VLDB 2026 Research / reviewers in the wild / expert
Brendan David-John
dblp:143/2426 · also Brendan John, Brendan M. David-John
· DBLP profile ↗
25ranked-venue papers
8as first author
16since 2021 · last 2026
0000-0003-3292-1130ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 8 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 15 · 4 first-author · 8 since 2021Computer networks · 2 · 2 since 2021Security and privacy · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | EyeSpy: Inferring Eye Gaze via Side-Channel Attacks Against Foveated RenderingabstractWhile eye tracking provides valuable capabilities for virtual reality, such as gaze interaction and dynamic foveated rendering (DFR), eye-tracking data can inadvertently reveal sensitive user information if not properly protected. Current protections, such as adding permission prompts or gatekeeping gaze data, are insufficient on DFR-enabled systems because gaze data is used internally to drive DFR. When DFR is implemented, objects in the fovea (i.e., immediate gaze area) incur a higher GPU workload than those in the periphery. This gaze-contingent workload creates a novel side channel, which can be leveraged to reconstruct gaze positions. Specifically, we design a novel attack that sweeps imperceptible high-cost objects (HCOs) across the user's field of view and logs rendering performance metrics (e.g., frame rate or frame time) commonly exposed through standard game engines. Then, we correlate variation in these metrics (caused by HCO-foveal overlap) with the known HCOs' positions to infer gaze coordinates directly without using eye-tracking APIs. Our experimental results show that mean gaze prediction errors (1.1-4.4 degrees) across the Meta Quest Pro, Varjo XR-4, and desktop platforms are comparable to typical eye-tracker accuracy. We demonstrate that the attack generalizes across various hardware platforms, standard game engines, and foveated rendering pipelines. Finally, we design defense mechanisms based on supervised and unsupervised detectors that can flag the attack reliably (F1 of 0.99) over short time windows. Paul Maynard, Harris Amjad, Camila Molinares, Bo Ji 0001, Brendan David-John |
SP | 5 |
| 2026 | CHOP: Breaking Anonymity in XR through a Novel and Cost-effective Chain of Privacy Attacks and Differential Privacy-Based DefensesabstractThe convergence of artificial intelligence (AI) and extended reality (XR) technologies (AIXR) promises innovative applications across many domains. However, the sensitive nature of data (e.g., eye-tracking) used in these systems also raises significant privacy concerns, as adversaries can exploit this data and these models to infer personal information. Prior research has primarily examined membership inference attacks (MIA) to leak privacy at the model-level and re-identification attacks (RDA) at the dataset-level, separately as individual attacks. While these attacks are relevant to the XR domain, launching these attacks as individual attacks is not practical and incurs more attack cost. To address this gap, we present the first comprehensive study of chain of privacy (CHOP) attacks against AIXR applications. We demonstrate how adversaries can launch such attacks with a high success rate, in a cost-effective way, by sequentially combining MIA and Attribute inference attacks (AIA) to re-identify XR users without access to raw XR data, training distributions, or model parameters. We evaluate our proposed method in realistic AIXR settings by adopting deep learning (DL)-based cybersickness detection as a representative AIXR application. Specifically, we train two state-of-the-art DL models on two open-source datasets: Simulation 2021 and VRWalking, and a new XR cybersickness dataset constructed from 34 participants via a user study. Our findings reveal that the proposed CHOP attacks pose severe risks to DL-based cybersickness detection, achieving re-identification rates of up to 94% and 97% on the open-source and the developed cross-linked datasets, respectively, underscoring the feasibility and severity of cross-dataset privacy violations. Furthermore, cost analysis reveals that the proposed CHOP attack is ≈ 2× more cost-effective than traditional individual attacks for re-identifying XR users. Finally, we propose two ε-differential privacy (DP)-enabled privacy-preserving mechanisms: Differentially Private Stochastic Gradient Descent (DPSGD) and Private Aggregation of Teacher Ensembles (PATE) to mitigate CHOP attacks. Our results show that the proposed defense reduces the re-identification rate by up to 88% and 79% while maintaining high model utility, with classification accuracies of up to 94% and 92% for the same datasets using Transformer models. Ripan Kumar Kundu, Brendan David-John, Khaza Anuarul Hoque |
VR | 2 |
| 2026 | PACMHCI V10, N3, June 2026 Editorial ETRA000
