• Title/Summary/Keyword: 실시간 시선추적

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Gaze Tracking with Low-cost EOG Measuring Device (저가형 EOG 계측장치를 이용한 시선추적)

  • Jang, Seung-Tae;Lee, Jung-Hwan;Jang, Jae-Young;Chang, Won-Du
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.53-60
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    • 2018
  • This paper describes the experiments of gaze tracking utilizing a low-cost electrooculogram measuring device. The goal of the experiments is to verify whether the low-cost device can be used for a complicated human-computer interaction tool, such as the eye-writing. Two experiments are conducted for this goal: a simple gaze tracking of four directional eye-movements, and eye-writing-which is to draw letters or shapes in a virtual space. Eye-written alphabets were obtained by two PSL-iEOGs and an Arduino Uno; they were classified by dynamic positional warping after preprocessed by a wavelet function. The results show that the expected recognition accuracy of the four-directional recognition is close to 90% when noises are controlled, and the similar median accuracy (90.00%) was achieved for the eye-writing when the number of writing patterns are limited to five. In future works, additional algorithms for stabilizing the signal need to be developed.

3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1293-1305
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

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Development of Measurement Method and Contents for Unilateral Neglect using Eye-tracking Technique (시선추적기법을 적용한 편측무시 측정 방법 및 개선 콘텐츠 개발)

  • Choi, Junghee;Shin, Sung-Wook;Moon, Ho-Sang;Goo, Sejin;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.187-195
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    • 2018
  • In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.

Design and Implementation of Real-Time Helmet Pose Tracking System (실시간 헬멧자세 추적시스템의 설계 및 구현)

  • Hwang, Sang-Hyun;Chung, Chul-Ju;Kim, Dong-Sung
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.44 no.2
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    • pp.123-130
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    • 2016
  • This paper describes the design and implementation scheme of HTS(Helmet Tracking System) providing coincident LOS(Line of Sight) between aircraft and HMD(Helmet Mounted Display) which displays flight and mission information on Pilot helmet. The functionality and performance of HMD system depends on the performance of helmet tracking system. The target of HTS system design is to meet real-time performance and reliability by predicting non-periodic latency and high accuracy performance. To prove an availability of a proposed approach, a robust hybrid scheme with a fusion optical and inertial tracking system are tested through a implemented test-bed. Experimental results show real-time and reliable tracking control in spite of external errors.

Effective Eye Detection for Face Recognition to Protect Medical Information (의료정보 보호를 위해 얼굴인식에 필요한 효과적인 시선 검출)

  • Kim, Suk-Il;Seok, Gyeong-Hyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.923-932
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    • 2017
  • In this paper, we propose a GRNN(: Generalized Regression Neural Network) algorithms for new eyes and face recognition identification system to solve the points that need corrective action in accordance with the existing problems of facial movements gaze upon it difficult to identify the user and. Using a Kalman filter structural information elements of a face feature to determine the authenticity of the face was estimated future location using the location information of the current head and the treatment time is relatively fast horizontal and vertical elements of the face using a histogram analysis the detected. And the light obtained by configuring the infrared illuminator pupil effects in real-time detection of the pupil, the pupil tracking was to extract the text print vector. The abstract is to be in fully-justified italicized text as it is here, below the author information.

Engagement estimation framework for accurate lecture concentration identification (정확한 수업 집중도 파악 위한 engagement 추정 프레임워크 제안)

  • Cho, Suhyun;Park, Sangjin;Song, Byung Cheol
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.315-316
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    • 2020
  • 급격하게 증가하는 온라인 수업 환경에서 원격으로 학생들의 집중도를 파악하는 것은 중요하다. 집중도를 측정할 수 있는 시스템이 필요하지만 아직까지 실시간으로 정확하게 수업 집중도를 파악할 수 있는 알고리즘이 제안되고 있지 않고 있다. 따라서, 우리는 이러한 문제를 해결하기 위해 최근 발전하는 딥러닝 네트워크와 이에 기반한 시선 추적 알고리즘을 동시에 활용한 수업 집중도 추정 프레임워크를 제안한다. 결과적으로, 이를 통해 학생들의 집중도를 실시간으로 정확하게 측정하여 온라인 수업 환경 개선에 기여한다.

