• Title/Summary/Keyword: 시선추적장치

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Analysis of the visual trajectory of the wire frame of the major web portal sites (국내 주요 포털사이트의 와이어 프레임에 대한 시각궤적의 분석)

  • Ha, Jong Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.382-385
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    • 2016
  • 본 연구는 포털사이트의 효율적이고 경험 디자인(User Experience Design : UX 디자인)적 설계가 가능하도록 제작하기 위하여 와이어 프레임에 대한 사용자의 시각궤적과 주시빈도를 확인한다. 국내 주요 포털 사이트를 점유비율에 따라 세 가지를 제시하고 로고의 유무에 따른 와이어 프레임을 제작하여 각 사이트의 화면분할과 정보영역을 분석한다. 시선추적 장치를 통해 총 6가지 와이어 프레임의 시각궤적 및 주시빈도를 확인하여 시선이 머무는 히트맵을 제시한다. 이를 통해 웹사이트의 디자인 설계시 페이지나 화면에 보이는 요소들의 효율적 배치를 위한 주시영역을 살펴본다.

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Gaze Tracking System Using Feature Points of Pupil and Glints Center (동공과 글린트의 특징점 관계를 이용한 시선 추적 시스템)

  • Park Jin-Woo;Kwon Yong-Moo;Sohn Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.80-90
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    • 2006
  • A simple 2D gaze tracking method using single camera and Purkinje image is proposed. This method employs single camera with infrared filter to capture one eye and two infrared light sources to make reflection points for estimating corresponding gaze point on the screen from user's eyes. Single camera, infrared light sources and user's head can be slightly moved. Thus, it renders simple and flexible system without using any inconvenient fixed equipments or assuming fixed head. The system also includes a simple and accurate personal calibration procedure. Before using the system, each user only has to stare at two target points for a few seconds so that the system can initiate user's individual factors of estimating algorithm. The proposed system has been developed to work in real-time providing over 10 frames per second with XGA $(1024{\times}768)$ resolution. The test results of nine objects of three subjects show that the system is achieving an average estimation error less than I degree.

A Study on Controlling IPTV Interface Based on Tracking of Face and Eye Positions (얼굴 및 눈 위치 추적을 통한 IPTV 화면 인터페이스 제어에 관한 연구)

  • Lee, Won-Oh;Lee, Eui-Chul;Park, Kang-Ryoung;Lee, Hee-Kyung;Park, Min-Sik;Lee, Han-Kyu;Hong, Jin-Woo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.6B
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    • pp.930-939
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    • 2010
  • Recently, many researches for making more comfortable input device based on gaze detection have been vigorously performed in human computer interaction. However, these previous researches are difficult to be used in IPTV environment because these methods need additional wearing devices or do not work at a distance. To overcome these problems, we propose a new way of controlling IPTV interface by using a detected face and eye positions in single static camera. And although face or eyes are not detected successfully by using Adaboost algorithm, we can control IPTV interface by using motion vectors calculated by pyramidal KLT (Kanade-Lucas-Tomasi) feature tracker. These are two novelties of our research compared to previous works. This research has following advantages. Different from previous research, the proposed method can be used at a distance about 2m. Since the proposed method does not require a user to wear additional equipments, there is no limitation of face movement and it has high convenience. Experimental results showed that the proposed method could be operated at real-time speed of 15 frames per second. Wd confirmed that the previous input device could be sufficiently replaced by the proposed method.

Analysis of the Visual Attention to the 'Arrows' and the Affordance of Eye-movement of the 'Arrows' that Appear during the Course of Learning Science Textbooks of Pre-service Teachers: Focusing on the 'Weather and Our Life' Unit (예비교사의 과학교과서 학습 과정 중에 나타나는 '화살표'에 대한 시각적 주의 및 '화살표'의 시선 행동 유도성 분석: '날씨와 우리 생활' 단원을 중심으로)

