• Title/Summary/Keyword: 실시간 시선추적

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A Study on the Usability of Real-Time Remote Lecture Platform for Effective Learning Experience -Focused on ZOOM UI design layout- (효과적인 학습경험을 위한 실시간 원격강의 플랫폼 사용성 연구 -ZOOM UI디자인 레이아웃을 중심으로-)

  • Chung, Seung-Jae;Lee, Younjoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.395-401
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    • 2021
  • In the digital era, Korean universities are using real-time remote lecture platforms as a tool for learning. However, it is confusing due to low usage experience problems, and usability studies are needed. The purpose of this study is to measure, analyze, and propose gaze tracking and learning experiences according to the UI design layout of ZOOM. A total of 30 subjects were selected to conduct eye tracking and survey when learning. The experiment showed that grid layouts have a higher emotional realism and learning satisfaction than other layouts. Furthermore, it turns out that participants focused the most attention on grid layouts. Therefore, for high learning experience, grid layouts and layouts that visually highlight participants and induce communication are needed.

A Study on the Optimization of the Digital Media Service Menu Structure based on the Differentiations of User Experience with special reference to Eye Tracking Test (사용자경험 차이를 고려한 TV(디지털미디어) 서비스 초기메뉴의 구조 최적화 연구 - 시선추적 실험을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.445-452
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    • 2010
  • This paper deals with the exploratory study & experimentation for foundation & theoretical base of menu structuring & design improvement of digital media (IPTV, Digital cable TV) service players. Digital media service providers had been offered many cases of menu structure since their service launched. Researcher set a research topic which verification of eye tracking velocity when media user feels with perceived ease of design and the familiarity. Researcher arrives at a conclusion through as stated above experiment that vertical type of menu and horizontal type of menu are differentiated from the contents characteristics. Research conclusions & implications are strong theoretical base with digital media service players when they planning and designing their service structuring.

A Study on Real-time Tracking Method of Horizontal Face Position for Optimal 3D T-DMB Content Service (지상파 DMB 단말에서의 3D 컨텐츠 최적 서비스를 위한 경계 정보 기반 실시간 얼굴 수평 위치 추적 방법에 관한 연구)

  • Kang, Seong-Goo;Lee, Sang-Seop;Yi, June-Ho;Kim, Jung-Kyu
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.88-95
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    • 2011
  • An embedded mobile device mostly has lower computation power than a general purpose computer because of its relatively lower system specifications. Consequently, conventional face tracking and face detection methods, requiring complex algorithms for higher recognition rates, are unsuitable in a mobile environment aiming for real time detection. On the other hand, by applying a real-time tracking and detecting algorithm, we would be able to provide a two-way interactive multimedia service between an user and a mobile device thus providing a far better quality of service in comparison to a one-way service. Therefore it is necessary to develop a real-time face and eye tracking technique optimized to a mobile environment. For this reason, in this paper, we proposes a method of tracking horizontal face position of a user on a T-DMB device for enhancing the quality of 3D DMB content. The proposed method uses the orientation of edges to estimate the left and right boundary of the face, and by the color edge information, the horizontal position and size of face is determined finally to decide the horizontal face. The sobel gradient vector is projected vertically and candidates of face boundaries are selected, and we proposed a smoothing method and a peak-detection method for the precise decision. Because general face detection algorithms use multi-scale feature vectors, the detection time is too long on a mobile environment. However the proposed algorithm which uses the single-scale detection method can detect the face more faster than conventional face detection methods.

Development and Reinforcement for Learning with Gaze-Tracking Technology (Gaze-Tracking 기술을 통한 학습 집중력 향상 및 강화 서비스)

  • Jung, Si-Yeol;Moon, Tae-Jun;Lee, Yong-Taek;Kim, Sang-Yeop;Kim, Young-Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.587-589
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    • 2022
  • 본 서비스는 코로나 19 로 인한 비대면 수업에 따른 학생들의 학업성취도를 증진시키기 위한 것이다. 이를 위해서 비대면 수업동안의 사용자의 시선을 추적하여 몰입도를 분석한다. 사용 기술로는 사용자의 시선을 추적하는데 Gaze-Tracking 기술과 영상에서 수업에 있어 유의미한 영역을 분석하는 deeplabv3 기술을 사용한다. Gaze-Tracking 기술은 웹캠 등을 통하여 사용자가 화면의 어느 부분을 쳐다보고 있는지를 고개, 눈, 눈동자의 각도를 통하여 알아낸다. 해당 기술들을 활용하여 실시간 몰입도를 분석하여 알림을 제공한다. 수업이 종료되고 나서는 마지막에 몰입도 통계를 제공한다. 추가적으로 몰입도 향상을 도와주는 미니게임도 제공한다.

