• Title/Summary/Keyword: 시선 집중도

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Analysis on Cognitive Strategies of Scientific Predicting according to 6th Graders' Predicting Skills Based on Eye Movement (초등학교 6학년들의 예상 능력에 따른 과학적 예상의 인지전략 분석 - 안구운동을 중심으로 -)

  • Kim, Yeram;Shin, Donghoon
    • Journal of Korean Elementary Science Education
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    • v.33 no.4
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    • pp.751-761
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    • 2014
  • 이 연구의 목적은 과학적 예상 과정에서 초등학생의 안구운동을 분석하여 과학적 예상의 인지전략을 발견하는 것이다. 예상은 관찰, 측정, 추론과 같은 기초 탐구 과정들을 통해 문제를 해결하는 중요한 탐구 능력이다. 6학년 초등학생 40명이 자발적으로 이 연구에 참여했으며, 과학적 예상 두 과제를 해결하였다. 예상 과제는 점진적으로 변화하는 모형의 다음 모양을 예상하는 것과 14일 간의 기온 그래프를 보고 다음 5일간의 기온을 예상하는 과제였다. 과학적 예상 과정에서 참가자들의 안구 운동을 기록하기 위해 SMI사의 안구운동 추적기를 사용하였다. 40명의 참가자들 중 15명(그룹 A)은 두 과제를 모두 해결하였으며, 17명(그룹 B)은 하나의 과제만 해결하였고, 8명(그룹 C)은 두 과제 모두 해결하지 못했다. 예상 능력이 높은 학생과 낮은 학생의 인지 전략의 차이를 규명하기 위해 그룹 A와 그룹 C의 안구운동을 비교 분석하였다. 연구 결과는 다음과 같다. 첫째, 그룹 A는 짧은 시간 동안 문제를 읽고 문제의 주요어에 집중했으며, 단서들을 비교하고 경향성을 찾고 답을 재확인하는 활발한 움직임을 보였다. 그룹 C는 문제 자체를 이해하는데 긴 시간이 걸렸으며, 주요어와 단서를 찾지 못하고, 무의미한 짧고 빠른 도약 안구 운동을 보였다. 둘째, 그룹 A와 C의 안구 운동의 고정, 도약, 시선 경로를 분석한 결과, 6가지의 안구 운동 패턴이 나타났다. 셋째, 안구운동 분석결과를 토대로 참가자들의 인지 전략을 유동전략과 고착전략의 두 가지로 구분하였다. 본 연구에서 규명한 과학적 예상의 인지전략은 교사들이 과학적 예상의 문제 해결 단계에서 학생들이 겪는 어려움을 이해하고, 예상 능력을 향상시키는 프로그램을 개발하는 것에 도움이 될 것이다.

A Method of Auto Photography Composition Suggestion (사진의 자동 구도 보정 제시 기법)

  • Choi, Yong-Sub;Park, Dae-Hyun;Kim, Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.9-21
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    • 2014
  • In this paper, we propose the auto correction technique of photography composition by which the eye line is concentrated and the stable image of the structure can be obtained in case the general user takes a picture. Because the general user photographs in most case without background knowledge about the composition of the photo, the subject location is not appropriate and the unstable composition is contrasted with the stable composition of pictures which the experts take. Therefore, we provide not the method processing the image after photographing, but he method presenting automatically the stable composition when the general users take a photograph. The proposed method analyze the subject through Saliency Map, Image Segmentation, Edge Detection, etc. and outputs the subject at the location where the stable composition can be comprised along with the guideline of the Rule of Thirds. The experimental result shows that the good composition was presented to the user automatically.

