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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>March</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1177/0276237417693564</article-id>
      <title-group>
        <article-title>VisualEYEze: A Web-based Solution for Receiving Feedback on Artwork Through Eye Tracking</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Bailey Bauman</institution>
          ,
          <addr-line>Regan Gunhouse, Antonia Jones, Willer Da Silva, Shaeeta Sharar, Vijay Rajanna, Josh Cherian, Jung In Koh</addr-line>
          ,
          <institution>Tracy Hammond Sketch Recognition Lab. Dept. of Computer Science &amp; Engineering Texas A&amp;M University, College Station</institution>
          ,
          <addr-line>Texas</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>11</volume>
      <issue>2018</issue>
      <abstract>
        <p>Artists value the ability to determine what parts of their composition is most appreciated by viewers. This information normally comes straight from viewers in the form of oral and written feedback; however, due to the lack of participation on the viewers part and because much of our visual understanding of artwork can be subconscious and difficult to express verbally, the value of this feedback is limited. Eye tracking technology has been used before to analyze artwork, however, most of this work has been performed in a controlled lab setting and as such this technology remains largely inaccessible to individual artists who may seek feedback. To address this issue, we developed a web-based system where artists can upload their artwork to be viewed by the viewers on their computer while a web camera tracks their eye movements. The artist receives feedback in the form of visualized eye tracking data that depicts what areas on the image looked at the most by viewers. We evaluated our system by having 5 artists upload a total of 17 images, which were subsequently viewed by 20 users. The artists expressed that seeing eye tracking data visualized on their artwork indicating the areas of interest is a unique way of receiving feedback and is highly useful. Also, they felt that the platform makes the artists more aware of their compositions; something that can especially help inexperienced artists. Furthermore, 90% of the viewers expressed that they were comfortable in providing eye movement data as a form of feedback to the artists.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Author Keywords
eye-tracking; visual data; artwork analysis; heatmaps
INTRODUCTION
The intention of an art piece is often as important as the
execution. As such, artists value the ability to determine what
areas of their composition resonate most with their audience,
as it can hint as to whether or not the artist’s intentions are
evident in the execution. In this regard, knowing not only
where a viewer first looks within a piece of art but also how
their eyes travel through the piece and which parts of the
image receive the most attention is crucial to an artist, as this
feedback can inform the development of future pieces of art.
Traditionally such feedback only comes in the form of oral
and written feedback, which can be limited by difficulties
in expressing opinions fully in words and/or by the viewer’s
unwillingness to be overly critical. Furthermore, due to the
qualitative nature of verbal feedback, it is difficult to collect
and especially compare very large samples. Eye tracking
technology has been used before to analyze artwork and
provide feedback for the use of artists. However, most studies
that utilize eye tracking as an art analysis tool are performed
in a controlled lab setting and so far this technology is largely
inaccessible to individual artists who may seek feedback. To
rectify the lack of meaningful and authentic feedback, and the
difficulty in acquiring specialized hardware for eye tracking,
we developed VisualEYEze, a web-based solution that allows
artists to upload their work and receive immediate, complete,
and unbiased feedback from the viewers.</p>
      <p>Our solution relies on feedback based on a viewer’s eye
movements—tracked with a web camera—as they view the
artwork. Specifically, we used eye tracking data to quantify
where viewers look on a piece of art and how long they focus
on different parts of the artwork. VisualEYEze provides this
data to the artist by showing a heat map of the eye movements
over the artwork. While creating VisualEYEze, we focused
on the usability of the system and tried to accommodate the
requirements of the artists and viewers. The artist first logs
into the system to upload a set of artwork as images, and
submits those images to be viewed by the viewers. Viewers
can then see the submitted artwork on a web interface while
the interface tracks their eye movements as they view the
images. A central database stores both the images uploaded
as well as the corresponding eye tracking data to generate
the visualization. In this way, this system has the potential
to positively impact numerous artists and the way their art is
evaluated. Artists benefit from this system by being able to
see how their art is interpreted. This will in turn help them
create art in such a way that it is more likely to be perceived
in the way that they intended. Furthermore, since this is a
web-based system it is cost-effective as artists can easily reach
a large number of viewers as they do not need to be physically
present to view the work. Since a web camera is used for eye
tracking, there is no need for specialized hardware, and the
viewers can view the images and provide feedback at their
own convenience.</p>
      <p>In order to determine the usability of the system and how
useful the artists may find the eye tracking data the system
provides them, we conducted an evaluation through a
multipart study. In the first part, we tested the system by having
five artists upload their artwork and twenty users view the
work while we gathered eye tracking data. In the second part,
the artists viewed the eye tracking data superimposed on their
artwork and provided feedback on the usefulness of such data.
