• Title/Summary/Keyword: 3D gaze

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A Study on Function of the Delineation System by Pattern for Safety Audit on Road Exit Ramp (국도유출부 안전진단을 위한 시선유도시설의 유형별 기능검토)

  • Kum, Ki-Jung;Kim, Hong-Sang;Min, Kyeong-Tae;Yang, Gye-Seung
    • International Journal of Highway Engineering
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    • v.8 no.4 s.30
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    • pp.1-11
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    • 2006
  • Currently, road mobility improved from the National Road Improvement. Nevertheless delineation system is facility that enhanced driver's safety, that was set up often inconsistent or nonexistent over the road exit ramp So it judged functional investigation will be necessary. This study suggested setting type of the delineation system. That was based on a field study and reviews the legal standard of it and considering driver's cognition behavior. For the study, make a 3D-simulation and so could objectively a comparative test. Comparison variable between delineation setting type is selected conspicuity and visibility. Cased that illustrated characteristics of driver's visual cognition behavior. The experiment was used Eye Marker Recorder for measure the gaze frequency more quantitatively and objectively. And used the ANOVA analysis for significance testing between delineation setting type. A significant percent of the conspicuity analyzed types(Safe mark, Obstacle Sign, Warning Light, and Tubular Maker) in road exit ramp for recognize. And gaze frequency that measure of effectiveness of visibility are measured. On the analysis result, the visibility was significance difference between delineation setting type and visibility of types was best.

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Estimate for Ensuring sight Distance of Curve Section from Consideration of the Environmental Impact Assessment based on the 3D GIS (환경영향을 고려한 곡선부 시거 안정성 분석을 위한 3차원 GIS 적용)

  • Choi Hyun;Han Sung-Dae;Lee Yong-Hee;Kang In-Joon
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2006.04a
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    • pp.431-436
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    • 2006
  • The latest system of GIS has been changing from 2 dimension to 3 dimension. According to the rapid growth of the fields linked to 3D GIS, 3D GIS has variously affected the public field, the national defense field, and the industrial field. This study estimated sight distance safety of curve section considering the environmental impact based on 3D GIS. Sight distance is calculated from the relation between road which keeps the three-dimension character and driver gaze, so it needs to consider both plane and vertical ior the accurate measuring. This study made analysis of the sight distance through considering the environmental impact with driving simulation of design speed 80km/h and running speed 60-120km/h.

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Explosion Casting: An Efficient Selection Method for Overlapped Virtual Objects in Immersive Virtual Environments (몰입 가상현실 환경에서 겹쳐진 가상객체들의 효율적인 선택을 위한 펼침 시각화를 통한 객체 선택 방법)

  • Oh, JuYoung;Lee, Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.11-18
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    • 2018
  • To interact with a virtual object in immersive virtual environment, the target object should be selected quickly and accurately. Conventional 3D ray casting method using a direction of user's hand or head allows the user to select an object quickly. However, accuracy problem occurs when selecting an object using conventional methods among occlusion of objects. In this paper, we propose a region of interest based selection method that enables to select an object among occlusion of objects using a combination of gaze tracking and hand gesture recognition. When a user looks at a group of occlusion of objects, the proposed method recognizes user's gaze input, and then region of interest is set by gaze input. If the user wants to select an object among them, the user gives an activation hand gesture. Then, the proposed system relocates and visualizes all objects on a virtual active window. The user can select an object by a selecting hand gesture. Our experiment verified that the user can select an object correctly and accurately.

Clinical Convergence Study on Attention Processing of Individuals with Social Anxiety Tendency : Focusing on Positive Stimulation in Emotional Context (사회불안성향자의 주의 과정에 관한 임상 융합 연구 : 정서맥락에서 긍정 자극을 중심으로)

  • Park, Ji-Yoon;Yoon, Hyae-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.79-90
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    • 2018
  • The purpose of this study was to investigate the difference of individuals with social anxiety tendency and normal people according to existence of emotional context in attention processing for positive facial stimulation. To do this, we investigated attentional processing for positive face stimuli in a condition without/with emotional context. SADS and CES-D were administered to 800 undergraduate students in D city and the social anxiety group (SA, n=24) and the normal control group (NC, n=24) were selected. In order to measure the two factors of attention process (attention engagement and attention disengagement), first gaze direction and first gaze time were measured through eye-movement tracking. The results show that the SA group exhibited faster attention disengagement from positive face stimuli compared to the NC group in the condition without context. But, when the positive context presented with positive face stimuli, there is no difference between SA and NC. This result suggests that the positive background affects emotional processing of social anxiety disorder.

