid software is proposed by J. Iacobi [30]. Iacobi’s system
is based on Unity graphics rendering engine and provides analytical functions
tightly bound to the 3D content that can be created using the Unity level designer.
Although this system is very promising, for now, it is rather a laboratory
prototype. Moreover, it is tied to Unity and cannot be ported to another
engine, because it is written in C#.
It can be concluded that the development of
high-level flexible tools for designing and conducting eye-tracking-based
experiments in immersive VR is an important and challenging task. Addressing
this challenge, we propose an ontology-driven extensible software platform that
enables seamless integration of DM tools with VR rendering engines and
eye-tracking hardware. The distinctive features of our platform are high-level
adaptation means based on ontologies and automation of data flow. This platform
provides automated integration mechanisms to combine different software modules
(self-written and third-party ones) into the solid DM pipeline.
Previously, we proposed tackling
configurability problems of visual analytics software by the methods and means
of ontology engineering [13]. The idea is to describe the functionality of a
visual analytics system by ontologies, which enable flexibility, extensibility,
and semantic power. An ontology-driven visual analytics system can be adapted
to solve new DM tasks by extending the system’s ontological knowledge base,
while the codebase of the system’s core stays untouched. Built-in ontology
reasoner traverses ontologies in the system’s knowledge base and dynamically
constructs a set of data processing and visualization operators described by
these ontologies. Each operator’s description contains a declaration of the
operator’s typed inputs, outputs, and settings, as well as a link to the
corresponding implementation and information needed to execute the operator.
Technically, operators play the role of micro-plugins for the visual analytics
system, and the ontology acts as a semantic index for these plugins, defining
the system’s functionality.
We implemented the above principles in the
ontology-driven client-server DM platform called SciVi (https://scivi.tools).
The SciVi knowledge base contains ontologies of data types,
filters, and visualization mechanisms, suitable to perform DM in the different
application domains [31].
To enable efficient fine-tuning of SciVi
for solving particular DM tasks, we propose describing concrete DM pipeline by
data flow diagrams (DFDs) using a special high-level graphical editor. This
approach proved its efficiency in different popular software like KNIME, Weka,
and RapidMiner [32]. The distinctive feature of SciVi is that its operators’
palette used to build DFDs is automatically constructed according to the
ontologies and therefore is easily extendable.
Currently, the repository of SciVi plugins
already contains a number of data processing filters and visual analytics
tools. One of them is a circular graph (called SciVi::CGraph) suitable to
analyze interconnected categorized data, which often arise in Digital
Humanities research [14].
In the present work, we extended SciVi with
the operators needed to retrieve and analyze the eye tracking data collected by
the head-mounted VR display. We improved SciVi::CGraph to utilize it as a
radial transition graph for scanpaths visualization. We also created
appropriate SciVi plugins to communicate with Unreal Engine that renders VR
scenes and to receive gaze ray hitpoints with the regions of interest within
these scenes. We utilize Unreal Engine to build the VR scenes because we
already have some experience in using this software in Digital Humanities
research [33]. In the future, we plan to support Unity as well.
The proposed software solution architecture
is shown in Fig. 1. The central element of this architecture is a VR engine
that performs rendering of a scene, composes stereo pair, passes it to the HMD,
and collects gaze tracks from the eye tracking hardware. However, the key
component is the SciVi platform that is responsible for preparing the scene
data and analyzing the gaze tracks. First, it passes scene data to the VR
engine and thereby controls, what the VR scene consists of. Second, it
constantly receives data packages containing gaze ray hitpoints with the VR
objects the informant is looking at. Each package has its timestamp provided by
the eye tracker, which allows precise analysis of the gaze tracking data, even
if the connection suffers from network lags.
Fig. 1. The architecture of the software
platform for eye-tracking-based research in immersive VR (arrows depict
data links)
The communication of the VR engine with the
VR hardware (eye tracker and HMD) is organized through the protocols defined by
the VR engine: the modern VR engines (like Unreal Engine and Unity) are
normally compatible with the modern VR headsets (like HTC Vive and
Oculus Rift), so the communication relies on the drivers and SDKs provided
by corresponding vendors. The communication of the SciVi platform with the VR
engine is initiated and controlled by SciVi. For this, a special lightweight
communication plugin should be installed in the VR engine. We propose using the
WebSocket communication protocol because it enables low latency and fits well
for bi-directional streaming of data.
