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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using Eye Tracking Data to Understand Visitors' Behaviour</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marco Grazioso</string-name>
          <email>marco.grazioso@unina.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roberto Esposito</string-name>
          <email>zanroby@live.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emma Maayan-Fanar</string-name>
          <email>efanar@univ.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tsvi Kuflik</string-name>
          <email>tsvikak@is.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Cutugno</string-name>
          <email>cutugno@unina.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mobile Eye-Tracker, Art Appreciation, Data Analysis, User Be-</string-name>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Art History Department, University, of Haifa</institution>
          ,
          <addr-line>Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Electrical Engineering, and Information Technology, University of Naples 'Federico II'</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Electrical Engineering, and Information Technology, University of Naples 'Federico II'</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Department of Electrical Engineering, and Information Technology, University of Naples 'Federico II'</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Information Systems Department, University of Haifa</institution>
          ,
          <addr-line>Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>haviour</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>In the last decade, mobile eye trackers have become a commodity. With the decrease in their cost and their increased availability, a growing number of studies are exploring their potential in cultural heritage. In works on art fruition, the idea of using mobile eye trackers to understand how we observe artistic exhibits is becoming commonplace. Following this trend, the goal of this study was to explore the potential and to propose an eye-tracking method to analyse the behaviour of museum visitors while they observe artworks, using the Hecht Museum in Haifa as a case study. Recorded data from two diferent observation sessions, before and after a course in art history, were used to produce heat maps, which serve as a simple and efective tool for studying changes in visitors' gaze patterns when observing artworks.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Heat maps; • Applied
computing → Arts and humanities.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        How people look at works of art involves a mixture of individual
factors ranging from cultural background to personal sensibility.
Thus there is no "correct" way to look at art. Works of art might
convey diferent meanings and transmit diferent emotions and
feelings to diferent observers. Nevertheless, we also know that
artists try to instill their ideas in their work, as is also the case,
for example, in architecture [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], where the architect’s ideas are
expressed, implicitly or explicitly, in the building design. Artists,
thus, have a message they wish to convey or an idea they are
trying to express through their work. If we fail to pay attention to
the details the artist wants us to focus on, or fail to discern how
the diferent parts of the image cohere, we will probably miss the
message or the idea the artist is trying to convey [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        According to Rorty [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], works of art typically express the
prevailing theological, political, social, and economic beliefs of their
time but we need not assume that these are what the painting is
about. Whether direct or indirect, conscious or unconscious, these
beliefs serve merely as pointers to or questions about the visual
experience of the painting, which cannot be conveyed verbally. Rorty
then suggests that we can understand the painting by creating a
dialogue with it. In her view, we should see the painting as a schema
for a set of superimposed compositions, composed of multiple layers:
the first layer is the colours, the second is the light and shadow,
and then the cut lines of the objects, followed by the objects and
the relations between them. Finally the superimposition of these
planes should be considered. In contrast to Rorty’s focus on guiding
observers to understand the message of the painting by creating a
dialog with it, Norman [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] first aims to encourage her pupils to
rely on their own ability to “read” a piece of art. Only after they
have acknowledged their ability to “read” the painting, it is time
to teach them specific techniques. Norman’s techniques are more
about being able to concentrate on one piece of art for a long time,
and that itself will bring the observer to understand more about
the message the artist intended to convey.
      </p>
      <p>When we are interested in something, we first of all look at it
and examine it. Hence, in light of the aforementioned studies and
with the purpose of observing diferences between professionals
and lay observers, we explored the potential of using a mobile
eye-tracker for tracking museum visitors’ gazing and we present a
method to analyse users’ behaviour while they look at paintings.
The mobile eye-tracker allows us to follow their focus of attention
as they observe and explore the artworks.</p>
      <p>We first focus on related works (Section 2), discussing how eye
tracking devices were adopted in art appreciation. Next, the Hecht
Museum case study is introduced, and the data composition and
the data acquisition protocol are explained (Section 3). In Section
4 we explore emerging issues and challenges and we describe the
solutions implemented to analyse the data and generate the heat
maps. Finally, in Section 5 we present a brief preliminary analysis,
followed by our initial conclusions in Section 6.