Optokinetic Differentiation through the Menu Layout and Cognitive Degree of Service Menu Title for Watching Digital Media (디지털미디어 메뉴 타이틀의 인지차이와 메뉴 방향에 따른 시선주목도 차이)

  • Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.111-119
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    • 2010
  • This paper deals with the experiments of optokinetic differentiation within eye tracking test through the menu direction and cognitive degree of service menu title for watching digital media service. Researcher establish a research topic which verification of differentiations of eye tracking velocity when media user perceive the service menu title within vertical structure or horizontal structure. Experimentation was designed with two types of menu structure-vertical or horizontal-and these have each 9 cases of eye tracking tasks for experimentee. Researcher arrives at a conclusion through as stated above experiment that cases of vertical menu structure is more effective method with linear channel service menu, otherwise that cases of horizontal menu structure is more effective method with non linear channel service menu, like a video on demand service. The research results will be very helpful with actual media industry players when they planning the evolutionary direction of their menu layout.

A Study on real time Gaze Discimination Using Kalman Fillter (Kalman-Filer를 이용한 효과적인 실시간 시선검출)

  • Jeong, You-Sun;Hong, Sung-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.4
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    • pp.399-405
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    • 2010
  • In this paper, the movement faces the problem of the difficult points upon the gaze of the user that corrective action is needed to solve the identification system offers a new perspective. Using the Kalman filter using the position information of the current head position estimated the future. In order to determine the authenticity of the face features of the face structural element information and the processing time is relatively fast horizontal and vertical histogram analysis method to detect the elements of the face. and people grow and infrared bright pupil effect obtained by constructing a real-time pupil detection, tracking and pupil - geulrinteu vectors are extracted.

Using POSTIT Eye Gaze Tracking in Real-time (POSTIT정보 이용한 실시간 눈동자 시선 추적)

  • Kim, Mi-Kyung;Choi, Yeon-Seok;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.750-753
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    • 2012
  • A method detecting the position of eyes and tracking a gaze point of eyes in realtime using POSIT is suggested in this paper. This algorithm find out a candidate area of eyes using topological characteristics of eyes and then decides the center of eyes using physical characteristics of eyes. To find the eyes, a nose and a mouth are used for POSIT. The experimental results show that proposed method effectively performed detection of eyes in facial image in FERET databases and gave high performance when used for tracking a gaze point of eyes.

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A Study on Eye Gaze Tracking for View Controlling in 3D First Person Shooting Game (3차원 1인칭 슈팅 게임에서의 화면 조정을 위한 시선 위치 추적 연구)

  • Lee, Eui-Chul;Park, Kang-Ryoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.873-876
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    • 2005
  • 본 논문에서는 HMD(Head Mounted Display) 하단에 눈동자의 움직임 영상을 취득할 수 있는 USB 카메라를 부착한 후, 3차원 1인칭 슈팅(First Person Shooting) 게임에서 게임 캐릭터의 시선방향을 눈동자 움직임에 의해 조작하는 방법을 제안한다. 시스템은 입력 영상으로부터 눈동자의 중심 위치를 실시간 영상 처리 방법으로 추출하고, 눈동자의 위치 정보와 모니터상의 응시 지점사이의 기하학적인 연관관계를 결정하는 캘리브레이션을 진행하며, 캘리브레이션 정보를 기반으로 모니터 상의 최종적인 응시 위치를 결정하여 이 정보에 의해 게임상의 3차원 뷰(view) 방향을 조정하는 부분으로 구성되어 있다. 실험 결과 본 논문의 방법에 의해 손이 불편한 사용자에게 게임을 즐길 수 있는 기회를 제공하고, 게임 캐릭터와 게임 사용자의 시선 방향을 일치시킴으로서 게임의 흥미와 몰입감을 증가시킬 수 있는 결과를 얻음을 수 있었다.

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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.

The Relationship Between Korean Handwriting Skill and Visual Fixation (비장애 아동의 한글쓰기 숙련도와 시선고정 간의 관련성)

  • Hong, Mi Young;Lee, Cho Hee;Kim, Eunbin;Lee, Onseok;Kim, Eun Young
    • The Journal of Korean Academy of Sensory Integration
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    • v.17 no.1
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    • pp.1-8
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    • 2019
  • Objective : This paper aimed to measure the relationship between the performance of Korean handwriting and visual fixation for children. Methods : Twenty-one typically developing children aged 7 to 9 years participated in the study. The children performed Korean handwriting task wearing Tobii Pro Glasses 2. The Korean handwriting task consisted of 10 words from elementary school textbooks. The handwriting skill was measured by the coefficient variation of the letter size and the fixation cound and duration. Correlation analysis was performed to investigate the relation between visual fixation and the coefficient variation of the letter size. Results : The results showed that the visual fixation per second was positively correlated with Korean handwriting vertical size coefficient variation, indicating that the more consistent the vertical size of the letter, the smaller the fixation count per second. Conclusion : The results suggested a relation between the performance of Korean handwriting and visual fixation in typically developing children. This study is the first attempt to measure eye movement during the Korean handwriting process, and suggests a future direction for research on students' development in writing Korean.