In our present research, we use
Unreal Engine 4 to render VR scenes and
HTC Vive Pro Eye to show the stereo-picture to the informants
and simultaneously detect informants’ eye movements. To communicate with the
eye tracker, the SRanipal SDK plugin for Unreal Engine is used. The
rendering is performed on the computer with the following characteristics.
CPU: AMD Ryzen 9 3950X,
RAM: DDR4 32Gb 3200 MHz, SSD: 512 Gb,
GPU: NVidia Titan RTX, OS: Windows 10. In the future, other
software and hardware can be used as well, but according to our observations,
the current setup performs quite well for the needs of our research. Let us
denote the machine with Unreal Engine running as the VR server.
VR server is placed in the laboratory room
and connected to the laboratory local area network (LAN).
HTC Vive Pro Eye is connected directly to the VR server.
The SciVi server may run anywhere in the
same LAN as the VR server, but in the current setup we start it up directly on
the VR server.
The experiments are directed through SciVi
web interface from another computer connected to the same LAN. It may be any
device capable of running an HTML5-compatible web browser. In the current
setup, we use another laboratory desktop computer because it allows the
operator to sit aside from the informant and thereby not distract him/her. For
the informant, there is a reserved free space in the laboratory, where he/she
can freely and safely move with the HMD on.
Before the start of the experiment, the
informant signs a form of informed consent that states the data are collected
anonymously and explains basic safety regulations of the VR immersion process.
After that, the eye tracker is being calibrated for the informant. The
calibration process is performed with the built-in HTC Vive Pro Eye
software tools (using the standard 9-point pattern). Then, the informant has
some free time in the VR scene to get used to the navigation and to check if
he/she feels comfortable. Whenever ready, the informant clicks the button on
the VR controller and the experiment begins. The total time of immersion should
not exceed 15–20 minutes for one person to avoid fatigue.
Beginning the eye-tracking-based
experiments, we decided to start with the following two-staged data mining pipeline:
1.
Detection of saccades and fixations in the raw
data stream obtained from the eye tracker.
2.
Visualizing the scanpath with the radial
transition graph.
To perform the first step, we added to
SciVi the detection algorithm proposed by J. Llanes-Jurado et al. [25].
While the reference implementation of J. Llanes-Jurado et al. is
written in Python, to keep all the data mining process in the SciVi client, we
implemented this algorithm in JavaScript.
The second step is achieved using the
improved SciVi::CGraph [14] visualization module. According to
Z. Sharafi et al. [16] and
T. Blascheck et al. [17], circular transition diagrams and
radial transition graphs suit well to visualize scanpaths.
A circular transition diagram in a form
proposed by T. Blascheck et al. [21] is shown in
Fig. 2a. In this diagram, AOIs are depicted as circle segments. Each
segment is color-coded according to the fixation count inside the corresponding
AOI, and the size of the segment indicates the total dwell time within that
AOI. Transitions between AOIs are represented by arrows, with the thickness
displaying the number of transitions [17]. When the number of AOIs is small,
this diagram clearly shows the distribution of fixation count and fixation
time, as well as interchanging saccades. However, with the increase of the AOIs
number, this representation form appears messy.
Radial transition graphs in a form proposed
by T. Blascheck et al. [22] are shown in Fig. 2b and
Fig. 2c. The nodes placed in the circle represent color-coded AOIs, each
one having incoming (white dot) and outgoing (black dot) points the arcs are
connected to. Arcs represent saccades. In the graph in Fig. 2b, sector
size represents total fixation duration for the corresponding AOI, so this
graph variant has the same advantages and drawbacks as the circular transition
diagram. In the graph in Fig. 2c, fixation duration is ignored and all the AOIs
are drawn in the same size. This graph can show multiple AOIs at once, but the
data about fixation time are lost.
We propose a SciVi::CGraph-based
modification of the radial transition graph, which is shown in Fig. 2d.
This modification aims to combine the advantages of different forms of radial
transition graphs and circular transition diagrams, alleviating their
drawbacks. In our graph, nodes represent AOIs, colors correspond to the count
of fixation, and yellow boxes form a histogram that shows fixation durations.
In this way, hundreds of AOIs can be presented, and no data about fixations are
trimmed. Edges represent saccades, whereby the arrow thickness corresponds to
the number of saccades. Each edge contains a timestamp, and a special filter is
implemented that allows defining a time range to show saccades for.