2</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORKS</title>
      <p>
        For most people, vision is the most active of the senses, used in
daily life to identify and distinguish objects or persons. Especially in
visual art, our eyes are the most useful tool we have for perceiving
the messages conveyed by works of art. Considering the importance
of this sense, many researchers have investigated the possibility of
extracting information from eye-gaze patterns without the support
of other subjective tools such as questionnaires and interviews.
In recent decades, scholars have focused their attention on
eyetracking devices, and nowadays, mobile eye-trackers are prevalent
in many research areas [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        Understanding user behaviour and processes of visual art
appreciation are interesting challenges for which mobile eye-trackers
are efective tools. The use of these devices in visual perception
evaluation is not new and examples can be found in art [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and
other fields [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. For a long time, stationary eye-trackers were used
in such studies due to their accuracy, despite their high cost.
Massaro et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] discuss two known approaches for understanding
the process of perception: bottom-up and top-down. The first one
is used when the sensory input, the stimulus, gives rise to a
datadriven process of decision making about the informative flow. The
second one is defined as the development of predictive pattern
recognition processes through the use of a-priori and contextual
information. Usually, top-down processes prevail, or, tend to mask
the low-level visually-driven bottom-up processes. In particular,
visual exploration of complex images usually follows, in humans,
a gazing behaviour strongly influenced by the top-down decision
strategy forcing the bottom-up perceptual direction.
      </p>
      <p>
        Quiroga et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] observed users’ behaviour while looking at
paintings of various artists and at corresponding modified versions
in which diferent aspects of these art pieces were altered with
simple digital manipulations. They discovered common patterns
of viewing among the users that create a basic pattern of fixations;
for example, the attention of most of the subjects was attracted to
the zone in the painting with the sharpest resolution.
      </p>
      <p>
        In other studies, eye-trackers are used to examine common
observation patterns. For example, starting from the idea that Caravaggio
consciously constructed a narrative path in his works, Balbi et al.
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] observed and measured the gazing patterns of two samples of
volunteers interacting with two Caravaggio paintings in diferent
contexts, in order to test the artist’s ability to guide the reader
through a visual pathway.
      </p>
      <p>
        Other studies focus on people’s individual cognitive diferences,
assuming that they influence users’ experiences. Raptis et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
proposed a cognition-centered personalisation framework for
delivering cultural-heritage activities, tailored to the users’
cognitive characteristics. For evaluating it and improving the
external validity of the experimental results, they conducted two
eyetracking between-subjects user-studies ( = 226) covering two
diferent cognitive styles (field dependence–independence and
visualizer–verbalizer) and two diferent types of cultural activity (visual
goal-oriented and visual exploratory). In another work from Raptis
et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], eye-tracker are used to study how individual diferences
in perception and visual information processing afect users’
behaviour and immersion in mixed-reality environments.
      </p>
      <p>Following the path of the above studies, in this paper we propose
a tool to visually represent gaze data acquired from a mobile
eyetracker, in order to understand visitors’ behaviour while looking at
paintings.
3</p>
    </sec>
    <sec id="sec-4">
      <title>HECHT MUSEUM CASE STUDY</title>
      <p>
        Here we discuss the data available to be processed using the method
that will be described in Section 4. The data was acquired in the
Hecht Museum in Haifa. Previous research (Kuflik et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ])
conducted at the Hecht Museum showed that the art gallery wing of
the museum is ideal for the use of a mobile eye-tracker, as it is well
suited to the device’s field of view both in elevation and left to right
angles, given the visitors’ height and their standing distance. The
Hecht Museum’s location on a university campus, where it also
serves as a classroom, motivated the use of mobile eye-trackers
in art appreciation education. The idea is to examine the gazing
patterns of the students of an introductory undergraduate level art
history course which aims to develop skills for artwork analysis.
The students were asked to observe the same artworks at the
beginning and at the end of the semester, before and after acquiring tools
in art analysis. Our assumption was that knowledge acquired in
class will change the way they look at artworks and these changes
could be noticed in the heat maps
3.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>Data description</title>
      <p>The data for the study was collected by the Haifa team during a
one-semester introductory undergraduate level art history course.