Overall, we found that our system could provide artists with
a unique perspective on their work which could be useful in
improving existing artwork or in beginning new projects. The
system was determined to be easy to use although the viewer
participation aspect could be improved with a reward system.
Because of the very low barrier to entry, nearly any computer
user could participate in a new community which focuses on
facilitating a new type of feedback for artists. We believe that
our cost effective and convenient solution allowing artists to
receive meaningful, unbiased feedback will enable artists to
reach a larger number of viewers and improve the quality of
their work.</p>
      <p>
        PRIOR WORK
Eye tracking has been used in a variety of application contexts
such as interaction and accessibility [
        <xref ref-type="bibr" rid="ref19 ref20 ref21 ref22 ref5">5, 19, 20, 21, 22</xref>
        ],
analytics [
        <xref ref-type="bibr" rid="ref10 ref2 ref23 ref4">2, 4, 10, 23</xref>
        ], and diagnostics [
        <xref ref-type="bibr" rid="ref1 ref9">1, 9</xref>
        ]. In this work,
we specifically focus on the previous research that leverages
eye tracking for the analysis of paintings and the various
visualization techniques for presenting eye movement data.
Thus, the prior work can be categorized into three groups:
1) analysis of paintings with eye tracking, 2) visualization
techniques for eye movement data, 3) web-based eye tracking
analytics.
      </p>
      <p>
        Analysis of Paintings with Eye Tracking
With regard to artwork, eye tracking has previously been used
to identify areas of interest as perceived by the viewer. This
involved studying how people view indeterminate art. In
a study conducted by Wallraven et al. [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], viewers were
asked to determine whether or not specific forms were present
in the paintings. The resulting fixation data was used to
identify the areas which seemed to most resemble those
figures. The work demonstrated how eye tracking may be
used to validate the aesthetic decisions of an artist. Santella
et al. [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], used eye tracking to abstract photographs into
painterly renderings. The eye tracking data collected was used
to identify the most important focus areas in a piece; this
information determined which areas of the work were more
or less abstracted. Yanulevskaya et al. [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] were successful in
using a Bag-Of-Visual-Words technique, computer vision, and
eye tracking information to analyze areas of artwork with high
emotional contribution and confirm a positive visual bias when
viewing artworks. This demonstrates how aesthetic techniques
can be tested on a broader scale.
      </p>
      <p>
        Eye tracking has also been used to identify which aspects of an
artwork are most influential in viewing behavior. When human
subjects are present in the work, the subject matter itself seems
to have the larger impact on viewing behavior. However, when
the subject matter is a landscape, technical aspects of the
work seem to be the most important [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In this space, eye
tracking studies by Villani et al. [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] have broadened how
users view human figures. In this study, participants focused
on the faces and arms of figures in social interactions. They
focused on arms in social contexts and faces in individual
context. Empathetic Concern had an effect on examining faces
in social scenes while Perspective Taking had more effect on
the examination of arms in social scenes. Participants who
felt emotional concerns looked at the faces more immediately.
Participants who showed that they could take another person’s
perspective went more immediately to the arms. This work
well demonstrated how eye tracking is useful in determining
the interpretation of artwork. In our work, we analyze similar
information in order to provide it directly to the artist so that
they can compare their aesthetic choices with the viewing
impact.
      </p>
      <p>
        Research utilizing eye tracking has also been done to
determine what impact a change to a visual composition
element has on the eye tracking scan path. It has been
determined that a change in the size, shape, color, contrast,
proportions, or orientation of visual elements in a painting
causes a corresponding change in the viewer’s scan path across
the artwork. This is helpful information to provide to artists,
and we will allow artists to upload artwork for viewing so
they can see first hand how differences in versions of their
pieces change the outcome of the scan paths [
        <xref ref-type="bibr" rid="ref13 ref18">13, 18</xref>
        ]. Clare
Kirtley [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] analyzed composition as a feature in artwork using
eye tracking data. The research conducted looked at whether
participants viewed art as suggested in Andrew Loomis’ guide
to composition. The participants were novices and told to
view pieces of Loomis’ art which followed specific rules of
composition laid out by Loomis. They then compared the data
collected with the original frameworks to see if participants
did follow the appropriate scan paths and fixation points. They
noted that participants spent a lot of time looking at focal
points as they were pointed out. They didn’t find data to
suggest that the top of the image was the preferred exit point.