Reusing SciVi::CGraph capabilities, edges
and nodes can be filtered according to their weights (number of saccades and
duration of fixations accordingly). To make sense of wight-based filtering, a
re-tracing function is implemented, which recovers transitive paths after
filtering: if the scanpath goes like AOI1
→ AOI2
→ AOI3
and AOI2
is filtered out,
re-tracing adds a new edge AOI1
→ AOI3,
and the weight of this edge is a
sum of edges AOI1
→ AOI2
and AOI2
→ AOI3.
|
|
a
|
b
|
|
|
c
|
d
|
Fig. 2. Different visualizations of scanpath:
circular transition diagram (a) (retrieved from [17]); radial transition
graph depicting fixation durations (b) (retrieved from [23]); radial
transition graph depicting no fixation durations (c) (retrieved
from [23]); our modification of radial transition graph based on SciVi::CGraph
rendered in SciVi (d)
Compared to the well-known form of radial
transition graph, our modification allows analyzing a relatively large number
of AOIs in a single view, which is important by studying the text reading on
the word-scale level. It must be noted, that SciVi::CGraph already contains a
lot of interactive functions (advanced search and filtering, highlighting on
hover, zoom and pan, etc.) [34] to tackle the so-called “hairball problem” [35]
(the problem of visual mess in the picture). These functions allow analyzing
eye tracking data of reading relatively large texts (several sentences long,
see Section 6.3 for details) on the relatively large timescales (working
with the text for several minutes).
To study reading in VR, we designed a
simple VR scene in the game level editor of the Unreal Engine. In this
scene, there is an open space and a whiteboard model in the middle. The
whiteboard model was taken from the Blendswap 3D model storage (http://www.blendswap.com/blends/view/85304).
The author of this model is the Blendswap user with the nickname
gadiskhatulistiwa,
who shared this model under the terms of the Creative Commons Attribution 3.0
license.
When the experiment begins, the informant’s
virtual avatar is placed in front of the whiteboard, and the whiteboard is
empty. The informant can freely move in the scene’s open space to get used to
the VR navigation. Whenever ready to read, the informant clicks the button on
the VR controller. The predefined text appears on the whiteboard and the
recording of the informant’s gaze direction starts.
The rendering result of the VR scene is
shown in Fig. 3. The text is represented as a 2D texture generated by
SciVi (see Section 6.3 for details) and mapped to the plain object with a
16:9 aspect ratio. The plain object is placed on top of the whiteboard. The
texture is not mapped to the whiteboard itself to make it easier to hit-test the
informant’s gaze ray with the object of interest.
Fig. 3. VR scene rendered by Unreal Engine
The visual analytics pipeline composed as a
DFD in the SciVi environment is shown in Fig. 4.
Fig. 4. SciVi DFD representing the
visual analytics pipeline of eye tracking data
Each DFD node represents an individual DM
operator and has its ontological description stored in the SciVi knowledge
base. This description contains a list of the operator’s inputs, outputs, and
settings along with the link to the function or library implementing this
operator. The details on how ontologies are utilized to drive the data
processing and visualization can be found in our previous reports [13, 14, 31].
“Text to Picture” operator creates a raster
image according to the text provided in the settings (the settings are not
displayed on the DFD nodes because there is individual settings panel in the
SciVi graphical user interface). “VR Board” operator transmits the input
picture to the VR scene as a texture, where it is mapped to the plain object on
top of the whiteboard. “Segment Words” operator utilizes a computer vision
approach to find bounding rects for the words the input text consists of (see
Section 6.3 for details). “Eye Tracker” operator receives gaze direction
data and corresponding timestamps from the VR scene. “Detect Eye Movements”
operator classifies eye tracking data to saccades and fixations (utilizing the
algorithm described in [25], see Section 6.3 for details). “Build
Scanpath” operator combines the eye tracking data with the AOIs data to compose
a scanpath. This scanpath is then visualized using a “Circular Graph”.
It must be noted, that the DFD shown in
Fig. 4 defines real-time data processing and displaying, but the “Circular
Graph” visualizer allows to save the data being collected and reload them
afterwards for offline analysis.