The data was collected using the Pupil-Lab1 Eye-Tracker. As shown
in Figure 1, it has two cameras, one which records the eye
movements (henceforth "eye camera"), and another which records the
environment the user is looking at (henceforth "world camera").</p>
      <p>The Haifa research team collected data from thirteen students
in two sessions, one before the start of the course and one at the
end. During the sessions the students were free to look at a set of
predefined artworks as they liked and without time constraints.
Therefore, the data is not homogeneous with regard to time, and it
is highly variable with regard to how the students observe the
artwork. While some users preferred to observe the work of art from
close up, trying diferent observation angles in close examination
of the details, others preferred to keep their distance while standing
still, examining the artwork from one angle only. This kind of data
poses non-trivial challenges. In fact, tracking gazes pointing at a
specific stimulus is dificult without using some kind of marker.
Typically, the objects to be tracked are identified by physical markers
1http://pupil-labs.com/pupil
positioned on their boundaries, as shown in Figure 2. This solution
is not acceptable in the case of art exhibits. First, it is not always
possible to place markers on or next to an artwork. Second, visible
objects overlaying part of the artwork could compromise the user’s
experience. Therefore, we addressed this challenge by using
computational vision algorithms, to be described in Section 4. The data set
contains gaze data about statuettes and paintings, but in this work
we focus only on paintings since they can be represented as 2D
images. The problem of recognising 3D objects must be addressed
diferently and is not discussed in this paper. In particular, for initial
analysis, the paintings under discussion are Levona Benschen
(Blessing the Moon) by Jakob Steinhardt and The Fisherman by Reuven
Rubin (see Figure 3).</p>
      <p>We obtained several data files for each participant but we
considered only two that contain the information relevant to our goal.The
ifrst is the video recorded by the eye-tracker world camera and
shows the user’s point of view. The second contains time-stamped
gazing information for each video frame. In particular, each row
has the timestamp, the video frame, a level of confidence, 2D
coordinates relative to the video and 3D coordinates relative to the
eye-tracker. The way we use these files is discussed in the following
sections.
(a) Reuven Rubin, The Fisherman, 1926. (b) Jakob Steinhardt, Levona Benschen,
Oil on Canvas. Courtesy of the Hecht 1920. Oil on Canvas. Courtesy of the
Museum, University of Haifa, Israel Hecht Museum, University of Haifa,
Israel</p>
      <p>For each phase a pertinent python module was developed. Each
module is independent, making it possible to reproduce only a
single phase if necessary. Moreover, the modularity grants us better
software maintainability. In the next sections we provide an
indepth explanation of each phase.</p>
      <p>(a) Original video light conditions. (b) The same frame after gamma and
saturation were modified.</p>
    </sec>
    <sec id="sec-6">
      <title>DATA ANALYSIS</title>
      <p>Here we discuss our three-step process of analysing and visualising
users’ gaze patterns. The steps are:
4.1</p>
    </sec>
    <sec id="sec-7">
      <title>Input data manipulation and filtering</title>
      <p>The first phase consists of manipulating and filtering the data
provided by the eye-tracker. It requires three input files: the video
recorded by the world camera, the csv file containing the gaze, data,
and a good quality image of the painting, from now on referred
to as the reference image, to be matched in the video. During this
phase, as the csv file is not suitable for the next elaboration step, we
need to manipulate it by removing useless columns and switching
the file format to tsv.</p>
      <p>Moreover, we noticed that the video light conditions were poor,
causing a low matching rate in the second phase. In order to solve
this problem, we processed the video by modifying gamma and
saturation, making it brighter and improving the performance of
next phase. To this end we used the multi-platform tool FFmpeg 2
which provides several video manipulation functionalities. Figure 4
shows a comparison between an original and modified video frame.
In the original version (Figure 4(a)), we can see that the shapes in
the unlit areas of the painting are not well defined, in contrast to
the modified version (Figure 4(b)). Obtained data will be used as
input for the second phase.