They also didn’t find significant correlation between the paths
taken and the "ideal path" laid out by Loomis. As such they
noted that the composition is important in determining focal
points but that the flow is variable and needs further research.
Research has also been conducted in the comic book sphere
to determine if comic book artists are successful in their goal
of leading viewers gaze in comics by leveraging eye tracking
data. A primary organizing principle used by artists to lay
out the components of comics is to lead the viewer’s attention
along a deliberate route so that the viewer doesn’t get lost or
confused about what the story is. Research has found that there
is increased consistency in viewer’s eye movements when
looking at comic books compared to looking at pictures that
were not created with the intent of directing viewer attention.
This helps to show that consistency in viewer fixation on a
certain spot in an image can imply success by the artist if that
spot was what they meant to be focused on. In our research,
we will be analyzing similar information and then compare it
to the artist’s desired outcome to see how accurately they were
able to achieve their desired focus area and scan path.
Visualization Techniques for Eye Movement Data
Most traditional visualization methods for data have limited
capabilities that do not well support the space and time
structure of eye tracking data. However, there have been
studies that evaluate the different visualization methods and
their suitability for eye tracking data. A study by Andrienko
et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], state that when working with eye tracking data each
visualization method has a specific context of applicability.
Based on this information, we determined that heat maps and
a map of the trajectory of the eyes will be the most useful for
our application. Also, Kurzhals [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] found that aside from
heat maps and fixation points, the general data presentation of
gaze data is limited. Most methods for analyzing eye tracking
data involve first dividing the data points into saccades and
fixations. Different methods for classifying fixation points
have been compared on multiple factors, including their
effectiveness. Several of these methods have been explored
and documented [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. There have been some questions
regarding the accuracy and reliability of using eye tracking
software in general. For example, an eye tracker typically
only records where the user’s cornea is directed towards and
does not take into consideration the peripheral vision of the
user. This discrepancy in eye tracking accuracy is particularly
detrimental when analyzing task based eye tracking data, such
as browsing a website or navigating some interface. It has
been found that users do not make much use of their peripheral
vision when looking at artwork, so the direction the cornea is
pointing is a reliable metric for that specific case [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Mayer et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], evaluated graphical teaching techniques
with eye tracking data and comprehension tests to determine
how effective these various teaching methods are. The
results showed that eye tracking fixations are correlated with
better comprehension. This can be useful in understanding
the importance of fixations and how that relates to visual
information. Massaro et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], collected eye-tracking data
from distinctly different types of pictures to determine how
viewers react differently to these different types of artwork. It
has been found that if there are people represented in a work
of art, the viewer will focus a disproportionate amount on
their faces rather than the rest of the picture. However, if the
artwork is purely of nature, people tend to look all around
the picture in no clear pattern. In this sense, our goal was for
artists to find out more about the patterns in peoples viewing
habits.
      </p>
      <p>
        Another active area of research where eye tracking data is
commonly used is usability evaluation. Because gaze location
can help researchers identify the focus of an individual on
visual information, it is indispensable when it comes to
understanding the cognitive processes of users interacting with
graphical content. The processes for using eye tracking data
for usability evaluation sets a precedent for how to determine
the connection between raw data and a user’s thoughts. This
can be adapted to artwork as the idea of visual attention
and cognitive load is relevant to that space as well [
        <xref ref-type="bibr" rid="ref24 ref7">7, 24</xref>
        ].
Calculating heat maps based on eye tracking data is an integral
part of our project. However, the conventional algorithm to
determine the heat maps is fairly slow with a Q(n2) running
time. In the past, researchers have implemented a faster
parallel algorithm to calculate heat maps. Computing a heat
map in parallel can drastically improve performance by taking
full advantage of the powerful CPU of a modern computer [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Web-based Eye Tracking Analytics
EyesDecide is an online web application that is built for
market researchers and design specialists1. It allows people to
upload various forms of media such as an image or URL.
