• Title/Summary/Keyword: 눈깜빡임

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An Input Method for Decimal Password Based on Eyeblink Patterns (눈깜빡임 패턴에 기반한 십진 패스워드 입력 방법)

  • Lee, Seung Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.656-661
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    • 2022
  • Password with a combination of 4-digit numbers has been widely adopted for various authentication systems (such as credit card authentication, digital door lock systems and so on). However, this system could not be safe because the 4-digit password can easily be stolen by predicting it from the fingermarks on the keypad or display screen. Furthermore, due to the prolonged COVID-19 pandemic, contactless method has been preferred over contact method in authentication. This paper suggests a new password input method based on eyeblink pattern analysis in video sequence. In the proposed method, when someone stands in front of a camera, the sequence of eyeblink motions is captured (according to counting signal from 0 to 9 or 9 to 0), analyzed and encoded, producing the desired 4-digit decimal numbers. One does not need to touch something like keypad or perform an exaggerated action, which can become a very important clue for intruders to predict the password.

Fundamentals of Contact Lens Movement (콘택트렌즈 운동의 기초)

  • Kim, Dae Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.1
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    • pp.5-13
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    • 2008
  • Purpose: This review article was written to investigate what kind of forces are acting on the contact lens fitted on the cornea and its subsequent motion. Methods: A capillary action-induced force develops in the tear layer between the lens and cornea, which leads to the restoring force due to difference in layer thickness according to lens rotation. The characteristics of the lens movement can be determined by the various factors such as friction between eyelid and lens, acceleration force based on blinking and the restoring force incorporated with the viscous damping force. A mathematical model which consists of the differential equations and their numerical solution was proposed to analyze the damped motion of lenses. The model predicts the time dependence of lenses during and after the blink varying the BC, blink period and eyelid pressure. Results: It was found that both the blink period and lid pressure increases the movement increases because of the enhanced lid friction. As the BC increases the viscous damping reduces due to the lacrimal layer's increase which resulted in the enhanced lens motion. After blink the lens illustrates the damped oscillation because of the restoring force by the increased lacrimal layer thickness and reduced viscous resistance. The time for the lens to return to the equilibrium shortens as the BC increase because of the resistance reduction. Conclusions: The movement of the contact lens is governed by the characteristics of the lacrimal layer between the lens and cornea as well as the lid blink.

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Real-time Notification System of Webcam Monitor for Preventing Computer Vision Syndrome (컴퓨터시각증후군 예방을 위한 웹캠모니터의 실시간알림 시스템)

  • Ha, Sangwon;Yoo, Dohyeob;Moon, Mikyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.754-755
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    • 2015
  • Computer Vision Syndrome(CVS) is a temporary condition resulting from focusing the eyes on a computer display for protracted, uninterrupted periods of time. To prevent CVS, you have to blink your eyes frequently, also have to keep distances from monitor. In this paper, real-time notification system for preventing CVS by checking user's distance between eyes and monitor and user's frequency of nictation in real time through monitor webcam is described.

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Effects of 3D Images of a LCD Shutter Glass on Human Body in Virtual Environment (가상환경에서 Shutter glass 방식의 입체영상이 인체에 미치는 영향에 관한 연구)

  • 김종윤;송철규;김동욱;김남균
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.607-614
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    • 2000
  • 본 논문은 가상환경 노출에 따른 가상멀미와 같은 인체의 영향을 평가하기 위한 연구이다. 이를 위해 20명의 피험자를 대상으로 하여 30분 동안의 가상현실 환경 노출 전과 노출 후에 나타나는 인체의 영향을 분석하였다. 실험평가를 위한 파라미터로는 SSQ test, COP, flicker test, 체온변화, 심박수 변화, 그리고 눈 깜빡임 값들이 이용되었다. 3D 입체영상의 제시는 LSG에 의해서 이루어졌으며, 특히 flicker test시에서는 모니터, LSG, HMD를 모두 사용하여 피로도를 측정, 비교하였다. 본 연구결과, 가상현실 환경의 노출 전 보다 노출 후에서 SSQ score, COP, 체온, 눈 깜빡임, 그리고 심박수가 증가함을 알 수 있다.

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A Study of Human Factor induced by Exposure to Virtual Environment (가상현실환경 노출이 인체에 미치는 영향에 관한 연구)

  • 김종윤;김호성;송철규;김남균
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.231-235
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    • 2000
  • 본 논문은 가상환경 노출에 따른 가상멀미를 포함한 인체의 영향을 평가하기 위한 연구이다. 이를 위해 20명의 피험자를 대상으로 하여 30분 동안의 가상현실 환경 노출 전과 노출 후에 나타나는 인체의 영향을 분석하였다. 실험평가를 위한 파라미터로는 550 test, COP, flicker test, 체온변화, 그리고 심박수 변화, 눈 깜빡임 값들이 이용되었다. 3D 입체영상의 제시는 LSG에 의해서 이루어졌으며, 특히 flicker test시에서는 모니터, LSG, HMD를 모두 사용하여 피로도를 측정, 비교하였다. 본 연구결과, 가상현실 환경의 노출 전 보다 노출 후에서 SSe Score, COP, 체온, 눈 깜빡임, 심박수가 증가함을 알 수 있다.