Nora Castner, Brendan David-John, Gabriel J. Diaz, Carlos Hitoshi Morimoto |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2026 | Gaze-based Prediction of Cognitive Load in Augmented Reality ETRA026abstractCognitive load affects learning and task performance; specifically, increased cognitive load hinders an individual’s ability to process information. In augmented reality (AR) interfaces, distracting notifications can also heighten cognitive load. Integrated gaze tracking offers a non-intrusive way to monitor cognitive states and provides the opportunity to predict and adapt to changes in cognitive load. In this paper, we demonstrate how cognitive load prediction models can leverage built-in gaze-tracking data in AR to accurately predict cognitive load during search tasks. We collected gaze data from participants under both cognitively overloaded and non-overloaded states and analyzed gaze feature signatures to identify load-dependent patterns. We compared individual and group-trained models for predictive performance and generalizability. We initially used logistic regression, then tested tree-based ensemble models to improve performance. The best-performing XGBoost group model achieves a test AUC-ROC of 0.85. This work demonstrates robust cognitive load monitoring for AR tasks using built-in eye-tracking measurements. Greeshma Nerella, Daisy Gan, Brendan David-John, Rawan Alghofaili |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2026 | EvaluatAR: A Cross-Device Evaluation Framework for Rapid Prototyping of Bystander PETs in ARabstractAugmented Reality (AR) headsets continuously sense their surroundings, capturing nearby bystanders and raising privacy risks. Visual bystander privacy-enhancing technologies (PETs) mitigate this risk by detecting bystanders in egocentric scene views and applying privacy transformations (e.g., obfuscation). However, traditional PET evaluation is human-dependent, high-overhead, and device-specific, making it difficult to reproduce across devices. We present EvaluatAR, a cross-device evaluation framework for rapid prototyping at the early stage of PET evaluation. Our framework enables controlled replication of experimental conditions by standardizing PET inputs (sensor data and visual stimuli) and outputs through a record-replay workflow. We validate EvaluatAR through three case studies on HoloLens 2, Magic Leap 2, and Meta Quest 3 across implicit (continuous, context-driven) and explicit (intent-driven) PETs: (1) cross-device replay of inputs to a PET to reveal device-specific privacy-performance trade-offs; (2) generalizability of the same framework workflow across implicit and explicit PET design categories; and (3) replay of privacy-relevant edge cases to diagnose failures and validate PET modifications, yielding an improvement over the state-of-the-art baseline. These results demonstrate EvaluatAR's support for rapid, iterative PET development to advance reproducible cross-device evaluation of bystander PETs at a critical moment in the emergence of ubiquitous AR. Syed Ibrahim Mustafa Shah Bukhari, Matthew L. Corbett, Bo Ji 0001, Brendan David-John |
Proc. Priv. Enhancing Technol. | 4 |
| 2025 | "Just stop doing everything for now!": Understanding security attacks in remote collaborative mixed realityabstractMixed Reality (MR) devices are being increasingly adopted across a wide range of real-world applications, ranging from education and healthcare to remote work and entertainment. However, the unique immersive features of MR devices, such as 3D spatial interactions and the encapsulation of virtual objects by invisible elements, introduce new vulnerabilities leading to interaction obstruction and misdirection. We implemented latency, click redirection, object occlusion, and spatial occlusion attacks within a remote collaborative MR platform using the Microsoft HoloLens 2 and evaluated user behavior and mitigations through a user study. We compared responses to MR-specific attacks, which exploit the unique characteristics of remote collaborative immersive environments, and traditional security attacks implemented in MR. Our findings indicate that users generally exhibit lower recognition rates for immersive attacks (e.g., spatial occlusion) compared to attacks inspired by traditional ones (e.g., click redirection). Our results demonstrate a clear gap in user awareness and responses when collaborating remotely in MR environments. Our findings emphasize the importance of training users to recognize potential threats and enhanced security measures to maintain trust in remote collaborative MR systems. Maha Sajid, Syed Ibrahim Mustafa Shah Bukhari, Bo Ji 0001, Brendan David-John |
VR | 4 |
| 2025 | Eye-Tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy ChallengesabstractThe latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of interaction but also the possibility of a deeper understanding of human visual attention and cognitive processes in VR. Despite these possibilities, eye-tracking data also reveal users’ privacy-sensitive attributes when combined with the information about the presented stimulus. To address all, this survey first covers major works in eye tracking, VR, and privacy areas between 2012 and 2022. While eye tracking in VR part covers the computational eye-tracking pipeline from pupil detection and gaze estimation to offline data analysis, for privacy and security, we focus on eye-based authentication as well as computational methods to preserve the privacy of individuals and their eye-tracking data in VR. Later, we outline three main directions by focusing on privacy. In summary, this survey presents an extensive literature review of the utmost possibilities of eye tracking in VR and their privacy implications. Efe Bozkir, Süleyman Özdel, Mengdi Wang 0002, Brendan David-John, Hong Gao 0008, Kevin R. B. Butler, Eakta Jain, Enkelejda Kasneci |
