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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)
ABSTACT This paper describes a study carried out in which the eye gaze data of several users playing a simple First Person Shooter (FPS) game has been recorded. This work shows the design and implementation of a simple game and how the execution of the game can be synchronized with an eye tracking system. The motivation behind this work is to determine the(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)
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)
In this talk we report about eye-movement research and the investigation of dialogue structure as it has been going on at several institutions at the University of Bielefeld (cf. the reports listed in the bibliography). Dialogues, one might argue, can be regarded as sequences of turns in which certain micro-and macro-structures can be distinguished. How can(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)
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)
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)
What factors innuence our perception of numerosity under conditions such that we cannot simply use counting? In this contribution we present evidence that perceived numerosity of a two-dimensional arrangement of dot-like items can be strongly aaected by the presence of additional, structural information. Subjects estimated and adjusted the number of items(More)