• Title/Summary/Keyword: 아이 트래킹

Search Result 45, Processing Time 0.028 seconds

A Computer Access System for the Physically Disabled Using Eye-Tracking and Speech Recognition (아이트래킹 및 음성인식 기술을 활용한 지체장애인 컴퓨터 접근 시스템)

  • Kwak, Seongeun;Kim, Isaac;Sim, Debora;Lee, Seung Hwan;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
    • /
    • v.12 no.4
    • /
    • pp.5-15
    • /
    • 2017
  • Alternative computer access devices are one of the ways for the physically disabled to meet their desire to participate in social activities. Most of these devices provide access to computers by using their feet or heads. However, it is not easy to control the mouse by using their feet, head, etc. with physical disabilities. In this paper, we propose a computer access system for the physically disabled. The proposed system can move the mouse only by the user's gaze using the eye-tracking technology. The mouse can be clicked through the external button which is relatively easy to press, and the character can be inputted easily and quickly through the voice recognition. It also provides detailed functions such as mouse right-click, double-click, drag function, on-screen keyboard function, internet function, scroll function, etc.

Moderating Effects of 'Irrelevance Processing' (IRP) on the Relationship between Decision-maker's Openness and Business Problem Solving Creativity ('문제해결과 무관한 정보처리 과정'(IRP)이 의사결정자의 개방성과 비즈니스 문제 해결 창의성 관계에 대해서 갖는 조절효과에 관한 실증연구)

  • Won, Jong Yoon;Lee, Kun Chang
    • Journal of Digital Convergence
    • /
    • v.18 no.10
    • /
    • pp.137-146
    • /
    • 2020
  • The purpose of this study is to confirm the moderating effect of the 'IRrelevance Processing'(IRP) on the relationship between decision maker's openness and business problem solving creativity (BPSC). In order to confirm the psychological mechanism of BPSC and openness, we developed the irrelevance processing. In particular, the creativity in this study is different from the general creativity studied in psychology. BPSC is a study with practical value applied in the management environment. The results showed that openness of the decision maker was correlated with the BPSC, and that the irrelevance processing was a psychological mechanism to moderating effects relationship between openness of decision makers and BPSC. This paper proved the correlation between the propensity of decision makers and BPSC, and contributed to the study of corporate creativity by identifying the psychological mechanisms.

The Effect of PPL on the User's Visual Attention Using Eye-tracking (아이트래킹을 활용한 PPL이 수용자의 시각적 주의에 미치는 영향)

  • Wang, Wan-Nan;Park, Min-Hee;Hwang, Mi-Kyung;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.445-452
    • /
    • 2021
  • This paper is an experimental study using eye-tracking on the visual attention of TV entertainment programs with PPL products being shoveled by the acceptor. As a result of analysis, first, there was no difference in the exposure time of the PPL product, which is deemed to have little effect on the subject's attention. Second, there was no difference in the PPL product's prominence, and we could see that the focus was on subtitles or the faces of the cast. Third, the concentration of attention on PPL products was higher when there were more famous cast members than there were when there were low-profile cast members, and the appearance of famous cast members was judged to be very effective in order to focus more attention on PPL products. In conclusion, when exposing PPL products in entertainment programs, it is believed that the more popular the cast members appear on entertainment shows, such as famous broadcasters, celebrities, and stars, the more effective the PPL products are, rather than the exposure time and prominence of PPL products, the more effective the companies will be in advertising the popular and likable celebrities.

An Analysis of the Visual Attention on the Urban Landscape with Pilotis Space using Eye Tracking in terms of the Conception of 'Space and Infinity' ('공간과 무한성' 개념의 측면에서 도시경관에 대한 시각적 분석 - 필로티 공간의 유무에 따른 아이트래킹 기법 실험분석을 바탕으로 -)