It then creates a user study where a set of questions can
be asked or some media can be displayed. The study can
then be shared with the users via a generated link. Users can
then look at the media and EyesDecide collects information
about where viewers look based on eye tracking data from
a web based computer camera using the eye tracking API
xLabs. The system also generates videos of the target audience
visually exploring interactive content, generates aggregated
heat maps, and analyzes how different subgroups look and
interact with different versions of the designs and content. Our
application, while similar to EyeDecide, will aim to serve the
art community in similar ways to how EyesDecide is serving
market researchers.
      </p>
      <p>DESIGN MOTIVATION
In order to make eye tracking technology available to artists,
we wanted to design a system that allows artists to upload
their work and receive instant feedback. To realize our goal,
we created a web application that is accessible to any artist,
and allows them to easily and instantly share their artwork
with anyone and receive feedback. At any time an artist may
check what feedback has been collected for the work they have
uploaded. Users visit the same website to view artwork. While
viewing artwork, eye-tracking is performed on the viewers
using a web camera attached to their computers.</p>
      <p>In our system, artists and viewers represent two separate
entities: an artist is a user who uploads artwork on which
they would like to receive feedback. Each artist has an account
to manage their uploaded works and view their feedback. Thus,
this account allows artists access to all the data collected
on their work, and analyze it with a number of provided
techniques. A viewer is a user who is looking at the artwork
and providing the eye-tracking feedback. Viewers are not
required to make an account and can view work freely. While
artists and viewers represent separate roles in our system, any
user can perform both roles if they so choose. To provide more
details about the functionality of our system, below we present
the available features by user role.</p>
    </sec>
    <sec id="sec-2">
      <title>Artists:</title>
      <sec id="sec-2-1">
        <title>1https://www.eyesdecide.com/ [last accessed Dec 16th 2017]</title>
        <p>Create accounts to manage all of the work that they upload
and the related feedback
Upload artwork that they wish to receive feedback on to
their accounts
Set the defining information of their artwork such as the
desired focal point and title of the work</p>
      </sec>
      <sec id="sec-2-2">
        <title>Edit or delete uploaded artwork</title>
        <p>Choose to share artwork for feedback by distributing a link
to view that work directly
View aggregate and individual heat maps generated from
viewer’s gaze data
View video progression of individual gaze data representing
viewing order
View fixation points of individual and aggregate gaze data
View any written feedback provided by viewers who saw
their artwork</p>
      </sec>
      <sec id="sec-2-3">
        <title>Compare gaze data to their desired focal point Compare their own work to common artwork compositions</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Viewers:</title>
      <sec id="sec-3-1">
        <title>Agree to participate in eye-tracking</title>
      </sec>
      <sec id="sec-3-2">
        <title>View slide-show of a subset of uploaded artwork</title>
        <p>Provide gaze data while viewing artwork by having a web
camera enabled
View their fixation points on each artwork after the
slideshow is completed
Optionally provide written feedback on individual works of
art based on their fixation points</p>
        <p>Creating a system where the roles of artist and viewer are
separate allows the artists to have control over what work
they would like feedback on, and gives them direct access
to that feedback. In this way, a viewer is merely a subject
of eye-tracking and as such they do not have to perform any
complicated set-up or installation in order to contribute eye
tracking data. It was the goal for our system to be intuitive
in order to gather the most data. Because everything is
accessed by web page and the eye tracking is performed with
a standard computer camera, most personal computer users
are able to participate either as an artist or viewer. Any artist
who wishes to get information about their work can do so
by uploading their art and waiting until it is viewed by the
public. Furthermore, if an artist desires to speed up the process,
they can manually share a link to their artwork to get instant
feedback.</p>
        <p>Architecture
VisualEYEze mainly comprises of three modules: 1) Artist’s
Interface, 2) Viewer’s Interface, and 3) Central Database. The
interaction between these modules is shown in Figure 1.
IMPLEMENTATION
We used a number of tools and frameworks to develop our
system. We used Ruby and Ruby on Rails to build a web
framework and used Bootstrap and CSS for styling. To store
the data from the artists and viewers, we used a PostgreSQL
database. We had several tables, depicted in Figure 2, to store
the data related to the artists, heatmaps, pictures from artwork
uploads and feedback.</p>
        <p>
          Open Source Components
We integrated several open source components into our system
to achieve the desired functionalities. The two primary open
source modules we used are Webgazer.js for eye tracking, and
Heatmap.js for visualization of eye tracking data.