  • Lim, Sung-man
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.211-225
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    • 2020
  • The purpose of this study was to investigate and analyze pre-service teachers' eye-movement in science textbooks in the learning process, whether they perceived "arrow" presented in textbooks, and changes in eye-movement by arrows. For the study, an eye-tracker, a eye-movement tracking device, was used, and 10 pre-service teachers attending a teacher training college were selected and conducted. The science textbook unit used in the research was the "Weather and Our Life" unit, one of the areas of earth science. As a result of the study, first, it was investigated that pre-service teachers devote more time to texts rather than illustrations in the learning process of science textbooks. Second, it was analyzed that pre-service teachers did not pay attention to the "arrow" presented in science textbooks. Third, it was confirmed that in order for "affordance of the eye-movement by arrow" to occur, sufficient concentration on "arrow" should be made. These findings suggest the importance of the learner's visual attention to learning elements in science textbooks such as "arrow". In addition, it suggests the importance of developing a textbook editing design that can induce visual attention to learning elements in textbooks through eye-movement research data for effective learning.

Analysis of Visual Attention in Bank Brand Logo using Eye-Tracking (시선추적장치를 활용한 은행 브랜드 로고의 시각적 주의집중도 분석 연구)

  • Park, Min Hee;Hwang, Mi Kyung;Kim, Chee Yong;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1210-1218
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    • 2020
  • This study selected brand logos of six South Korean and Chinese banks including KB, IBK, SH, ICBC, ABC, and SISB, conducted Eye Tracking experiment among 36 South Korean and Chinese university students(Nine male and female students, respectively), and analyzed the difference of visual attention of consumers on bank brand logo, symbol, Korean/Chinese character logo types as well as the difference of visual attention of these consumers on English logo types. Results were represented by using statistics and visualization including GAZEPLOT, HEATMAP, and visual expression. Results showed that most generally gazed logo types more often and longer than symbols when they watched bank brand logos. A slight difference was observed between both groups in terms of gazing English logo types. This study has a implication that it proposed the possibility of drawing quantitative and reliable outcomes by utilizing eye tracking device and approaching in an objective standpoint beyond a methodological aspect on bank brand logo primarily leaning over the analysis of case research or design development. Moreover, findings are expected to serve as basic data for proposing the direction of special bank brand logo design and marketing strategies.

Analysis of Visual Attention on Visual Elements of Ramen Package Design using Eye-Tracking Device (시선추적장치를 활용한 라면 패키지 디자인의 시각적 요소에 대한 시각적 주의집중도 분석)

  • Park, Minhee;Kwon, Mahnwoo;Hwang, Mikyung;Kim, Hyeonseong
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.945-952
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    • 2022
  • In a market situation full of brands and products, packaging requires a differentiated design that reflects the needs and trends of the times, as well as the characteristics of the product. Therefore, in this study, through literature reviews, market research methods, questionnaire surveys, eye-tracking experiments, etc., we derived related research and current status of ramen package design, and visual expression elements that induce consumers' subjective perception and interest. As a result, the ramen package design was generally simplified and tended to visualize the spicy taste. Second, consumers buy bag ramen once a week on average at a large discount mart, consider the color of the ramen package design as important, and recognize that the aesthetics of the package design can improve quality. Finally, the spicy phrases and ramen illustrations were the first visual elements of the ramen package design, and for the longest time, attention was focused on the brand name.

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)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • 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.

Investigation of Eye Movement on the Observation of Elementary School Students with Different Motivation System on Science Learning (관찰 상황에서 초등학생들의 과학학습 동기체계에 따른 시선이동 분석)