Proc. IEEE | 4 |
| 2025 | Visceral Notices and Privacy Mechanisms for Eye Tracking in Augmented RealityabstractHead-worn augmented reality (AR) continues to evolve through critical advancements in power optimizations, AI capabilities, and naturalistic user interactions. Eye-tracking sensors play a key role in these advancements. At the same time, eye-tracking data is not well understood by users and can reveal sensitive information. Our work contributes visualizations based on visceral notice to increase privacy awareness of eye-tracking data in AR. We also evaluated user perceptions towards privacy noise mechanisms applied to gaze data visualized through these visceral interfaces. While privacy mechanisms have been evaluated against privacy attacks, we are the first to evaluate them subjectively and understand their influence on data-sharing attitudes. Despite our participants being highly concerned with eye-tracking privacy risks, we found 47% of our participants still felt comfortable sharing raw data. When applying privacy noise, 70% to 76% felt comfortable sharing their gaze data for the Weighted Smoothing and Gaussian Noise privacy mechanisms, respectively. This implies that participants are still willing to share raw gaze data even though overall data-sharing sentiments decreased after experiencing the visceral interfaces and privacy mechanisms. Our work implies that increased access and understanding of privacy mechanisms are critical for gaze-based AR applications; further research is needed to develop visualizations and experiences that relay additional information about how raw gaze data can be used for sensitive inferences, such as age, gender, and ethnicity. We intend to open-source our codebase to provide AR developers and platforms with the ability to better inform users about privacy concerns and provide access to privacy mechanisms. A pre-print of this paper and all supplemental materials are available at https://bmdj-vt.github.io/project_pages/privacy_notice. Nissi Otoo, Kailon Blue, Gabriella N. Ramirez, Evan Selinger, Shaun Foster, Brendan David-John |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2024 | Swap It Like Its Hot: Segmentation-based spoof attacks on eye-tracking imagesabstractVideo-based eye trackers capture the iris biometric and enable authentication to secure user identity. However, biometric authentication is susceptible to spoofing another user’s identity through physical or digital manipulation. The current standard to identify physical spoofing attacks on eye-tracking sensors uses liveness detection. Liveness detection classifies gaze data as real or fake, which is sufficient to detect physical presentation attacks. However, such defenses cannot detect a spoofing attack when real eye image inputs are digitally manipulated to swap the iris pattern of another person. We propose IrisSwap as a novel attack on gaze-based liveness detection. IrisSwap allows attackers to segment and digitally swap in a victim’s iris pattern to fool iris authentication. Both offline and online attacks produce gaze data that deceives the current state-of-the-art defense models at rates up to 58% and motivates the need to develop more advanced authentication methods for eye trackers. Anish S. Narkar, Brendan David-John |
ETRA | 2 |
| 2024 | Visceral Interfaces for Privacy Awareness of Eye Tracking in VRabstractEye tracking is increasingly being integrated into virtual reality (VR) devices to support a wide range of applications. It is used as a method of interaction, to support performance optimizations, and to create adaptive trainingor narrative experiences. However, providing access to eye-tracking data also introduces the ability to monitor user activity, detect and classify a user’s biometric identity, or otherwise reveal sensitive information such as medical conditions. As this technology continues to evolve, users should be made aware of the amount of information they are sharing about themselves to developers and how it can be used. While traditional terms of service may relay this type of information, previous work indicates they are not accessibly conveying privacy-related information to users. Considering this problem, we suggest the application of visceral interfaces that are designed to inform users about eye-tracking data within the VR experience. To this end, we designed and conducted a user study on three visceral interfaces to educate users about their eye-tracking data. Our results suggest that while certain visualizations can be distracting, participants ultimately found them informative and supported the development and availability of such interfaces even if they are not enabled by default or always enabled. Our research contributes to developing informative interfaces specific to eye tracking that promote transparency and privacy awareness in data collection for VR. Gabriella N. Ramirez, Pratheep Kumar Chelladurai, Alances Vargas, Ibrahim Bukhari, Evan Selinger, Shaun Foster, Brittan Heller, Brendan David-John |
