A feasibility study of eye gaze with biofeedback in a human-robot interface.

Play is a vital activity in which children learn skills and explore the environment through object manipulation. Assistive robots have been used to provide access to play, and Forbidden Region Virtual Fixture (FRVF) guidance at the user interface could help the users make the robot traverse the play...

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Publicado en:Assistive Technology Vol. 34; no. 2; pp. 148 - 157
Autores principales: Sakamaki PhD, Isao, Adams PhD, Kim, Tavakoli PhD, Mahdi, Wiebe PhD, Sandra
Formato: equations & formulas pictorial research tables/charts Journal Article
Publicado: Taylor & Francis Ltd 2022
Acceso en línea:Ver este registro en EBSCOhost
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      pub: Taylor & Francis Ltd
      place: Philadelphia, Pennsylvania
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        10.1080/10400435.2020.1719557
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        atl: A feasibility study of eye gaze with biofeedback in a human-robot interface.
      aug:
        au:
          Sakamaki PhD, Isao
          Adams PhD, Kim
          Tavakoli PhD, Mahdi
          Wiebe PhD, Sandra
        affil: Faculty of Rehabilitation Medicine, University of Alberta, Edmonton, Canada
      sug:
        subj:
          Eye Movements
          Task Performance and Analysis
          Biofeedback
          Robotics
          User-Computer Interface
          Human
          Pilot Studies
          Female
          Male
          Child
          Adult
          Middle Age
          Analysis of Variance
          Cues
          Children with Disabilities
          Persons with Disabilities
          Funding Source
          Child: 6-12 years
          Adult: 19-44 years
          Middle Aged: 45-64 years
          Female
          Male
      ab: Play is a vital activity in which children learn skills and explore the environment through object manipulation. Assistive robots have been used to provide access to play, and Forbidden Region Virtual Fixture (FRVF) guidance at the user interface could help the users make the robot traverse the play environment more efficiently because it behaves like virtual walls to follow. Eye gaze was used to indicate the user's intended target and generate the location of the virtual walls in a card sorting task. We eliminated the typical computer screen required for visual feedback to confirm gaze location, and examined the use of alternative feedback. In this feasibility study, first a group of adults without physical impairment tested the system with auditory and vibrotactile feedback modalities for the gaze fixation and with the virtual walls on and off for robot movement. Then case studies with children and individuals with physical impairments were performed. Even though gaze fixation feedback and the virtual wall did not improve the performance of adult participants without impairment, the feedback increased the speed and accuracy of the gaze fixation and the virtual walls improved the movement efficiency for the participants with impairment and a 6-year-old child without impairment.
      pubtype: Academic Journal
      doctype:
        equations & formulas
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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