  • Lim, Sungman;Park, Seojung;Yang, Ilho
    • Journal of The Korean Association For Science Education
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    • v.33 no.6
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    • pp.1154-1169
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    • 2013
  • The present work was performed to find behavioral characteristics of elementary school students corresponding to the motivation system on science learning (SL-BIS/BAS; Behavioral Inhibition/Activation System about Science Learning) in the observation situation. Eye-tracking was used for this study, which is one of the neurophysiological methods. The findings of present study were as follows: First, students who have sensitive motivation system to SL-BIS (SL-BIS group) showed meaningfully shorter fixation duration the whole time during an observation task than students who have sensitive motivation system to SL-BAS (SL-BAS group) (p<.05). Total fixation counts of SL-BIS group were significantly larger than SL-BAS group and it indicates that SL-BIS group often generated new fixations. Therefore, fixation duration per count of SL-BAS group was longer than that of SLBIS group. Second, we studied fixations in situations with movement corresponding to the motivation system on science learning. SL-BIS group and SL-BAS group exhibited similar fixation duration in the study task segment with movement, which is one of the stimulus attracting students. However, for the study task segment when the movement was finished, total fixation duration and fixation duration per count of SL-BAS group were meaningfully longer than those of SL-BIS group. Third, comparing fixation targets classified by factors of study task, SL-BIS group showed fixation on the target that is not important for the study task. But SL-BAS group concentrated on the target-related factor of the study task. The present work could be helpful in understanding students' characteristics corresponding to the motivation system on science learning in observation situation and for making a learning & teaching plan that is suitable to the feature of students.

Design of A Controller For Reducing Jerk-Motion In An Active Vision System (능동 시각 시스템을 위한 저크 발생 억제 제어기 설계)

  • Kim, Do-Yoon;Kim, Do-Hyoung;Chung, Myung-Jin
    • Proceedings of the KIEE Conference
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    • 2003.07d
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    • pp.2429-2431
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    • 2003
  • 능동 시각 시스템은 카메라 시선 방향을 조정할 수 있는 장치로, 기존의 고정식 스테레오 카메라가 가질 수 없는 여러 가지 장점으로 인해 최근 많은 연구가 진행되고 있다. 능동 시각 시스템을 이용하여 움직이는 물체를 추적하는 경우, 목표 위치가 제어 주기마다 바뀌게 되는데 이 때 시스템의 현재 속도를 고려하지 않는다면, 급격한 속도의 변화로 인해 저크(jerk)가 크게 발생하게 된다. 저크는 물체 추적 성능에도 영향을 미칠 뿐만 아니라, 전원단의 잡음 발생을 유발시켜 제어기의 동작을 방해하며, 시스템에 기계적인 손상을 주기도 한다. 이러한 문제점을 해소하기 위해 기존의 방법들은 스플라인이나 고차 다항식의 계산 방법을 사용하였으나 계산량의 복잡도로 인해 다축 제어가 필요한 능동 시각 시스템에서 구현하기가 어렵다. 본 논문에서는 삼각 함수를 이용한 종(bell) 모양의 속도 프로파일을 이용해서 저크 탄생을 억제할 수 있는 제어기 구조를 제안한다. 제안된 방법은 간단한 계산량으로 저가의 마이크로프로세서에서도 실시간으로 동작이 가능하며 임의의 시점에 임의의 속도로 움직이고 있는 시스템에 저크를 최소화할 수 있는 지령 속도를 만들어 낼 수 있다. 제안된 방법은 시뮬레이션과 실제 시스템에 적용하여 그 유용성을 검증하였다.

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Characteristics of the Process of Visual Attention during Spatial Depth Perception (공간의 깊이감 지각과정에 나타난 시각정보획득 특성)

  • Kim, Jong-Ha;Cho, Ji Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.115-128
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    • 2018
  • Understanding the process of spatial perception plays a significant role in the design process as well as in the use of actual spaces. The perception of spatial depth can vary according to the space composition and design even there is no change in the actual size of the space. The properties of 3-dimensional space are its width, height, and depth; however, compared to the perception of spatial width and height, little research and theories exist on spatial depth perception. The reasons may be there less interest lies in the effect of spatial depth perception than that of spaciousness or height of space. This study is an investigation of the process of spatial depth perception using an eye-tracking device with stimuli developed through Computer Graphics. A total of 44 interior design major students participated in the eye tracking experiment; and they looked at three images comprised of an identical room with only changes in the rear wall condition. The results show that a significant difference in the fixation duration per stimulus exists. In addition, a significant difference exists on the fixation duration per stimulus according to the participants' answer of the deepest space. The result of this study can help identify factors for spatial depth perception, validate the assumption on it, and provide knowledge on how to acquire desirable spatial depth by utilizing the research result.