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Our daily lived experiences of urban environments greatly impact on our health and well-being. Our well-being can depend on the amount of green spaces that we view and experience1,2,3, and these views can be quantified using eye-tracking equipment to guide decision making about park design. However, an issue arises with the volume of eye tracking data that is generated and making sense of this data. As the equipment for recording gaze data in a lab or natural setting becomes easier to use and more powerful, researchers need to consider how we can collect and analyze data validly to help with decision-making questions.
So far, a great deal of eye tracking research has used photographs in a survey or laboratory setting4. While this methodology allows for a great deal of reproducibility and control over results, it is unable to take advantage of the latest advances in eye-tracking technology which include the use of video and wearable mobile eye-trackers. Furthermore, we would argue that the act of walking and relaxing is necessarily dynamic particularly when oriented towards a task such as wayfinding5. Therefore a fully scientific understanding of these settings should take place outside of the laboratory. However, at the moment, eye-tracking in a real-life naturalistic setting makes comparing the experience between subjects very difficult. For example, if we wanted to compare whether one respondent looks at trees more than another, how could we control for the fact their point of view would be constantly changing compared to others or that their head might have turned. Detailed analysis in these conditions is near impossible with current analysis techniques. We would argue that it is important to control the viewing areas available to the individual being studied and in the analysis to be able to account for the total scene being viewed at any one point in time.
There are a set of theories linking stress levels and perceptions of safety to landscape views and well-evolved measures of stress6,7. There has also been a rapid increase in the sophistication of eye-tracking equipment to measure gaze8. Eye-tracking is important because involuntary eye-movements may be more reliably connected to preference, stress and other traditional measures than surveys and intrusive, physiological tests such as salivary cortisol levels. The objective of this research is to develop tools that enable a more precise measurement of eye-tracking data applied to more naturalistic settings, so as to provide further evidence for or refute long-standing landscape theories that have informed park design for decades.
The aim of this project is to develop and test a novel analysis technique that can generate relevant eye-tracking data for different videos of park walk simulations. Our work reported here and elsewhere9 represents a half-way point between the naturalistic setting of a fully mobile eye-tracking system and the lab-based photo studies referred to above. In particular, we concentrate on using videos as the stimulus material, exploring how this material can be used to test the amount of fascination that different parks generate in the City of Melbourne. Our work is based on the assumption that detailed analysis of videos is a necessary step to breach before undertaking a fuller, more naturalistic assessment of the potential of parks to provide restoration from stress.
In this study, we employed a desktop eye-tracker with videos of walks through urban parks and asked participants to imagine that they were taking a relaxing walk through a park. We describe a method to allow the amount of time that participants spent looking at different objects to be comparable between parks. Desktop studies are generally easier to control compared to mobile ET studies and allow comparative analysis of each subject.
Standard eye-tracking software uses a manual area of interest tool in which an operator can manually draw boundaries around objects of interest in each scene. This enables the amount of time that participants spent looking at different objects to be automatically counted. For video data, this process is labour intensive and subject to operator subjectivity and error. In later versions of eye-tracking analysis software, AOIs can automatically track objects across frames when they are the same size in the video. This is an improvement, however, this is only intended to be used for a small number of stimuli in each image and each image must be checked and confirmed.
Manual labelling of objects in an image is common and supported by image editing software such as GNU Image Manipulation Program (GIMP). Given that 1 s produces 30 frames or images, the manual labelling of videos is impractical. In addition, AOI labelling by drawing vector polygons around the edge of complex objects such as tree canopies is very time consuming. Finally, while it is conceivably possible to calculate the size of objects in a field of view using vector labelling, this feature is not currently available.
The method that we report on below deals with these limitations. This study employed automatic labelling of objects. This is possible using an image processing technique known as semantic labelling, in which every pixel in every frame of the video is assigned a label indicating an object class. Machine learning is used to derive pixel classifiers for each object class of interest. These classifiers provide a probabilistic label for each pixel (known as unary potentials), which are then refined in a subsequent optimization process to achieve the final labelled output. These classifiers learn statistical decision boundaries between each object classes in the space of features extracted from the image, including texture, histogram of edge orientations, RGB color values, and the normalized image coordinates. An appropriate technique for this is implemented in the DARWIN machine learning toolbox10 and is described below.