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Information Architecture Design using Eye-Tracking Method (Eye-Tracking Method를 이용한 메뉴구조 설계 및 평가)

  • Park, Jong-Soon;Lee, Sun-Jung;Myung, Ro-Hae
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.15-20
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    • 2007
  • 본 연구는 시선 추적 방법(Eye-Tracking Method)을 이용한 디지털 컨버전스 제품의 정보 설계 및 평가에 관한 방법론을 제시하였다. Eye-tracking 데이터는 visual search의 효율성 뿐 아니라 타겟의 유의미성이나 가시성등을 측정하는데 유익하다. 응시 횟수와 응시 시간을 통하여 사용자의 심성 모형에 따른 시선 행위와 제품 메뉴 구조간의 전체적인 일치도를 정량적으로 분석하였고, 각 메뉴 item의 세부적인 인지 반응 정도를 평가하였다. 컨버전스 제품의 한 예로 휴대폰을 선정하여 실험을 실시하였으며, 활성화 확산 실험(SAT)을 수행하여 메뉴 항목 상호간의 인지반응 정도를 통한 문제점을 도출한 후 사용자 시나리오를 작성하였다. 1차 테스트를 통하여 피실험자의 시나리오 수행 시 어려움을 알 수 있었으며, 1차 테스트의 결과와 인터뷰 결과를 바탕으로 프로토타입의 메뉴명을 개선하여 2차 테스트를 실시하였다. 실험 결과 개선 전보다 후의 응시 횟수, 응시 시간 또한 감소하여 수행도가 향상됨으로 메뉴 구조의 개선된 결과를 가져왔다. 본 연구는 인간의 눈 움직임 측정치 결과를 토대로 사용자 심성 모형에 부합하여 누구나 접근이 쉬운 정보 구조를 설계할 수 있었다. 그러므로 본 연구에서 제시하는 Eye-tracking Method는 디지털 컨버전스로 인한 복잡한 정보 구조의 설계와 평가에 기여할 것으로 보인다.

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3D First Person Shooting Game by Using Eye Gaze Tracking (눈동자 시선 추적에 의한 3차원 1인칭 슈팅 게임)

  • Lee, Eui-Chul;Park, Kang-Ryoung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.465-472
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMB. The proposed method is composed of 3 parts. At first, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, when the user gaze on the monitor plane, the geometric relationship between the gazing position of monitor and the detected position of pupil center is determined. In the last part, the final gaze position on the HMD monitor is tracked and the 3D view in game is controlled by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his(or her) hand. Also, it can Increase the interest and the immersion by synchronizing the gaze direction of game player and the view direction of game character.

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.

WOI : Determining Area of Interest and Gaze Analysis for Task Switching in a Window Unit Behavior Measurement in Windowing System GUI (WOI : 윈도윙 시스템 GUI에서의 창 단위 작업 전환 행위 측정을 위한 관심영역 지정 및 시선 분석)

  • Ko, Eunji;Choi, Sun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.5
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    • pp.963-971
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    • 2016
  • This paper is a research of gaze analysis for measuring task switching behavior at multiple windows in GUI of windowing system. Previous methods that define area of interest for categorizing gaze had difficulties to define dynamic content that disappears or changes over time. On the other hand, this study suggests a new method to categorize gaze that defines Area of interest in a unit of window during the eye tracking experiment. In this paper, we constructed the conception of WOI(Window of Interest) in GUI of windowing system. Therefore, we developed a system using an eye tracker device and implemented a number of experiments. In addition, we analyzed the number of task switching and proportion of watched content. The method in the study comprehend from previous researches as it can measure and analyze the multi-tasking behaviors using multiple numbers of windows.