4.2</p>
    </sec>
    <sec id="sec-8">
      <title>Data elaboration and reference system switching</title>
      <p>
        Data manipulated in the previous step is used as the input to the
feature matching process described next. We first need to consider
the nature of our input files. We have a tsv file where coordinates
are expressed in pixels relative to the world camera video. This
means that the file contains more information than needed. In fact,
we only care about gaze coordinates falling within the painting
area. As people are left free to move during the recording session,
it is impossible to define the painting area in advance, but the
painting must be recognisable in each video frame. Thus the unneeded
information must be pruned from the gaze data. Moreover,
coordinates need to be translated from the video reference system to the
reference image system.
identifying the target stimulus in every frame of the recording and
mapping the gaze positions to a fixed representation of the stimulus.
It does this by identifying matching key-points between the
reference stimulus and each frame of the video. Key-points (see Figures
5, 6, 7) are obtained using the Scale Invariant Feature Transform
algorithm (SIFT [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]), and, importantly, they are invariant to image
feature scale and rotation. Matches between key-points are found
using the Fast Approximate Nearest Neighbour search algorithm
(FLANN [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]). Both algorithms were implemented in OpenCV [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Once matching key-points are identified, we determine the 2D
linear transformation that maps key-points from the video frame to
key-points on the reference image (see Figure 8). Once determined,
this same transformation is applied to the gaze position sample
corresponding to the given video frame, resulting in the gaze
position being expressed in terms of the pixel coordinate system of the
reference image. The transformed image is saved and used in the
next phase.
      </p>
      <p>
        Mobile Gaze Mapping [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is the solution we choose to address the
above-mentioned problems. Since gaze position is recorded without
any reference to fixed objects in the environment, this poses a
challenge for studying how an individual views a particular stimulus
over time. This toolkit addresses this challenge by automatically
2https://www.fmpeg.org/
      </p>
      <p>
        The tool was tested for accuracy and precision by MacInnes et
al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] across three diferent eye-tracking devices, including the one
we used in this work and achieved 97,1% valid gaze points.
In the third step, a heat map is generated, starting from the
transformed gaze data provided by the previous one. Heat maps are an
efective data visualisation technique that provide a graphic
representation of gaze focus on the painting. By comparing the heat map
of the session recorded before the course with the one recorded
after, we can interpret the data in a simple manner. We use the
Python module heatmappy 3 for this purpose. Heatmappy provides
a set of functions to generate and customise heat maps starting
from coordinates in the form of tuples. We extract coordinates (x,y)
from transformed gaze data and express them in the form required
by heatmappy. Now we are able to give the generated tuple as input
to the module and generate the heat map. Examples of the resulting
images are shown in Figures 9 and 10.
      </p>
      <p>(a) Before.</p>
      <p>(b) After.</p>
    </sec>
    <sec id="sec-9">
      <title>PRELIMINARY ANALYSIS</title>
      <p>Here we discuss the heat maps that were obtained from the data set
using our tool. Although ideally the heat maps should be analysed
by art experts, here we try to interpret them numerically. Even a
quick glance at the examples in Figures 11 and 12 shows noticeable
diferences between the "before" and the "after". We assumed that
these diferences could be analysed by examining three metrics:
3https://github.com/LumenResearch/heatmappy
(a) Before.</p>
      <p>(b) After.
gaze distribution, gaze pathway and gaze focus on salient parts
of the painting. Gaze distribution determines whether the user’s
gaze is focused on a few points or distributed over many points,
and it shows how this behaviour changes between the sessions.