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A Control Method of ASMR Contents through Attention and Meditation Detection Based on Internet of Things (사물인터넷 기반의 집중도 및 명상도 검출을 통한 ASMR 콘텐츠 제어 기법)

  • Kim, Minchang;Seo, Jeongwook
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1819-1824
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    • 2018
  • This paper proposes a control method of ASMR(autonomous sensory meridian response) contents to relieve user's stress and improve his attention. The proposed method measures EEG(electroencephalography), attention, meditation, and eyeblink data from an EEG device and sends them to an oneM2M-compliant IoT(internet of things) server platform through an Android IoT Application. Then a SVM(support vector machine) model is built to classify user's mental health status by using EEG, attention and meditation data collected in the server platform. The ASMR contents are controlled by the mental health status classified by a SVM model and the eyeblink data. When comparing the SVM models according to types of data used, the SVM model with attention and meditation data showed accuracy of 85.7%. It was verified that the proposed control algorithm of ASMR contents properly worked as the mental health status from the SVM model and the eyeblink data changed.

A Study on the Changes of Accommodative Function in Respect to the Viewing Angle (주시각도에 따른 조절기능의 변화)

  • Lee, Hark-Jun;Kim, Jung-Hee
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.2
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    • pp.9-14
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    • 2009
  • Purpose: The purpose of this study was to examine the relationship between the accommodative facility, blink rate and accommodative lag according to the change of angles of main viewpoint of near distance worker and study an appropriate viewing angle that mitigates asthenopia, such as headaches or eye fatigue accompanied when reading and staring at the computer or TV for a long time. Methods: Total of 27 people including 12 male university students and 15 female university students in the age of 20 to 36 with frequent near distance works, such as computers, were selected to study the accommodative facility, the blink rate and the accommodative lag in accordance with the change of viewing angles of the near distance workers. The refraction error was corrected completely and the phoropter was shifted to near distance mode to locate the near distance indication at 40 cm. The accommodative facility and the blink rate were measured for one minute at each viewing direction of $40^{\circ}$ downward, $20^{\circ}$ downward, horizontal, and $20^{\circ}$ upward directions based on the horizontal line and the accommodative lag was measured in dynamic retinoscopy using retinoscope. Results: As a result, when the main viewpoint was moved on upper direction from the $40^{\circ}$ below, the accommodative facility was reduced and the blink rate and the accommodative lag were increased so their eyes became dry and the accommodation response was reduced. Conclusions: In near distance works, the eye fatigue level can be minimized by locating a book or a computer screen $40^{\circ}$ below than the horizontal direction.

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Numericalization of Concentration by Facial Recognition and Blinking (얼굴 인식 및 눈 깜빡임을 활용한 집중력 수치화 기법)

  • Jang, Hwan-Gon;Park, Seong-Cheol;Ra, Sang-Woo;Kim, Min;Lee, Yeong-Jae;Kim, Young-Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.724-726
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    • 2022
  • 일반적으로 사람의 눈은 분당 15~20회 깜빡이는 것으로 알려져있다. 더하여 스마트폰, 게임, 강의수강, 공부 등 특정 매체를 활용하여 눈을 사용하면 깜빡임이 크게 줄어든다는 연구가 이미 여러 존재한다. 이러한 연구 결과를 토대로 본 논문에서는 Python을 이용하여 얼굴과 눈을 인식한 후 눈 깜빡임 정도를 수치화하여 신뢰도 있는 집중도를 도출한다. 또한 이를 통계적으로 적용하는 과정을 통해 사용자의 집중도를 정확히 파악할 수 있는 방법을 제안한다.

Eye Management Program using Detection of Eyes Blink Frequency (눈 깜빡임 수 검출을 이용한 안구 관리 프로그램)

  • Han, Sang-Wook;Won, Ye-Ji;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.693-696
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    • 2019
  • IT 기술은 끊임없는 발전을 거듭하고 있으며 현 인류는 기계와 더불어 살고 있다. Desktop, 스마트폰, 노트북 및 태블릿PC는 물론이고, 스마트 워치와 같은 '웨어러블 디바이스(Wearable Device)'의 등장으로 기계 속 세상에 그들과 함께 살고 있다하여도 과언이 아니다. 단연 잦은 기기 사용으로 인해 가장 영향을 크게 받는 인간의 신체 부위는 '눈'이다. 휴대용 기기(Portable Device)는 휴대에 용이해야 한다는 특징 때문에 그 크기가 점차 작아지고 있다. 따라서 작은 기기에 부착된 화면 역시 크기가 감소하였다. 장시간 작은 화면을 집중하여 보게 되면 눈의 피로가 금방 쌓이게 된다. 이로 인해 안구 건조 증 및 시력 저하 발생률이 증가하게 되는데, 영상처리 기술을 이용하여 안구의 깜박임을 감지하고 일정 수치 이하로 깜박임 횟수가 미달될 경우에 안구 운동을 권장하는 프로그램을 개발 하였다.

Analysis of the Eye Blink in Video Sequences (연속된 영상 프레임에서 눈의 깜빡임 해석)

  • 차태환;김주영;고광식
    • Proceedings of the IEEK Conference
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    • 2000.09a
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    • pp.331-334
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    • 2000
  • This paper presents the method for the decision of eye states using the eye blink in video sequences. The entire procedure consists of two steps: in the first step, the accurate eye position is found in the input image by using symmetry information of faces and projection, and in the second step, the eye open/close state is decided by the horizontal and vertical projection. The method in this paper is also used for detecting drivers' fatigue in the drowsiness detection system.

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