DOI QR코드

DOI QR Code

A Study on eye-tracking software design and development for e-sports viewing on the web

e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발

  • 고은지 (연세대학교 인지공학스퀘어) ;
  • 최선영 (서울디지털대학교 미디어영상학과)
  • Received : 2015.06.14
  • Accepted : 2015.08.17
  • Published : 2015.08.20

Abstract

This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

본 연구는 웹에서의 e 스포츠 시청 행위 측정도구 개발과 시선추적 장치를 이용한 멀티태스킹 시청 분석 도구 및 방법을 설계하여 제안하였다. 이를 위해 하나의 스크린 안에서도 멀티태스킹이 빈번하게 일어나는 시청 행위를 시각적으로 기록하고 측정할 수 있는 개별 창 관심영역(WOI)을 설계하였고, 실시간으로 연구자가 연구참여자의 시청행위 패턴을 관찰할 수 있도록 실시간 스트리밍 및 녹화 소프트웨어인 OBS(Opensource Broadcaster Software) 플러그인(Plug-In)을 직접 개발하였다. 본 논문에서 제시한 방법론은 다음과 같은 의의가 있다. 첫째, 정지화면과 같이 제한된 웹 인터페이스 측정이 아닌 동영상과 같은 다이내믹 신을 기록할 수 있다. 둘째, 스크린에 여러 개의 창이 동시에 열려져 있어도 연구참여자가 어떠한 창을 주목하는지 정확하게 좌표를 기록할 수 있을 뿐 아니라 시각화된 정보로 확인할 수 있다. 셋째, 매우 자연스러운 일상적 상황에서 실험을 수행할 수 있어서 인위적인 실험실적 환경이나 실험 처치물이 아닌 이용자의 실제 콘텐츠 이용 패턴과 행태를 추적하는데 용이해 실험 자료의 객관적 타당도를 높일 수 있다.

Keywords

References

  1. Sung-min Lee, "The effect of the participation in PC sports games on sports involvement", Graduate School of Busan National University of Education, Master's thesis, Busan National University of Education, 2004.
  2. Do-young Pyun, Jin-wook Han, & Tai-hyung Kim, "An exploratory study of developing the motivation scale for e-sports consumption", The Korean Journal of Physical Education, Vol. 18, No. 1, pp549-559, 2009
  3. Ji-Young Lee, Jae-Woong An, Sang-Woo Lee, "Factors Affecting eSports Audience Satisfaction-The case of League of Legends", Journal of Korea Game Society, Jun; 14(3): 35-46, 2014 https://doi.org/10.7583/JKGS.2014.14.3.35
  4. Choi,SunYoung, "A Study on Viewing Patterns of Smartphone OTTService App Using Modified Log Analysis", The Korean Society for Journalism & Communication Studies, 59(3), 125-156, 2015
  5. McDonald DG, Meng J., "The multitasking of entertainment" In Kleinman S, ed. The culture of efficiency: Technology in everyday life. New York: Peter Lang, pp. 142-157.2009
  6. Rohm A, Sultan F, Bardhi F., "The multitasking paradox: Media consumption among young consumers", Marketing Management, December, 20-25.2009
  7. Carrier LM, Cheever NA, Rosen LR, et al., "Multitasking across generations: Multitasking choices and difficulty ratings in three generations of Americans", Computers in Human Behavior,25:483-489,2009 https://doi.org/10.1016/j.chb.2008.10.012
  8. S. Adam Brasel and James Gips, "Media Multitasking Behavior:Concurrent Television and Computer Usage", Cyberpsychology & Behavior, and Social Networking, Volume 14, Number 9, 2011
  9. Mary L. Courage, Aishah Bakhtiar, Cheryll Fitzpatrick, Sophie Kenny, Katie Brandeau, "Growing up multitasking: The costs and benefits for cognitive development", Developmental Review, 35: 5-41,2015 https://doi.org/10.1016/j.dr.2014.12.002
  10. Okagaki, L., & Frensch, P. A., Effects of video gameplaying on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, Vol. 15, pp. 33-58, 1994. https://doi.org/10.1016/0193-3973(94)90005-1
  11. Castel, A. D., Pratt, J., & Pratt, J., The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search, Acta Psychologica, Vol. 119, pp. 217-230, 2005. https://doi.org/10.1016/j.actpsy.2005.02.004
  12. Green, C. S., & Bavelier,D., Action-video-game experience alters the spatial resolution of vision, Psychological Science, Vol. 18, pp. 88-94, 2007. https://doi.org/10.1111/j.1467-9280.2007.01853.x
  13. Sohye Lim, "Exploring the Game Player's Visual Attention to the Game Interface using Eye-Tracking Method", Korean Society For Computer Game, Vol. 27, No. 2, 30 pp. 105-112, June 2014
  14. Kwok, T. C., Huang, M. X., Tam, W. C., & Ngai, G., "Emotar: Communicating Feelings through Video Sharing", In Proceedings of the 20th International Conference on Intelligent User Interfaces (pp. 374-378), ACM, March. 2015
  15. Sakai, D., Yamamoto, M., & Nagamatsu, T. "Framework for Realizing a Free-Target Eye-tracking System", In Proceedings of the 20th International Conference on Intelligent User Interfaces Companion (pp. 73-76), ACM, March, 2015
  16. Kurzhals, K., & Weiskopf, D., "Space-time visual analytics of eye-tracking data for dynamic stimuli", Visualization and Computer Graphics, IEEE Transactions on, 19(12), 2129-2138, 2013 https://doi.org/10.1109/TVCG.2013.194
  17. Shrum, W., Duque, R., & Brown, T.,"Digital video as research practice: Methodology for the millennium", Journal of research practice, 1(1), Article-M4, 2005
  18. Murthy, D., "Digital ethnography an examination of the use of new technologies for social research", Sociology, 42(5), 837-855, 2008 https://doi.org/10.1177/0038038508094565
  19. Chee, F. M., "Online Games and Digital Ethnography", The International Encyclopedia of Digital Communication and Society, 2015
  20. Petty, R., Cacioppo, J., & Kao, C., "Short communication: integrating personality and intelligence: Typical intellectual engagement and need for cognition", Personality and Individual Differences, 43(6), 1635-639, 1984 https://doi.org/10.1016/j.paid.2007.04.022
  21. Lang, A., "The limited capacity model of mediated message processing", Journal of Communication, 50(1), 46-70, 2000 https://doi.org/10.1111/j.1460-2466.2000.tb02833.x