Gaze pathway is used to identify common patterns between the
users in the pathways of the second recording session. We assume
that the gaze pathway might change between sessions. Finally gaze
focus helps us to understand whether the user’s gaze focuses on
the salient parts of the painting as defined by art experts.</p>
      <p>In this initial work we focused on the first metric - the gaze
distribution. We assume that non-expert users focus their gaze only
on a few points having a strong visual impact, while expert users are
able to discern more details than non-experts. To estimate the gaze
distribution we used the entropy measure. When it is applied to heat
maps, it returns a higher value when there are many focal points
and a lower value when there are few focal points. The results for
all the subjects are presented in Figures 11 and 12. The y-axis shows
the subjects participating in the experiment (S1,S2,...,S13) while the
x-axis represents the entropy values. For each subject a comparison
between the entropy found before the course (blue bar) and after
the course (orange bar) is shown. Note that for The Fisherman we
excluded three recordings because most of time the mobile
eyetracker did not recognise the gaze, probably because of a calibration
error. As already noted, Figures 9 and 10 present the heat maps
generated while Subject 3 observed The Fisherman and Subject 5
observed Blessing the Moon. It can be seen that entropy indeed
varies together with the gaze distribution. In particular, when the
gaze distribution is low, we see contiguous and well-defined areas,
but conversely, when the gaze is highly distributed, we see many
and less-contiguous areas (see Figure 9(b)).</p>
      <p>Entropy levels, in most of the cases, are higher in the session
recorded after the course. For The Fisherman, the average entropy
values are 4.31 (before) and 5.0 (after), and for Blessing the Moon
they are 5.0 (before) and 5.55 (after), matching our assumption.
Also interesting is overall gazing duration. Considering that the
time parameter is important for the analysis, we discovered that,
in most of the cases, users spent more time looking at the artworks
in the second session than the first one. This may be considered as
a sign of competence. While during the first session users probably
looked at the artworks in a superficial manner, in the second one,
after acquiring guidelines for art appreciation, they looked at the
artworks more deeply, trying to discern the details. For Blessing the
Moon, the average observation times for all participants were 30.61s
before the course and 35.84s afterwards, while for The Fisherman,
the average times were 27.4s before the course and 35.1s afterwards.
Since this is a work in progress, we just show a preliminary and
quite simple analysis based on entropy and observation time, but
in the near future we plan to extend the study, together with art
experts who will visually examine the heat maps visually in order
to validate the current results, and we also plan to develop new
analysis tools. Moreover, since in this study we did not consider the
eventual influence of the first observation session on the second
one, we planned to improve the analysis by involving a higher
number of users and splitting them into two groups, one who will
see the paintings before and after the semester, and one who will
see the paintings only after the semester. By doing that, we will be
able to make a statistical analysis of the two groups, evaluating the
entity of the bias introduced by the first observation.</p>
    </sec>
    <sec id="sec-10">
      <title>6 CONCLUSIONS</title>
      <p>Understanding how people observe works of art, in our specific
case paintings, is an open challenge and mobile eye-trackers are
becoming the principal technology to address it. However, manual
analysis of the data is impractical. For gaze_positions.csv for
example, we had about 5000 rows for 43 seconds video. Therefore, an
automatic tool that minimises the time spent on manual processing
and exposes the data in a simple and intuitive format, could
facilitate further studies in this field by allowing researchers to focus
their efort on data interpretation. In this work we presented and
implemented a pipeline to automatically filter, process and present
mobile eye-tracker data. The data is presented through heat maps
that can be easily interpreted by art experts. Moreover, we
proposed a preliminary numerical analysis based on a calculation of
heat map entropy calculation. In any case this is a preliminary work
that poses new challenges to be addressed. In future works we aim
to expand the tool’s features, introducing new metrics suggested
by experts, and providing the option to extract and manage data
from eye-tracking data recordings of 3D objects.</p>
      <p>Heat maps and metrics provided by the tool could be used by
museum curators and teachers to improve their work. For example,
a teacher could understand if his students are acquiring the skills he
explain and, if they are not, he could change the teaching approach.
A museum curator could use the tool to understand if the painting
position and the light condition emphasise the areas he wanted
to. Finding in the heat maps that the the gaze rarely focuses on
these areas could suggest that something needs to be changed in
the artwork exposition.</p>
    </sec>
    <sec id="sec-11">
      <title>7 ACKNOWLEDGEMENTS</title>
      <p>The authors thank Menachem Merzel from the Information Systems
Department at the University of Haifa for the data he collected,
the students from the artwork analysis course of the Art History
department who volunteered and contributed to the study, and the
Hecht Museum for allowing us to perform the study. This work
is funded by the Italian PRIN project Cultural Heritage Resources
Orienting Multimodal Experience (CHROME) #B52F15000450001.</p>
    </sec>
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