Driver Assistance System for Integration Interpretation of Driver's Gaze and Selective Attention Model (운전자 시선 및 선택적 주의 집중 모델 통합 해석을 통한 운전자 보조 시스템)

  • Kim, Jihun;Jo, Hyunrae;Jang, Giljin;Lee, Minho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.115-122
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    • 2016
  • This paper proposes a system to detect driver's cognitive state by internal and external information of vehicle. The proposed system can measure driver's eye gaze. This is done by concept of information delivery and mutual information measure. For this study, we set up two web-cameras at vehicles to obtain visual information of the driver and front of the vehicle. We propose Gestalt principle based selective attention model to define information quantity of road scene. The saliency map based on gestalt principle is prominently represented by stimulus such as traffic signals. The proposed system assumes driver's cognitive resource allocation on the front scene by gaze analysis and head pose direction information. Then we use several feature algorithms for detecting driver's characteristics in real time. Modified census transform (MCT) based Adaboost is used to detect driver's face and its component whereas POSIT algorithms are used for eye detection and 3D head pose estimation. Experimental results show that the proposed system works well in real environment and confirm its usability.

Estimate for Ensuring sight Distance of Curve Section from Consideration of the Environmental Impact Assessment based on the 3D GIS (3차원 GIS기법으로 환경영향을 고려한 곡선부 시거 안정성 분석)

  • Choi Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.4
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    • pp.700-705
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    • 2006
  • The latest system of GIS has been changing from 2 dimension to 3 dimension. According to the rapid growth of the fields linked to 3D GIS, 3D GIS has variously affected the public field, the national defense field. and the industrial field. This study estimated sight distance safety of curve section considering the environmental impact based on 3D GIS. Sight distance is calculated from the relation between road which keeps the three-dimension character and driver gaze, so it needs to consider both plane and vertical for the accurate measuring. This study made analysis of the sight distance through considering the environmental impact with driving simulation of design speed 80km/h and running speed 60-120km/h.

Development of the Pointing Device using EOG (EOG를 이용한 포인팅 디바이스의 개발)

  • Park, Hyoung-Joon;Park, Jong-Hwan;Chun, Woo-Young
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.10
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    • pp.1356-1363
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    • 1999
  • In this paper, a new method for controlling the pointing device using EOG(electrooculogram) signal generated from eye movement was suggested. The basic idea of the method is to control the direction of pointer, as using the results of measuring each component of the horizontal EOG and the vertical EOG by angle of eye-gaze. As a practical example, pointing device controlling the personal computer's pointer is manufactured. The designed pointing device consists of pre-amplifier, A/D converter, serial transmission device and PC program. That is, first, the EOG is amplified by pre-amplifier. Secondly, the amplified EOG is digitized and transmitted to personal computer by PIC16C74A. Finally, the software for controlling the pointer on personal computer is programed. As the result, the measured horizontal EOG and vertical EOG by eye-gaze angle had high linearity; the correlation coefficients of the regression line were 0.998 and 0.996 respectively. And the developed pointing device is able to control the personal computer's pointer, and the average of the errors between the objective value and the observed value had 3.77% for horizontal axis and 5.85% for vertical axis. The pointing device developed in this study is able to control personal computer's pointer by subject's eye movement, that is, the user's intention. Furthermore, the algorithm of this study is applicable for many field, such as a new method remote control, a new wheelchair control and so forth.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Development for Multi-modal Realistic Experience I/O Interaction System (멀티모달 실감 경험 I/O 인터랙션 시스템 개발)

  • Park, Jae-Un;Whang, Min-Cheol;Lee, Jung-Nyun;Heo, Hwan;Jeong, Yong-Mu
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.627-636
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    • 2011
  • The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.

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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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