• Title/Summary/Keyword: 안구 운동측정기기

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Effect of Agricultural Machine Lighting systems on Drivers Night Visibility (농기계의 등화장치가 운전자의 야간시인성에 미치는 영향)

  • Choi, Seung hyun;Lee, Sung yeol;Jang, Taek young;Do, Myung sik
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.16 no.4
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    • pp.25-35
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    • 2017
  • This study aimed to analyze a driver's night visibility, according to the installation of a lighting system for driving an agricultural machine during the night time. For the night visibility analysis, a luminance measurement test on the lighting system and a gaze duration measurement test through eye movement measurement devices were carried out. In the luminance measurement test, the increase of luminance was confirmed as relative distance from an agricultural machine was closer and the conditions of the lighting equivalence are improved. Also the gaze duration measurement test, total gaze duration from an agricultural machine increased, as the conditions of the lighting equivalence are improved. In addition, it was identified that the difference in average gaze duration from an agricultural machine was statistically significant as the agricultural machine was driven in high speed. In conclusion, when the lighting system is installed on an agricultural machine, a driver's night visibility from the agricultural machine improves, which is expected to be enormously helpful to the prevention of agricultural machine accidents.

Characteristic Analysis on Drivers' Glance Durations with Different Running Speeds on the Expressway (고속국도에서의 주행속도 차이에 따른 운전자 평균 주시시간 특성에 관한 연구)

  • Sim, Hyeon-Jeong;Do, Myung-sik;Chong, Kyu-soo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.1
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    • pp.77-86
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    • 2016
  • Drivers can receive diverse types of traffic information through a number of methods. However, there are not enough information services considering human factors. In this study, as a basic research on human factors of the drivers, characteristic analysis on drivers' mean glance (fixation) durations with different running speeds on the expressway was performed under diverse running environments. To control variables other than running speeds, running environments were categorized into 4 types: 'daytime running without preceding vehicles', 'daytime running with preceding vehicles', 'nighttime running without preceding vehicles', and 'nighttime running with preceding vehicles'. Furthermore, ANOVA Test was used to divide speed groups. As a result of performing a multiple comparison to compare differences in glance behavior per each group, the road item and the preceding vehicles item showed an increase in mean glance durations as the speed increased, while the front view showed a decrease in mean glance durations. It was confirmed that the road sign showed no statistically significant difference in glance durations as the speed varied.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.