  • Cho, Hyeong-Kyu
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.34 no.6
    • /
    • pp.23-30
    • /
    • 2018
  • Gordon Cullen, who tried to understand urban landscapes in terms of visual attention, introduced a concept called 'Space and Infinity' in his book 'Townscape'. According to him, urban images like infinity spreading across the sky are more effectively created when we happen to see an open space while walking along a ground-level street than when we look at the sky. This study aims to quantitatively examine if urban observers pay more attention to spaces like pilotis on the bottom of a building. Thus, this study collected observers on actual urban landscape images and partially-edited images and conducted an experiment by adopting Eye-movement Tracking to find out if they actually pay more visual attention to a space like pilotis. This study selected a total of 50 people as research subjects and divided them into two groups. Image 1 was shown to one group, and Image 2 with the pilotis space edited was shown to the other group. As an experiment to find objective evidences on Gordon Cullen's 'Space and Infinity', this study analyzed difference between Image 1 and Image 2, and it was found that the domain of pilotis showed a value five times higher than the average visual attention since it attracted much visual attention although it was very small in area. That is, it has objectively clarified that people get most fascinated with a place with infinite images in the background like a pilotis space out of all the urban landscapes as Gordon Cullen's theory. In addition, the differences in visual concentration of pilotis space by sex, by subject was examined, and there was no significant difference in visual concentration of pilotis space by gender. As a result of examining the difference of visual concentration by classifying the subjects into architectural related major, the major group showed higher frequency of viewing than the non - major group.

Smart Electric Wheelchair using Eye-Tracking (아이트래킹을 이용한 스마트 전동휠체어)

  • Kim, Tae-Sun;Yoon, Seung-Mok;Kim, Tae-Seong;Park, Hyeon-Kyeong;Park, Seong-Hwan;Kim, Woo-Jong;Jeong, Sang-Su;Jang, Young-Sang;Jung, Hyo-Jin;Park, Su-Bin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.259-260
    • /
    • 2020
  • 기존의 전동휠체어를 사용하는 약자 또는 중증 장애인 등 지체(肢體)가 불편한 사람들이 휠체어 사용 시 생기는 문제점을 해소할 목적으로 시작되었다. 이는 전동휠체어가 보행 기구임에도 자동차에 준하는 교통사고에 대해 무방비하게 노출되고, 중증 장애인에 대한 이동권 보장이 아직 미흡하여 생기는 문제이다. 따라서 본 연구에서는 이러한 문제로 인한 불편함을 해소하고자 아이트래킹을 이용한 스마트 전동휠체어 기술을 적용하고자 한다. 루게릭병 등으로 인해 지체(肢體)의 움직임에 제한이 있는 사람들에게 보호자가 밀어주는 휠체어에 의존하는 것이 아닌 Eye-Tracker를 이용한 시선 추적(Eye-Tracking) 기술로 휠체어 동작이 가능하다. Web-Cam과 라즈베리 파이를 통해 얻은 전·후·좌·우의 영상정보를 디스플레이 화면에 송출한다. 그 후 Eye-Tracking 기술을 이용해 디스플레이 화면에 표시된 전·후·좌·우 이동에 관한 UI(User Interface)룰 사용자가 송출된 영상을 보면서 눈의 움직임만으로 선택해 휠체어의 방향을 제어한다. 또한 전동휠체어의 조작 실수로 다른 행인 또는 장애물과 충돌하는 문제점을 초음파 센서를 이용하여 일정 거리 내에 사물이나 사람이 있을 경우 디스플레이 화면에 경고표시 및 경고음, 각 초음파 센서 위치에 맞는 LED작동으로 사용자들에게 추돌 위험경고와 함께 장애물의 위치파악이 가능하도록 한다. 따라서 스마트 전동휠체어를 통하여 수동적인 움직임이 아닌 능동적이고, 초음파 센서로 인해 안전한 이동이 가능하게 한다.

  • PDF

Analysis of Effects of Rational and Emotional Advertising Appeals on Products from a View of Psychological Distance : Focusing on the Eye-Tracking Method (제품에 대한 심리적 거리감에 따른 이성적, 감성적 광고소구의 효과분석: 아이트래킹 방법을 중심으로)

  • Kang, Chang Min;Lee, Kun Chang
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.97-104
    • /
    • 2019
  • Consumers possess their own psychological distance towards products. Based on the construal-level theory, this study aims to analyze which type of advertising appeal is more effective according to psychological distance. Also this study conducts neurophysiology experiment through eye-tracker. By using eye-tracking methods, participants' responses to products was measured and analyzed accordingly. Results revealed that consumers prefer rational appeals when the psychological distance is perceived near, while emotional appeals are preferred when the psychological distance is perceived far. In addition, eye movements measured in Visit Count(VC), Fixation Count(FC), and Total Fixation Duration(TFD) showed significant difference when participants are viewing preferred and non-preferred appeals.