ISMAR | 8 |
| 2024 | GazeIntent: Adapting Dwell-time Selection in VR Interaction with Real-time Intent ModelingabstractThe use of ML models to predict a user's cognitive state from behavioral data has been studied for various applications which includes predicting the intent to perform selections in VR. We developed a novel technique that uses gaze-based intent models to adapt dwell-time thresholds to aid gaze-only selection. A dataset of users performing selection in arithmetic tasks was used to develop intent prediction models (F1 = 0.94). We developed GazeIntent to adapt selection dwell times based on intent model outputs and conducted an end-user study with returning and new users performing additional tasks with varied selection frequencies. Personalized models for returning users effectively accounted for prior experience and were preferred by 63% of users. Our work provides the field with methods to adapt dwell-based selection to users, account for experience over time, and consider tasks that vary by selection frequency. Anish S. Narkar, Jan J. Michalak, Candace E. Peacock, Brendan David-John |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2023 | BystandAR: Protecting Bystander Visual Data in Augmented Reality SystemsabstractAugmented Reality (AR) devices are set apart from other mobile devices by the immersive experience they offer. While the powerful suite of sensors on modern AR devices is necessary for enabling such an immersive experience, they can create unease in bystanders (i.e., those surrounding the device during its use) due to potential bystander data leaks, which is called the bystander privacy problem. In this paper, we propose BystandAR, the first practical system that can effectively protect bystander visual (camera and depth) data in real-time with only on-device processing. BystandAR builds on a key insight that the device user's eye gaze and voice are highly effective indicators for subject/bystander detection in interpersonal interaction, and leverages novel AR capabilities such as eye gaze tracking, wearer-focused microphone, and spatial awareness to achieve a usable frame rate without offloading sensitive information. Through a 16-participant user study,we show that BystandAR correctly identifies and protects 98.14% of bystanders while allowing access to 96.27% of subjects. We accomplish this with average frame rates of 52.6 frames per second without the need to offload unprotected bystander data to another device. Matthew L. Corbett, Brendan David-John, Jiacheng Shang, Y. Charlie Hu, Bo Ji 0001 |
MobiSys | 2 |
| 2023 | Poster: BystandAR: Protecting Bystander Visual Data in Augmented Reality SystemsabstractAugmented Reality (AR) devices are set apart from other mobile devices by the immersive experience they offer. While the powerful suite of sensors on modern AR devices is necessary for enabling such an immersive experience, they can create unease in bystanders (i.e., those surrounding the device during its use) due to potential bystander data leaks, which is called the bystander privacy problem. In this poster, we propose BystandAR, the first practical system that can effectively protect bystander visual (camera and depth) data in real-time with only on-device processing. BystandAR builds on a key insight that the device user's eye gaze and voice are highly effective indicators for subject/bystander detection in interpersonal interaction, and leverages novel AR capabilities such as eye gaze tracking, wearer-focused microphone, and spatial awareness to achieve a usable frame rate without offloading sensitive information. Through a 16-participant user study, we show that BystandAR correctly identifies and protects 98.14% of bystanders while allowing access to 96.27% of subjects. We accomplish this with average frame rates of 52.6 frames per second without the need to offload unprotected bystander data to another device. Matthew L. Corbett, Brendan David-John, Jiacheng Shang, Y. Charlie Hu, Bo Ji 0001 |
MobiSys | 2 |