Study on Characteristics of Visual-Perception by Presence of Object in Exhibition Hall (전시공간 홀에서 대상체의 유무에 따른 시지각 특성 연구)

  • Choi, Gae-Young
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.106-115
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    • 2017
  • This study has analysed the characteristics of observation by presence of objects in exhibition spaces through eye-tracking. The area with prevailing observation by the change of observation time with visual-perception response to the presence of objects has been analyzed to figure out the mechanism of sensibility estimation which can take place while the visual-perception is being estimated in spaces. Research results are able to ascertain that First, it was very characteristic that the signs right and left were observed more when there were no objects while when there were objects they were observed prevailingly. Second, the characteristics by section when there were any objects showed that there were more high observation scale I (more than 1000ms). When there were any objects with the number of areas where all the participants prevailed commonly, the scale was more, also. Third, in the process of acquiring any visual-perception information in spaces, the element of landmark can be regarded as a control point for space cognition, where the objects (people) became landmark when there were the objects but the signs became landmark when there were no objects. Fourth, the polynomial trend line of the changes to prevailing observation frequency by observation time shows that there was a gradual average value in general when there were any objects and then after the time range[8] the prevailing observation frequency increased. Without any objects, after a particular time range the value sharply dropped along with the increase of observation time because no objects to be observed prevailingly couln't be seen. The gradual average value means that some elements in the space were prevailingly observed all the time.

Implementation of saccadic eye movement system with saliency map model (Saliency map 모델을 갖는 도약 안구 시각 시스템의 구현)

  • Cho, Jun-Ki;Lee, Min-Ho;Shin, Jang-Kyoo;Koh, Kwang-Sik
    • Journal of Sensor Science and Technology
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    • v.10 no.1
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    • pp.52-61
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    • 2001
  • We propose a new saccadic eye movement system with visual selective attention. Saliency map models generate the scan pathways in a natural scene, of which the output makes an attended location. Saccadic eye movement model is used for producing the target trajectories to move the attended locations very rapidly. To categorize human saccadic eye movement, saccadic eye movement model was divided into three parts, each of which was then individually modeled using different neural networks to reflect a principal functionality of brain structures related with the saccadic eye movement in our brain. Based on the proposed saliency map models and the saccadic eye movement model, an active vision system using a CCD type camera and BLDC motor was developed and demonstrated with experimental results.

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Study on the Starting Time of Attention for Convergent Exploration of Visual Information (시각정보의 수렴적 탐색활동을 위한 주의집중 개시 시간에 관한 연구)

  • Kim, Jong-Ha;Jung, Jae-Young
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.51-59
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    • 2016
  • The technique for Eye-tracking is to trace the movements of pupils so that the eye's exploration response to be digitized. The procedure of Observation Experiment shows a mutual environmental characteristics between men and measuring devices. In order to improve the reliability and to secure the objectivity of the data acquired from eye-tracking, it is very important to analyze the procedures for the experiment to be prepared and the test data to be saved. Based on this viewpoint, the convergent exploration activities at the observation experiment with the objects of sport images were examined to find out what influences the context effect given by experimental environments have on this experiment. In addition, the starting time of attention affecting the reliability of observation data has been estimated. When the observation time is to be subdivided by the unit of second. The attention disperses for the individual characteristics to be appreciated. However, in case of analysis by the overall average, there was the problem that the section of attention dispersed to make it difficult to analyze the subjects' observation features. The study results made it possible to understand the physiological characteristics which were near unconsciousness, when there was an intensive attention for the first 3 seconds and the observation data were shown to be in ordinary range after 4 seconds. The analysis of observation with the focus of the intensive attention enabled the analysis with the first 3 seconds excepted so that it might approach the ordinary range of observation data. The distribution of attention for the first 3 seconds showed the intensive attention, which was on the center. The emergence of intensive attention and the overlapping of the centers can be considered as a context effect due to the correction for the preparing process of experiment. Accordingly, it is thought to be helpful to the security of objectivity and the construction of reliability of eye-tracking data to analyze the observation features shown after the deletion of the data for the first 3 seconds.

Analysis of the User's Visual Attention Frequency for UX Design of Online Markets (온라인마켓의 UX설계를 위한 사용자의 주시빈도 분석)

  • Ha, JongSoo;Ban, ChaeHoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2079-2084
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    • 2016
  • When designing the interface of the web site, we must consider what users want and need in the design, because design trends are recently changing from user interface design to user experience design. In this paper, we present the method to apply the user experience design when designing the main page of the web site. We select representative online markets and analyze the information elements which compose the main page. Using the eye tracking method which measure user's visual attention frequency, we compare the main page with the wire-frame and analyze changes of the visual attention frequency over time. As a result of experiments, it is efficient to allocate the important information as the image or the moving image to the center of main page for use's visual attention at the time of designing the main page of the online market.

