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We present an advanced approach towards a semi-autonomous, robotic personal assistant for handicapped people. We developed a multi-functional hybrid brain-robot interface that provides a communication channel between humans and a state-of-the-art humanoid robot, Honda's Humanoid Research Robot. Using cortical signals, recorded, processed and translated by(More)
Principles of saccadic eye movement control in the real world have been derived by the study of self-paced well-known tasks such as sandwich or tea making. Little is known whether these principles generalize to high-speed sensorimotor tasks and how they are affected by learning and automatization. In the present study, right-handers practiced the(More)
In a typical head-mounted eye tracking system, any small slippage of the eye tracker headband on the participant's head leads to a systematic error in the recorded gaze positions. While various approaches exist that reduce these errors at recording time, only few methods reduce the errors of a given tracking system after recording. In this paper we(More)
Head-mounted displays (HMDs) that use a see-through display method allow for superimposing computer-generated images upon a real-world view. Such devices, however, normally restrict the user's field of view. Furthermore, low display resolution and display curvature are suspected to make foveal as well as peripheral vision more difficult and may thus affect(More)
Saccades during object-related everyday tasks select visual information to guide hand movements. Nevertheless, humans can perform such a task in the dark provided it was automatized beforehand. It is largely unknown whether and how saccades are executed in this case. Recently, a long-term memory (LTM)-based direct control mode of attention during the(More)
How is numerosity estimation affected by additional structural information in visual displays? Two experiments investigated if the linking of dots by line segments, thereby forming clusters of polygons, leads to an underestimation effect similar to that observed in classical experiments on clustering by spatial proximity. Our findings confirmed such an(More)
The study demonstrates how the on-line processing of eye movements in First Person Shooter (FPS) games helps to predict player decisions regarding subsequent actions. Based on action-control theory, we identify distinct cognitive orientations in pre- and post-decisional phases. Cognitive orientations differ with regard to the width of attention or(More)
The studies reported in this chapter exemplify the experimental-simulative approach of the interdisciplinary research initiative on " Situated Artificial Communicators ". Two experiments on visual tagging strategies are described. In Experiment 1, participants were presented with random distributions of identical dots. The task was to look exactly once at(More)
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