| 2023 | Privacy-preserving datasets of eye-tracking samples with applications in XRabstractVirtual and mixed-reality (XR) technology has advanced significantly in the last few years and will enable the future of work, education, socialization, and entertainment. Eye-tracking data is required for supporting novel modes of interaction, animating virtual avatars, and implementing rendering or streaming optimizations. While eye tracking enables many beneficial applications in XR, it also introduces a risk to privacy by enabling re-identification of users. We applied privacy definitions of k-anonymity and plausible deniability (PD) to datasets of eye-tracking samples and evaluated them against the state-of-the-art differential privacy (DP) approach. Two VR datasets were processed to reduce identification rates while minimizing the impact on the performance of trained machine-learning models. Our results suggest that both PD and DP mechanisms produced practical privacy-utility trade-offs with respect to re-identification and activity classification accuracy, while k-anonymity performed best at retaining utility for gaze prediction. Brendan David-John, Kevin R. B. Butler, Eakta Jain |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | For Your Eyes Only: Privacy-preserving eye-tracking datasetsabstractEye-tracking is a critical source of information for understanding human behavior and developing future mixed-reality technology. Eye-tracking enables applications that classify user activity or predict user intent. However, eye-tracking datasets collected during common virtual reality tasks have also been shown to enable unique user identification, which creates a privacy risk. In this paper, we focus on the problem of user re-identification from eye-tracking features. We adapt standardized privacy definitions of k-anonymity and plausible deniability to protect datasets of eye-tracking features, and evaluate performance against re-identification by a standard biometric identification model on seven VR datasets. Our results demonstrate that re-identification goes down to chance levels for the privatized datasets, even as utility is preserved to levels higher than 72% accuracy in document type classification. Brendan David-John, Kevin R. B. Butler, Eakta Jain |
ETRA | 1 |
| 2021 | A privacy-preserving approach to streaming eye-tracking dataabstractEye-tracking technology is being increasingly integrated into mixed reality devices. Although critical applications are being enabled, there are significant possibilities for violating user privacy expectations. We show that there is an appreciable risk of unique user identification even under natural viewing conditions in virtual reality. This identification would allow an app to connect a user's personal ID with their work ID without needing their consent, for example. To mitigate such risks we propose a framework that incorporates gatekeeping via the design of the application programming interface and via software-implemented privacy mechanisms. Our results indicate that these mechanisms can reduce the rate of identification from as much as 85% to as low as 30%. The impact of introducing these mechanisms is less than 1.5° error in gaze position for gaze prediction. Gaze data streams can thus be made private while still allowing for gaze prediction, for example, during foveated rendering. Our approach is the first to support privacy-by-design in the flow of eye-tracking data within mixed reality use cases. Brendan David-John, Diane Hosfelt, Kevin R. B. Butler, Eakta Jain |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | The Security-Utility Trade-off for Iris Authentication and Eye Animation for Social Virtual AvatarsabstractThe gaze behavior of virtual avatars is critical to social presence and perceived eye contact during social interactions in Virtual Reality. Virtual Reality headsets are being designed with integrated eye tracking to enable compelling virtual social interactions. This paper shows that the near infra-red cameras used in eye tracking capture eye images that contain iris patterns of the user. Because iris patterns are a gold standard biometric, the current technology places the user's biometric identity at risk. Our first contribution is an optical defocus based hardware solution to remove the iris biometric from the stream of eye tracking images. We characterize the performance of this solution with different internal parameters. Our second contribution is a psychophysical experiment with a same-different task that investigates the sensitivity of users to a virtual avatar's eye movements when this solution is applied. By deriving detection threshold values, our findings provide a range of defocus parameters where the change in eye movements would go unnoticed in a conversational setting. Our third contribution is a perceptual study to determine the impact of defocus parameters on the perceived eye contact, attentiveness, naturalness, and truthfulness of the avatar. Thus, if a user wishes to protect their iris biometric, our approach provides a solution that balances biometric protection while preventing their conversation partner from perceiving a difference in the user's virtual avatar. This work is the first to develop secure eye tracking configurations for VR/AR/XR applications and motivates future work in the area. Brendan David-John, Sophie Jörg, Sanjeev J. Koppal, Eakta Jain |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Pupil diameter as a measure of emotion and sickness in VRabstractEye tracking is rapidly becoming popular in consumer technology, including virtual and augmented reality. Eye trackers commonly provide an estimate of gaze location, and pupil diameter. Pupil diameter is useful for interactive systems, as it provides means to estimate cognitive load, stress, and emotional state. However, there are several roadblocks that limit the use of pupil diameter. In VR HMDs there are a lack of models that account for stereoscopic viewing and the increased brightness of near eye displays. Existing work has shown correlations between pupil diameter and emotion, but have not been extended to VR environments. The scope of this work is to bridge the gap between existing research on emotion and pupil diameter to VR, while also attempting to use pupillary data to tackle the problem of simulator sickness in VR. Brendan David-John |