Webgazer.js
Webgazer is an open source, Javascript application developed
by Brown University researchers. Webgazer is the basis of our
eye tracking system which gathers all of the gaze information
from the viewers. Webgazer utilizes a viewer’s web camera
that is built in to their laptop. It requires minimal calibration
from viewers (we use 9 calibration points on the screen) and
does not require any special lighting. Additionally, Webgazer
is scalable and since it is open sourced it allows our platform
to be extremely accessible to all users [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>
          Heatmap.js
Heatmap.js is an open source, Javascript application that
creates heat map visuals from data points. This software allows
us to generate heat map visualizations of the eye tracking data
collected via Webgazer. Heatmap.js is extremely scalable and
each heatmap can hold 40,000+ data points, making it ideal
for our aggregated heatmaps that are displayed to artists [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
User Interface
The user interface is comprised mainly of two components: 1)
artist’s interface, and 2) viewer’s interface.
        </p>
        <p>Artist’s Interface
The artist logs into VisualEYEze and is directed to the
dashboard as shown in Figure 3.</p>
        <p>This dashboard shows all of the images uploaded previously
by the artist. When the artist clicks on an image, they are taken
to a page that shows all of the relevant information for that
artwork as shown in Figure 4.</p>
        <p>Furthermore, the artist would be able to update the artwork’s
title, delete an artwork and all associated data, and also set a
desired focal area as shown in Figure 5.
As shown in Figure 6, the artist can even view various
composition frameworks on their art.</p>
        <p>Once an artist receives feedback from viewers on a piece, they
can compare the perceived focal point of the viewer to the
desired one that they set (see Figure 7). The heatmap, fixation
points, and the focal area are overlaid on to the artist’s image
to assist in comparison.</p>
        <p>The composition frameworks page allows artists to see
different general rules for choosing where their subjects are
located in the composition. Each composition framework
displays a description of the framework and where the focal
areas and objects should be located as well as overlays the
framework on the image so artists can easily see how this is
represented in their artwork. We include three of the most
common frameworks: rule of thirds, bisection, and golden
section.</p>
        <p>
          The first heatmap that artists see on the detailed artwork page
is the aggregated heatmap (see Figure 4). This heatmap is the
combined data of all users viewing data on this artwork. Artists
will also see their set focal area overlaid on this heatamp.
Artists also have the option to hide the heatmap overlay on the
aggregated heatmap so they can see the image more clearly
if they desire. Furthermore, to enable the artist to see how
each individual has viewed the artwork, the page lists all
the individual heatmaps from all of the individual viewer
feedbacks (see Figure 4). Each of these heatmaps has an option
to view a video progression of the heatmap being created that
correlates to how the viewer viewed the art in real time, with
the first points the user looked showing up first.
are displayed as yellow dots overlaid on the artwork. In
eye tracking analysis it is common to classify raw gaze data
into fixations and saccades. Saccades represent rapid eye
movements while fixations are where the viewer focuses for
a period of time. In order to identify fixations in our own
data, we implemented a dispersion threshold algorithm. This
algorithm has been shown in research to be comparably robust
and accurate to other classification methods while remaining
efficient and simple to implement [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
        </p>
        <p>Viewer’s Interface
The viewer’s interface is simple and does not require a login.
Using the URL shared by the artists, the user visits the website
and clicks on "Participate as User" on our main page to begin
the viewing process (see Figure 8).</p>
        <p>Furthermore, the user is guided through a sequence of
instructions asking for the user’s consent to participate in
the experiment, and how the camera needs to be set up for
calibration. Figure 9 shows the consent form where the user is
explicitly informed that the web camera will be used to track
the eyes and no video of the user’s face will be recorded.</p>
        <p>After consenting, the user will be shown a page with a set of
instructions explaining the calibration process, and how the
experiment will progress as shown in Figure 10.</p>
        <p>Also on these individual heatmaps are the extracted fixation
points of the user on the artwork (see Figure 7). These points
To being calibrating the web camera for the user’s eyes, we
ask the user to make sure that the camera can see their face
(see Figure 11), and then we have the user calibrate the camera
so it can accurately detect where the user is looking on the
screen. To proceed with calibration, the user clicks on the
"start" button (see Figure 12). During calibration, the user is
shown 9 dots placed on the vertices of a 3*3 grid that covers
the entire screen (see Figure 13).