The Effect of Vestibular Stimulation on Eye Contact in Mentally Retarded Children (평형감각자극이 정신지체아동의 시선 집중력 향상에 미치는 영향)

  • Kwak Min-Suk
    • The Journal of Korean Physical Therapy
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    • v.2 no.1
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    • pp.75-83
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    • 1990
  • The purpose of this study was to determine if any differences exist in eye contact before and after vestibulaar stimulation in mentally retarded children. The subjects of this study were 20 mentally retarded children with a mean age of 9 years and 8 months and a mean intelligence quotient of $30.4{\pm}9.1$. Vestibular stimulation was given for 15 minutes, 5 times a week, for 4 weeks from September 1 to September 30, 1989. Equipment used included a rocking-horse, see-saw and scooter board. Two testers used a digital watch calibrated to 1/100 second to measure object-eye contact duration and the Blocks and Shapes test for determining frequency of object-eye contact in the subjects. The results of this study were as follows : 1. There was a significant prolongation in the duration of eye contact after 15 minutes of vestibular stimulation (p<0.005). 2. There was no significant difference in duration of eye-object contact between the first and last vestibular stimulation. 3. There was no significant difference in the length of time of attention paid to objects (frequency of eye-object contact) before and after 15 minutes of vestibular stimulation on the first vestibular stimulation. 4. There was no significant difference in the frequency of eye-object contact between the first and first vestibular stimulation. In conclusion, there was u significant improvement in duration of eye-object contact on intrasession measurement in mentally retarded children. However, there was no significant improvement over time after 4 weeks of vestibular stimulation on intersession measurement. Nor was there any statistically significant improvement in frequency of eye-object contact over time during the study period.

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Convergence Technologies by a Long-term Case Study on Telepresence Robot-assisted Learning (텔레프리젠스 로봇보조학습 사례 연구를 통한 융합기술)

  • Lim, Mi-Suk;Han, Jeong-Hye
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.106-113
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    • 2019
  • The purpose of this paper is aimed to derive suggestions for convergence technology for effective management of distance education by analyzing a long-term case. The experiment was designed with notebook, smartphone or tablet based robot controlled by a remote instructor and a learner, who have experience of distance learning including robot assisted learning. The tablet based robot has the display system of feedback to speakers. During five months, three types of experiments were conducted randomly and a participant was interviewed thoroughly. The result, like the previous research, demonstrates that the task performance of the learner in telepresence robot-assisted learning was better than that in the notebook, and smartphone based. However, it is believed to be necessary to adjust the system for eye-contact and voice transmission for the remote instructor. The instructor required an additional sight by supplementing an extra camera and automatic direction control to source of sound.

Analysis of Visual Attention in Negative Emotional Expression Emoticons using Eye-Tracking Device (시선추적 장치를 활용한 부정적 감정표현 이모티콘의 시각적 주의집중도 분석)

  • Park, Minhee;Kwon, Mahnwoo;Hwang, Mikyung
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1580-1587
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    • 2021
  • Currently, the development and sale of various emoticons has given users a wider range of choices, but a systematic and specific approach to the recognition and use of emoticons by actual users is lacking. Therefore, this study tried to investigate the subjective perception and visual attention concentration of actual users on negative emotional expression emoticons through a survey and eye tracking experiment. First, as a result of subjective recognition analysis, it was found that emoticons are frequently used because their appearance is important, and they can express various emotions in a fun and interesting way. In particular, it was found that emoticons that express negative emotions are often used because they can indirectly express negative emotions through various and concretely expressed visual elements. Next, as a result of the eye tracking experiment, it was found that the negative emotional expression emoticons focused on the large elements that visually emphasized or emphasized the emotional expression elements, and it was found that the focus was not only on the facial expression but also on the physical behavioral responses and language of expression of emotions. These results will be used as basic data to understand users' perceptions and utilization of the diversified emoticons. In addition, for the long-term growth and activation of the emoticon industry market in the future, continuous research should be conducted to understand the various emotions of real users and to develop differentiated emoticons that can maximize the empathy effect appropriate to the situation.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.