ETRA | 1 |
| 2019 | EyeVEIL: degrading iris authentication in eye tracking headsetsabstractMixed reality headsets are being designed with integrated eye trackers: cameras that image the user's eye to infer gaze location and pupil diameter. While the intent is to improve the quality of experience, built-in eye trackers create a security vulnerability for hackers - high resolution images of the user's iris. Anyone stealing an iris image has effectively captured a gold standard biometric, relied on for secure authentication in applications such as banking and voting. We present a low cost solution to degrade iris authentication while still permitting the utility of gaze tracking with acceptable accuracy. By demonstrating this solution on a commodity eye tracker, this paper urges the community to think about iris based authentication as a byproduct of eye tracking, and create solutions that empower a user to control this biometric. Brendan David-John, Sanjeev J. Koppal, Eakta Jain |
ETRA | 1 |
| 2018 | An evaluation of pupillary light response models for 2D screens and VR HMDsabstractPupil diameter changes have been shown to be indicative of user engagement and cognitive load for various tasks and environments. However, it is still not the preferred physiological measure for applied settings. This reluctance to leverage the pupil as an index of user engagement stems from the problem that in scenarios where scene brightness cannot be controlled, the pupil light response confounds the cognitive-emotional response. What if we could predict the light response of an individual's pupil, thus creating the opportunity to factor it out of the measurement? In this work, we lay the groundwork for this research by evaluating three models of pupillary light response in 2D, and in a virtual reality (VR) environment. Our results show that either a linear or an exponential model can be fit to an individual participant with an easy-to-use calibration procedure. This work opens several new research directions in VR relating to performance analysis and inspires the use of eye tracking beyond gaze as a pointer and foveated rendering. Brendan David-John, Pallavi Raiturkar, Arunava Banerjee, Eakta Jain |
VRST | 1 |
| 2016 | Evaluating human gaze patterns during grasping tasks: robot versus human handabstractPerception and gaze are an integral part of determining where and how to grasp an object. In this study we analyze how gaze patterns differ when participants are asked to manipulate a robotic hand to perform a grasping task when compared with using their own. We have three findings. First, while gaze patterns for the object are similar in both conditions, participants spent substantially more time gazing at the robotic hand then their own, particularly the wrist and finger positions. Second, We provide evidence that for complex objects (eg, a toy airplane) participants essentially treated the object as a collection of sub-objects. Third, we performed a follow-up study that shows that choosing camera angles that clearly display the features participants spend time gazing at are more effective for determining the effectiveness of a grasp from images. Our findings are relevant both for automated algorithms (where visual cues are important for analyzing objects for potential grasps) and for designing tele-operation interfaces (how best to present the visual data to the remote operator). Sai Krishna Allani, Brendan David-John, Javier Ruiz, Saurabh Dixit, Jackson Carter, Cindy Grimm, Ravi Balasubramanian |
SAP | 2 |
| 2016 | Looking at faces: autonomous perspective invariant facial gaze analysisabstractEye-tracking provides a mechanism for researchers to monitor where subjects deploy their visual attention. Eye-tracking has been used to gain insights into how humans scrutinize faces, however the majority of these studies were conducted using desktop-mounted eye-trackers where the subject sits and views a screen during the experiment. The stimuli in these experiments are typically photographs or videos of human faces. In this paper we present a novel approach using head-mounted eye-trackers which allows for automatic generation of gaze statistics for tasks performed in real-world environments. We use a trained hierarchy of Haar cascade classifiers to automatically detect and segment faces in the eye-tracker's scene camera video. We can then determine if fixations fall within the bounds of the face or other possible regions of interest and report relevant gaze statistics. Our method is easily adaptable to any feature-trained cascade to allow for rapid object detection and tracking. We compare our results with previous research on the perception of faces in social environments. We also explore correlations between gaze and confidence levels measured during a mock interview experiment. Justin K. Bennett, Srinivas Sridharan 0001, Brendan David-John, Reynold J. Bailey |