Once the calibration is complete, the user gets a countdown
of 3 seconds and then the slide-show begins where the user is
shown at most 10 images for 10 seconds each. After the user
finishes viewing all the images, she is directed to a page that
asks the user to provide additional, optional written feedback
on the images. This written feedback page shows the images
the user just saw (see Figure 14). On clicking on an image, the
user is shown the points she fixated on the image so that the
user can tell the artist why she fixated on these points through
written feedback (see Figure 15).</p>
        <p>In order to provide sufficient feedback for each work of art
submitted, we needed to keep the distribution of feedback as
uniform as possible. In order to achieve this, we designed
an algorithm that selects artwork for the slide show based
on how little feedback it has received. This is a greedy
algorithm, because we prioritize the artwork that has received
the least amount of feedback each time a viewer wishes to
use the platform. In fact, the only heuristic used in this
algorithm is the amount of feedback associated with each
artwork. The algorithm first selects the artwork that has no
feedback associated with it and adds it to the slide show. If the
number of artworks that have received no feedback is greater
than or equal to the amount of images shown in the slide show,
then the algorithm can terminate at that point. Otherwise,
we add images to the slide-show that have the least number
of feedback until there is enough. The algorithm breaks ties
arbitrarily. The purpose of this algorithm is to pull artwork
from the database in such a way, so that the distribution of
the artworks between artists is mostly uniform. This costs
Q(nlogn) time, where n is the number of artworks in the
database. Our algorithm uses a greedy strategy in order to
allow artwork that has little to no feedback to be chosen for
the slide show.</p>
        <p>VALIDATION STUDY
We began initial evaluation of our system by conducting
viewing tests on the selected area of the artworks. This initial
evaluation was conducted to test the accuracy of the gaze
prediction software we were using. To do this, we selected
a set of images and designated certain areas as the region of
interest by drawing rectangles around those regions. These
images were then showed to a set of participants as a
slideshow, and the participants were instructed to only look inside
the rectangular regions as we performed eye tracking. A total
of 6 participants took part in the study, and these studies were
conducted in a number of different settings with different
lighting conditions in order to understand how robust the
system was. Each participant was tested once in each setting.
We viewed the results of this preliminary experiment by
generating heat maps for each viewer and artwork and
comparing the hot spots of the heatmap to the set region of
interest on the artwork. The results show that the eye tracking
software is fairly accurate under good conditions. However,
there were some instances when the eye tracking was entirely
off. We attribute this to the system having difficulty calibrating
or locating the viewer’s pupils under bad lighting conditions.
EXPERIMENT DESIGN
Following the preliminary validation study, we conducted a
more comprehensive study. To avoid the inaccuracies and
inconsistencies we observed in the preliminary study, the final
evaluation was conducted in a lab setting. All the participants
took part in the study on the same computer and under the
same lighting condition in order to maintain consistency. To
fully test our system, we conducted evaluations for both the
artist and viewer roles. To do this, we brought in artists to
upload their work in the first phase, and the same artists were
invited back to view the eye tracking feedback. Users were
brought in to view the uploaded artworks and we tracked their
eye movements while they viewed the artworks.</p>
        <p>Artist Study - Part 1
Our artist participants consisted of 5 individuals (4 female,
1 male). All participants had over 5 years of experience
in art and focused on various mediums including painting,
photography, drawing, and linoprint. Each artist uploaded 2
to 4 works of art to our system. This resulted in a pool of 17
works of art in total. These works were what we used in the
remainder of our studies. The artists were asked to create an
account, upload their artworks on a live version of our website,
and set the focal point for each work. They were then allowed
to browse the dashboard leisurely. Once they were finished,
they were asked to fill out a short survey regarding the usability
of the system based on their interactions up to this point.
Artwork Viewing Study
Once all artists had uploaded their original artworks, users
were brought in individually to view the work and provide
eye tracking data. This was done using a live version of the
website. In total, we had 20 viewers provide eye tracking data
(5 females, 15 males). First, the users calibrated the camera
for eye tracking which preceded the artwork viewing session.
Once calibration was complete, each user viewed a timed slide
show of ten images. Each image shown to the participant
was viewed for ten seconds. In order to ensure each artist got
enough feedback, only images with the least number of views,
selected using the greedy algorithm, were shown in each slide
show. While viewing these images, gaze data was collected on
their viewing behavior. Once the entire slide-show of artwork
was viewed, users were asked to look at their fixation points
for each piece to rate accuracy of our system and were given
the option to provide written feedback to the artist. At the end
of the study, viewers were asked to take a short survey about
the usability and accuracy of our system.</p>
        <p>Artist Study - Part 2
After the viewers contributed the eye tracking data, we
presented the data to the artists through our artist dashboard.