Development of Eye Protection App using Realtime Eye Tracking and Distance Measurement Method (실시간 시선 추적과 거리 측정 기법을 활용한 눈 보호 앱 개발)

  • Lee, Hye-Ran;Lee, Jun Pyo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.223-224
    • /
    • 2019
  • 본 논문에서는 카메라의 실시간 영상에서 얻을 수 있는 데이터를 수집 및 분석하여 일반인들에게 스마트폰의 실제 사용량, 최적화면 표현, 그리고 건조증 위험도의 정보를 제공하는 "i-eye" 응용 앱을 제안하여 눈 건강관리를 가능하게 한다. 제안하는 앱은 발전된 스마트 폰을 기반으로 동작되며 아이트래킹(eye-gaze tracking), 영상거리측정(image distance measurement), 눈 데이터분석(eye data analysis)의 3가지 핵심기술을 제안한다.

  • PDF

Application Strategies of Eye-tracking Method in Nightscape Evaluation (야간경관 평가에서의 아이트래킹 분석 적용 연구)

  • Kang, Youngeun;Kim, Mintai
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.43 no.4
    • /
    • pp.87-97
    • /
    • 2015
  • There's a trend towards vitalization of nightscape planning businesses nationally and locally as well for city image making and activation of regional economy, but there is still no systematic nightscape planning going on for lack of relevant researches and objective evaluations. This study aims to suggest the guideline for nightscape planning by conducting an eye tracking experiment and survey for recognizing the characteristics of a nightscape. Furthermore, the authors intended to verify the eye-tracking method as a tool for landscape evaluation. The research site was restricted in the campus of Virginia Tech, VA, and those were selected by experts' survey among various types of nightscape images. The variables for analyzing the characteristics of nightscape images selected were 'preference', 'safety(fear)' and 'clearness'. 'Fixation duration', 'saccade duration', 'scan path length', and 'pupil size' were selected as the eye movement measurements. The results of this study are as follows: The first outcome found was that there were significant differences among the characteristics(preference, safety and clearness) of a nightscape by MANOVA, and these variables were correlated positively by Pearson's correlation. Secondly, there were differences on fixation duration, saccade duration and scan path depending on the nightscape setting statistically. Also, the eye tracking measurement in an open setting was recorded lower than enclosed settings. In the result of a heat map, we found the meaning of the fixated areas on both viewing without intention and viewing intentionally. It turned out that the fixated areas were consistent with the areas the subjects felt preferred and clarity in all of the nightscape images, which means people usually focus on what they prefer and see clearly in a certain nightscape. Based on this result and previous studies, the authors could make a conclusion that eye tracking method can apply to evaluate nightscape settings in terms of analyzing the whole characteristics and finding specific points for the detailed analysis as well. Therefore, these results can contribute by suggesting nightscape planning, implication of the landscape evaluation, and implication of the eye tracking study.

A Study on the Analysis of Gaze Characteristic of The Villa Savoye - Based on the Difference between Architecture Major Group and Non-Architecture Major Group (빌라 사보아의 건축입면 주시특성 연구 - 건축 전공자와 비전공자의 차이를 중심으로)

  • Cho, Hyeong-Kyu
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.11
    • /
    • pp.724-731
    • /
    • 2016
  • The purpose of this study was to determine what rules or patterns exist when people gaze at a villa savoye, which is probably Le Corbusier's best known building, using eye-movement tracking techniques. Villa savoye was designed, addressing his emblematic "Five Points", such as pilotis, functional roofs, free floor plans, long horizontal windows, and freely-designed facades. This study examined how the villa savoye's facade image is formed in an objective manner. This study selected a total of 56 test subjects, and showed them an image of a villa savoye. Using eye-movement tracking tools, this study recorded where they mostly gazed at when seeing the building. In addition, an experiment was carried out to test the different points of view, relating to visual attention, between the two groups with different levels of knowledge in architecture. To analyze the data, the Gaze Frequency was used as the key indicator. The results showed that the subjects have a higher degree of attention to either the door or window in general than in former studies. The architecture major group showed that they gazed the experiment image more evenly.

Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
    • /
    • v.5 no.2
    • /
    • pp.33-41
    • /
    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.