SAP | 3 |
| 2016 | Gaze guidance for improved password recollectionabstractMost computer systems require user authentication, which has led to an increase in the number of passwords one has to remember. In this paper we explore if spatial visual cues can be used to improve password recollection. Specifically, we consider if associating each character in a password to user-defined spatial regions in an image facilitates better recollection. We conduct a user study where participants were asked to recall randomly generated numeric passwords under the following conditions: no image association (No-Image), image association (Image-Only), image association combined with overt visual cues (Overt-Guidance), and image association combined with subtle visual cues (Subtle-Guidance). We measured the accuracy of password recollection and response time as well as average dwell-time at target locations for the gaze guided conditions. Subjects performed significantly better on password recollection when they were actively guided to regions in the associated image using overt visual cues. Accuracy of password recollection using subtle cues was also higher than the No-Image and Image-Only conditions, but the effect was not significant. No significant difference was observed in the average dwell-times between the overt and subtle guidance approaches. Srinivas Sridharan 0001, Brendan David-John, Darrel Pollard, Reynold J. Bailey |
ETRA | 2 |
| 2016 | Eliciting Tacit Expertise in 3D Volume SegmentationabstractThe output of 3D volume segmentation is crucial to a wide range of endeavors. Producing accurate segmentations often proves to be both inefficient and challenging, in part due to lack of imaging data quality (contrast and resolution), and because of ambiguity in the data that can only be resolved with higher-level knowledge of the structure and the context wherein it resides. Automatic and semi-automatic approaches are improving, but in many cases still fail or require substantial manual clean-up or intervention. Expert manual segmentation and review is therefore still the gold standard for many applications. Unfortunately, existing tools (both custom-made and commercial) are often designed based on the underlying algorithm, not the best method for expressing higher-level intention. Our goal is to analyze manual (or semi-automatic) segmentation to gain a better understanding of both low-level (perceptual tasks and actions) and high-level decision making. This can be used to produce segmentation tools that are more accurate, efficient, and easier to use. Questioning or observation alone is insufficient to capture this information, so we utilize a hybrid capture protocol that blends observation, surveys, and eye tracking. We then developed, and validated, data coding schemes capable of discerning low-level actions and overall task structures. Ruth West, Meghan Kajihara, Max Parola, Kathryn Hays, Luke Hillard, Anne Carlew, Jeremey Deutsch, Brandon Lane, Michelle Holloway, Brendan David-John, Anahita Sanandaji, Cindy Grimm |
VINCI | 10 |
| 2014 | Collaborative eye tracking for image analysisabstractWe present a framework for collaborative image analysis where gaze information is shared across all users. A server gathers and broadcasts fixation data from/to all clients and the clients visualize this information. Several visualization options are provided. The system can run in real-time or gaze information can be recorded and shared the next time an image is accessed. Our framework is scalable to large numbers of clients with different eye tracking devices. To evaluate our system we used it within the context of a spot-the-differences game. Subjects were presented with 10 image pairs each containing 5 differences. They were given one minute to detect the differences in each image. Our study was divided into three sessions. In session 1, subjects completed the task individually, in session 2, pairs of subjects completed the task without gaze sharing, and in session 3, pairs of subjects completed the task with gaze sharing. We measured accuracy, time-to-completion and visual coverage over each image to evaluate the performance of subjects in each session. We found that visualizing shared gaze information by graying out previously scrutinized regions of an image significantly increases the dwell time in the areas of the images that are relevant to the task (i.e. the regions where differences actually occurred). Furthermore, accuracy and time-to-completion also improved over collaboration without gaze sharing though the effects were not significant. Our framework is useful for a wide range of image analysis applications which can benefit from a collaborative approach. Brendan David-John, Srinivas Sridharan 0001, Reynold J. Bailey |
ETRA | 1 |