• Title/Summary/Keyword: 시선추적데이터

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The feature of scanning path algorithm shown at natural visual search activities of space user (공간사용자의 본능적 시선탐색활동에 나타난 주사경로 알고리즘 특성)

  • Kim, Jong-Ha;Kim, Ju-Yeon
    • Science of Emotion and Sensibility
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    • v.17 no.2
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    • pp.111-122
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    • 2014
  • This study has analyzed the scanning path algorithm shown at the process of exploring spatial information through an observation experiment with the object of lobby in subway station. In the estimation of observation time by section, the frequency of scanning type was found to increase as the observation time got longer, which makes it possible that the longer the observation lasts the more the observation interruptions occur. In addition, the observation slipped out of the range of imaging when any fatigue was caused from the observation or the more active exploration took place. Furthermore, when the trend line was employed for the examination of the changes to the scanning type by time section, "concentration" "diagonal or vertical" showed a sharp and a gentle increases along with the increase of time section respectively, while "circulation. combination, horizontal" showed a reduction. The observation data of the subjects observing a space include various visual information. The analysis of the scanning type found at "attention concentration" enabled to draw this significant conclusion. The features of increase and decrease of scanning types can be a fundamental data for understanding the scanning tendency by time.

Analysis of the Effect of Yellow Carpet Installation according to Driving Behavior with Eye Tracking Data (가상주행실험 기반 운전자 시각행태에 따른 옐로카펫 설치 효과 분석)

  • Sungkab Joo;Dohoon Kim;Hyemin Mun;Homin Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.5
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    • pp.43-52
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    • 2023
  • Traffic accidents among children have been decreasing after the installation of yellow carpets. However, the explanatory power of the causal relationship between yellow carpet installation and traffic accidents is still insufficient. The yellow carpet effect was analyzed in greater depth using virtual reality (VR) simulation experiments in various situation that could not be evaluated in existing actual vehicle research studies due to difficulties or risks in implementation. A target site where an actual yellow carpet was installed was selected and, implemented into a virtual environment. Subjects were made to, were gaze measurement equipment and ride the simulator. The visual/driving behavior before and after yellow carpet installation was compared, and a t-test analysis was performed for statistical verification. All the results were found to be statistically significant.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Electrooculogram-based Scene Transition Detection for Interactive Video Retrieval (인터랙티브 비디오 검색을 위한 EOG 기반 장면 전환 검출)

  • Lee, Chung-Yeon;Lee, Beom-Jin;Zhang, Byoung-Tak
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.408-410
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    • 2012
  • 기존의 비디오 검색 방법들은 관련 주석이나 영상 정보에 기반하며 사용자의 반응과 관련하여서는 많은 정보를 활용하고 있지 않다. 비디오 시청시 사용자의 뇌신호나 시선추적 정보 등의 인지적 반응을 이용하여 연속적인 비디오 스트림의 각 부분에 대하여 사용자들이 나타내는 관심이나 감성 정보를 추출한다면 보다 인터랙티브한 비디오 데이터 검색 및 추천이 가능하다. 본 논문에서는 비디오를 시청하는 사용자의 안구전도(electrooculogram)를 기록한 후, 장면 전환이 발생한 부분에서의 사건관련전위 분석을 통해 해당 부분에서 나타나는 특징적 반응을 찾고 이에 대한 인지적 해석을 도출했다. 실험 결과 장면 전환 이후200~700ms 부분에서 P300 성분과 유사한 피크가 발생하는 것을 확인하였으며, 이러한 결과는 장면 전환에 따른 피험자의 비디오 내용 인지에 대한 의도 불일치 및 주의력 증가로 해석된다.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

A Study on the GEO-Tracking Algorithm of EOTS for the Construction of HILS system (HILS 시스템 구축을 위한 EOTS의 좌표지향 알고리즘 실험에 대한 연구)