The same five artists from our first artist study were asked to
come back for a second session. They were asked to log in
and review the data on their individual artworks. For each
artwork the artists were asked to look through their aggregate
and individual heat maps. They looked through any written
feedback if present. They were also asked to compare the
fixation points received to their set focal points. Finally, they
were asked to look through the composition frameworks and
compare those intersections with the perceived focal points and
fixation data. After they completed these tasks we conducted
a final interview. They were asked a few questions with the
main focus of knowing whether they found the eye tracking
information to be novel and useful. This included whether
or not they received unexpected data, whether the platform
seemed novel, what feedback features they found the most
effective, and so on.</p>
        <p>RESULTS
We conducted surveys at each part of the artist study, as well as
after the artwork viewing study. Furthermore, semi-structured
interviews were conducted with the artists after completing the
second part of the artist study. All the studies were focused on
understanding if the system supports the expected usability by
the artists and the viewers and if both artists and the viewers
accept the accuracy of the gaze data visualization on the
artworks.</p>
        <p>Artist Studies
The surveys following the first part of the artist study showed
that all participants found it easy to navigate and upload
artwork to the system. To get a better understanding of the
utility of our system we asked artists more detailed questions
about their experience after they were able to see the eye
tracking feedback in the second part of the artist study. Four of
the five artists interviewed mentioned that the system was user
friendly. One artist suggested the system may be difficult to
navigate at first while another thought that having more control
over the feedback types might add to the usability. When asked
what features artists found unnecessary or distracting, only
one artist responded that they did not understand the purpose
of the composition overlays. In order to understand if our tool
stood out among existing methods in use, we asked the artists
to describe anything they felt was unique to the system. Two
of the artists described the whole system as unique while the
others referred to the eye tracking in general, or heat maps
and video progression features as being unique. We also asked
artists to describe what they found useful about this platform.
Each artist mentioned that they found seeing where the viewer
had looked useful. One artist mentioned that the system let
them get a different perspective on their art and let them see
where viewers looked in what order to determine where they
keep coming back to on the image.</p>
        <p>Furthermore, all the artists mentioned that they got surprising
results in some way. Some artists thought that while viewers
generally looked where they thought, they also jumped to
looking at other areas that weren’t intended to be looked at
as often. Artists also commented that people seemed to be
looking at an object in their art that wasn’t supposed to be the
main focal area. We also wanted to get the artists’ opinions
on how this platform could contribute to the art community.
Two artists thought that the platform would make artists more
aware of their compositions and make them think more about
what actually draws viewers in. They thought this would
help artists learn to direct the eyes of the viewer, something
that would be especially beneficial to inexperienced artists.
Another artist thought this would give a better mindset when
you start developing artwork and that it would make you think
more about how to set up a photograph or drawing. This artist
also saw the potential to upload versions of a piece to see
initially where people look then make a change and then check
it again. We also asked the artists about some ideas that they
thought could be added to the platform to improve it even
more. One artist recommended an accuracy benchmark for
the data so that they could know how accurate the eye tracking
was for each viewer. Another artist thought it would be useful
to implement a feature to predict focal points on the image.
One other artist would like to let viewers flag the areas on
the images they viewed that they found most interesting and
provide comments on those flagged areas. We also received a
request to make the images display for longer than 10 seconds
each.</p>
        <p>Viewing Studies
Following the viewers participating in the eye-tracking portion
of the platform, we conducted a short survey to get feedback on
the system. One aspect of the system that we were concerned
with was accuracy since we used a web camera instead of
traditional infrared camera hardware packages. Users were
shown the fixation points of their gaze data for each image that
they viewed and were asked to rate the accuracy of the system
on a five point scale (see Figure 16). The feedback showed
that 11 participants thought the system was accurate to some
degree, 7 thought it was inaccurate, and 2 were unsure.
Another concern we had was whether or not people would be
comfortable having eye tracking performed on them with this
type of platform. No participants claimed to be uncomfortable
with it, while 18 reported to be completely comfortable with it
(see Figure 17).
We also wanted to know if the viewers would use this type
of platform on their own time to provide feedback to artists.
These results were split, with half the participants stating that
they would use and the other half stating that they wouldn’t.