The proposed approach of building analytics
pipelines is flexible enough to handle different eye tracking DM cases. If
needed, new operators can be easily added by extending SciVi ontologies,
introducing new functionality to solve specific visual analytics tasks.
To study reading in VR, we take texts
containing several sentences, with a total length of no more than 200 words.
Currently, we consider texts in Russian, and the informants are native Russian
speakers. The texts contain neutral encyclopedic information about different
phenomena. The example of considered texts is given in Fig. 3. In this
example, a short description of the “shaka sign” (gesture of friendly intent)
is given.
The texts are rasterized using HTML5 canvas
API to the image of size 1920
⨉
1080, with Consolas font and justified alignment. On the one hand,
this image is transmitted to the VR scene and used as a texture. On the other
hand, this image is segmented to extract the precise bounding rects for
individual words. The segmentation is based on the horizontal and vertical
intensity histograms as proposed in [36]. The horizontal intensity histogram
allows to find the bounds of lines, and then, for each line, the vertical
intensity histogram allows to find borders of words. The segmentation of the
first line of the text about the shaka sign is shown in Fig. 5. The words’
bounding rects are highlighted yellow; the dash is excluded because it is not a
word.
Fig. 5. Text segmentation based on the
horizontal and vertical intensity histograms
The gaze ray obtained from the eye tracker
is hit-tested with the plain object rendered with the texture containing the
text. SRanipal SDK plugin provides a gaze ray hitpoint with the given object in
the global scene coordinates. These data are transmitted to SciVi via WebSocket
and received with the “Eye Tracker” operator. In the “Build Scanpath” SciVi
operator, this point is then mapped to the texture space of the plain object
and hit-tested with the word rects to find, which word the informant is looking
at. The hit-testing results are assembled into the scanpath and visualized with
the “Circular Graph” renderer in SciVi.
In the present work, we propose the visual
analytics pipeline to perform a DM of eye tracking data in a VR environment. In
particular, we discuss the setup to study the reading process of small texts
(up to 200 words) in VR. To the best of our knowledge, this is a second attempt
to apply eye tracking technique for studying the reading in VR. The first one
has been taken by J. Mirault et al. as reported in [20], but in that work,
small sentences are considered. In contrast, we are focusing on the complete
texts.
We propose using the following hardware and
software in the eye-tracking-based experiments:
1.
HTC Vive Pro Eye VR HMD with the
built-in eye tracker to present the VR scene to the informant and
simultaneously capture the informant’s gaze direction.
2.
Unreal Engine to render the immersive VR
environment. This engine supports HTC Vive HMD out of the box; to
communicate with the eye tracker, the SRanipal SDK plugin is used. In the future,
we plan to consider integration with the Unity engine as well.
3.
SciVi DM platform to preprocess, analyze and
store the data obtained from the eye tracker.
We propose to visualize the scanpaths using
a circular graph leveraged by the SciVi::CGraph module. The general idea is
similar to the one proposed by T. Blascheck et al. in [21, 22].
The distinctive features of our visualization tool are the following:
1.
AOIs are displayed as small nodes on the circle,
color-coded according to the fixation count, and the total fixation time per
AOI is displayed as a radial histogram on top of the nodes.
2.
The graph is supplemented with the advanced
search and filtering capabilities, as well as the re-tracing functionality,
which in combination allow to focus on the most significant parts of the gaze
tracks being studied.
Both of the above features tackle a
hairball problem when a lot of AOIs are being displayed at the same time. This
enables to study the reading process of the text on the word level (when each
word is an individual AOI).
Currently, we use the circular graph to
visually analyze the eye tracking data. This graph allows us to estimate
scanpaths in the text, as well as numbers of fixations and dwell time on each
word in the text. In the future, we plan to adopt more different metrics,
similar to the ones used in [37, 38].
Although the actual eye-tracking-based
experiments conducted are rather preliminary, the main result of the reported
work is the flexible setup that involves ontology-driven DM tools of the SciVi
platform for processing and analyzing the eye tracking data collected in VR.
The SciVi DM platform and all its plugins described in the paper are OpenSource
projects available on GitHub:
https://github.com/scivi-tools/.
In particular, the ontologies (stored in the ONTOLIS ONT format [39])
describing the eye-tracking-related operators and renderers can be found under
https://github.com/scivi-tools/scivi.web/tree/master/kb/eye.
This study is supported by the research
grant No. ID75288744 from Saint Petersburg State University.
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