  • Gyu-Chan Lee;Jeong-Won Kim;Dong-Gi Kwag
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.663-668
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    • 2023
  • Recently it is very important to collect information such as enemy positions and facilities. To this end, unmanned aerial vehicles such as multicopters have been actively developed, and various mission equipment mounted on unmanned aerial vehicles have also been developed. The coordinate-oriented algorithm refers to an algorithm that calculates a gaze angle so that the mission equipment can fix the gaze at a desired coordinate or position. Flight data and GPS data were collected and simulated using Matlab for coordinate-oriented algorithms. In the simulation using only the coordinate data, the average Pan axis angle was about 0.42°, the Tilt axis was 0.003°~0.43°, and the relatively wide error was about 0.15° on average. As a result of converting this into the distance in the NE direction, the error distance in the N direction was about 2.23m on average, and the error distance in the E direction was about -1.22m on average. The simulation applying the actual flight data showed a result of about 19m@CEP. Therefore, we conducted a study on the self-error of coordinate-oriented algorithms in monitoring and information collection, which is the main task of EOTS, and confirmed that the quantitative target of 500m is satisfied with 30m@CEP, and showed that the desired coordinates can be directed.

Tendency of Immersion and Recognition on Application of Visual Cue in Graphic Information (그래픽 정보에서의 시각단서 적용에 따른 몰입과 재인 성향)

  • Kwon, Hyo-Jeong;Lee, Hwa-Sei
    • Journal of Korea Multimedia Society
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    • v.15 no.9
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    • pp.1174-1183
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    • 2012
  • This study, depending on the diversification of the information environment, was carried out to analyze the role of visual cues and the relationship between visual information structure in the process of user's visual immersion and recognition. Thus, we design evaluation model which used scientific instruments and subjective evaluation taking into account the latest graphical user trends, and analyze the data of immersion and recognition of the user experience that acquired through the process more systematic experimental procedure. Based on this, in the future, this study will be able to contribute implement the latest broadly applicable to the device of graphical information user basic design model and a standard evaluation model.

Estimation of a Driver's Physical Condition Using Real-time Vision System (실시간 비전 시스템을 이용한 운전자 신체적 상태 추정)

  • Kim, Jong-Il;Ahn, Hyun-Sik;Jeong, Gu-Min;Moon, Chan-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.213-224
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    • 2009
  • This paper presents a new algorithm for estimating a driver's physical condition using real-time vision system and performs experimentation for real facial image data. The system relies on a face recognition to robustly track the center points and sizes of person's two pupils, and two side edge points of the mouth. The face recognition constitutes the color statistics by YUV color space together with geometrical model of a typical face. The system can classify the rotation in all viewing directions, to detect eye/mouth occlusion, eye blinking and eye closure, and to recover the three dimensional gaze of the eyes. These are utilized to determine the carelessness and drowsiness of the driver. Finally, experimental results have demonstrated the validity and the applicability of the proposed method for the estimation of a driver's physical condition.

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A Model for Constructing Learner Data in AI-based Mathematical Digital Textbooks for Individual Customized Learning (개별 맞춤형 학습을 위한 인공지능(AI) 기반 수학 디지털교과서의 학습자 데이터 구축 모델)

  • Lee, Hwayoung
    • Education of Primary School Mathematics
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    • v.26 no.4
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    • pp.333-348
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    • 2023
  • Clear analysis and diagnosis of various characteristic factors of individual students is the most important in order to realize individual customized teaching and learning, which is considered the most essential function of math artificial intelligence-based digital textbooks. In this study, analysis factors and tools for individual customized learning diagnosis and construction models for data collection and analysis were derived from mathematical AI digital textbooks. To this end, according to the Ministry of Education's recent plan to apply AI digital textbooks, the demand for AI digital textbooks in mathematics, personalized learning and prior research on data for it, and factors for learner analysis in mathematics digital platforms were reviewed. As a result of the study, the researcher summarized the factors for learning analysis as factors for learning readiness, process and performance, achievement, weakness, and propensity analysis as factors for learning duration, problem solving time, concentration, math learning habits, and emotional analysis as factors for confidence, interest, anxiety, learning motivation, value perception, and attitude analysis as factors for learning analysis. In addition, the researcher proposed noon data on the problem, learning progress rate, screen recording data on student activities, event data, eye tracking device, and self-response questionnaires as data collection tools for these factors. Finally, a data collection model was proposed that time-series these factors before, during, and after learning.

A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.