However, fifty percent is still quite high for this type of
platform and would be a huge help to artists and the art
community.</p>
        <p>Because this would ideally be an improvement on existing
forms of feedback, we asked participants about whether or
not they thought this eye tracking feedback was preferable to
providing written or oral feedback. Thirteen users said eye
tracking was preferable, six where indifferent, and one thought
the traditional methods were preferable (see Figure 18). When
asked to rate the usability of the system on a five point scale
(one being easy and five being difficult to use), 35% rated it at
1, 30% at 2, 10% at 3, 15% at 4, 10% at 5 (Figure 19).
DISCUSSION
From the user studies, a strong finding was that artists and
viewers alike found the system easy to use. For artists, who
were more involved with the system as they had to create
accounts, upload work, and utilized a variety of visualizations
and features, this was nearly unanimous. They found that
all the system features were accessible and that to their
knowledge, much of the system was unique, especially when
it pertained to eye tracking data. Given that all the artists
reported to have five or more years of experience and rated
their ability level at or above average, this is a strong indicator
that no other commonly used tools provide the same kind
of insights as our eye tracking framework. Every artist
interviewed mentioned the usefulness of seeing the viewer’s
gaze data and many offered unique suggestions as to how that
may be helpful. From verifying artistic choices, to choosing
how to improve future work, or even comparing two versions
of the same piece, it seemed that the participants could easily
imagine how they might find this data useful in their work.
This agrees with the results that each artist claimed they would
use the system in their own time to get feedback if it were
available. Overall, it seemed that the artists who participated
in our study found the platform a novel and useful way to
gather feedback about their art.</p>
        <p>Based on the viewer survey, most participants found the system
easy to use and preferable to traditional forms of providing
feedback to artists. In fact, 50% of viewer participants reported
that they would be willing to use this type of system on their
own time. This indicates that it is feasible that the system could
have a sizable viewer user base. This is of course important
because the system would not be helpful to artists without
anyone willing to provide eye-tracking data. One concern
that needs further discussion is the accuracy of the system.
Seven of the twenty viewers thought that the system did not
accurately record their gaze data while two were uncertain.
This information was based on the viewer’s opinion after they
were able to see the fixation points calculated for their gaze
data on each artwork. This could mean that either the gaze data
was in fact inaccurate, the fixation points were not an intuitive
reflection of their gaze data, or that the users themselves
where not certain of their gaze patterns. More testing into
the accuracy of our gaze prediction and fixation classification
would be needed to improve these results. One artist also
suggested that some form of an accuracy benchmark for each
viewer be given to the artist so that they can understand how
to interpret the data.</p>
        <p>CONCLUSION AND FUTURE WORK
VisualEYEze is one considerable effort in the right direction
for the art community. The eye tracking feedback in our
platform provides artists with the knowledge of what viewers
are actually looking at and focusing on. This in turn can
positively influence future work an artist creates. The service
is also accessible for almost anyone to use, because most
modern computers have a built in web camera, which is what
our eye tracking software relies on. Overall, the system was
positively received by both the artists and the viewers. The
artists enjoyed using the platform and found it useful for eye
tracking data to be recorded from viewers looking at their
artwork. However, based on the results, the viewers don’t have
as much incentive to use the platform as artists, which was an
expected outcome.</p>
        <p>As part of the future work, we would include ways to
incentivize the viewers to view artwork. Prior applications of
this nature offer ways for the viewer to follow certain artists,
or view certain genres of artworks they enjoy. The concern
with the latter is that it would skew the data towards popular
artists getting more traction than newer artists. We would
have to balance the features to make sure even smaller artists
would get feedback through the random slide-show viewing
that is currently in place. Additionally, users are often offered
monetary compensation for their time. To counteract this,
artists pay a fee to use the service. This was not the intention
of our application and as such we didn’t offer this, but it would
be interesting to see our application in this light.</p>
        <p>Furthermore, we would like to implement increased gaze
duration by offering longer periods for gazing data. This
way the user would be able to choose the amount of time
that fits their schedule. We could also have the users mark
where they felt they looked at the most beyond the tracking
data. Additionally we could add an admin portal for managing
the accounts. Often we noted viewers misinterpreting the
fixation points and to alleviate this we could show them the
heat maps as well. The accuracy was a big concern on both
ends. The compromise of using web-cameras is the accuracy
hit that the data takes when compared to something like eye
tracking hardware. This was a choice done explicitly to fit our
goal of accessibility to all. We figured the accuracy hit would
be outweighed by allowing artworks to actually be viewed
multiple times by making the entire website more accessible.</p>
      </sec>
    </sec>
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