Background
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There is increasing evidence that people in the early stages of Alzheimer’s disease (AD) have subtle impairments in cognitive inhibition that can be detected by using relatively simple eye-tracking paradigms, but these subtle impairments are often missed by traditional cognitive assessments. People with mild cognitive impairment (MCI) are at an increased likelihood of dementia due to AD. No study has yet investigated and contrasted the MCI subtypes in relation to eye movement performance. Methods
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In this work we explore whether eye-tracking impairments can distinguish between patients with the amnesic and the non-amnesic variants of MCI. Participants were 68 people with dementia due to AD, 42 had a diagnosis of aMCI, and 47 had a diagnosis of naMCI, and 92 age-matched cognitively healthy controls. Results: The findings revealed that eye-tracking can distinguish between the two forms of MCI. Conclusions
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The work provides further support for eye-tracking as a useful diagnostic biomarker in the assessment of dementia.
Modern VR/AR systems extend the natural hand-tracking UI with eye-based interaction Controllers, hand gestures, eye movements, and voice: many ways to click buttons in virtual reality environments. What about: glance at a UI object with your eyes, then simply pinch with your fingers to activate it. Apple innovates with the first wide adoption of this interaction style for their Vision Pro spatial computer. As well the Hololens 2 and Magic Leap offered similar functionalities. But Apple, renowned for stellar product design, may nail it. Early users are raving about the mind-blowing and telepathic technology.To shed light on the interaction design, we present 5 design principles and 5 design issues. These are based on human-computer interaction research, mostly the paper "Gaze + Pinch Interaction in Virtual Reality" presented at the 2017 Spatial User Interfaces symposium. We'll see how much Apple has considered the scientific roots when we get our hands on it!
Design Principles
Division of labor: The eyes select, the hands manipulateOur eyes' natural role involves indicating points of interest, and we can easily look at any point at will. In contrast, the hands are adept at physical manipulation through the interplay of finger movement and hand posture. Use a clear separation of
Figure 1: BimodalGaze enables users to point by gaze and to seamlessly refine the cursor position with head movement. A: In Gaze Mode, the cursor (yellow) follows where the user looks but may not be sufficiently accurate. B: The pointer automatically switches into Head Mode (green) when gestural head movement is detected. C: The pointer automatically switches back into Gaze Mode when the user redirects their attention. Note that the Head Mode is only invoked when needed for adjustment of the cursor. Any natural head movement associated with a gaze shift is filtered and does not cause a mode switch.
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