• Title/Summary/Keyword: EYE TRACKING

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A Study on the Improvement of Concentration and Memory Based on Eye Tracking Game for the Treatment of ADHD (ADHD 치료를 위한 아이트래킹 게임 기반 집중력과 기억력 향상 연구)

  • Eun-Sun Choi;Da-vin Choi;Na-ra Yun;Da-Yeon Yoo;Jisu Park
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1016-1017
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    • 2023
  • 이 연구는 ADHD 환자를 대상으로 디지털 치료 게임을 개발하였으며, 환자의 주의력과 기억력을 향상시키도록 구성되었다. 게임은 눈 움직임과 ADHD 의 연관성을 고려하여 아이트래킹 기술을 활용하여 개발되었다. 이를 통해 ADHD 환자를 위한 맞춤형 디지털 치료 게임의 중요성을 강조한다.

Eye Movements in Understanding Combinatorial Problems (순열 조합 이해 과제에서의 안구 운동 추적 연구)

  • Choi, In Yong;Cho, Han Hyuk
    • Journal of Educational Research in Mathematics
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    • v.26 no.4
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    • pp.635-662
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    • 2016
  • Combinatorics, the basis of probabilistic thinking, is an important area of mathematics and closely linked with other subjects such as informatics and STEAM areas. But combinatorics is one of the most difficult units in school mathematics for leaning and teaching. This study, using the designed combinatorial models and executable expression, aims to analyzes the eye movement of graduate students when they translate the written combinatorial problems to the corresponding executable expression, and examines not only the understanding process of the written combinatorial sentences but also the degree of difficulties depending on the combinatorial semantic structures. The result of the study shows that there are two types of solving process the participants take when they solve the problems : one is to choose the right executable expression by comparing the sentence and the executable expression frequently. The other approach is to find the corresponding executable expression after they derive the suitable mental model by translating the combinatorial sentence. We found the cognitive processing patterns of the participants how they pay attention to words and numbers related to the essential informations hidden in the sentence. Also we found that the student's eyes rest upon the essential combinatorial sentences and executable expressions longer and they perform the complicated cognitive handling process such as comparing the written sentence with executable expressions when they try the problems whose meaning structure is rarely used in the school mathematics. The data of eye movement provide meaningful information for analyzing the cognitive process related to the solving process of the participants.

Presbyopic Spectacle and Monovision for Reading Performance Before Adaptation (노안안경과 모노비젼 콘택트렌즈 착용 후 적응 전 읽기 능력 평가)

  • Chu, Byoung Sun;Hwang, Jeong Hee
    • Journal of Korean Ophthalmic Optics Society
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    • v.15 no.3
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    • pp.263-268
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    • 2010
  • Purpose: Eye movements and fixation ability are an important procedure to obtain external information and essential means of clear vision. The purpose of this study was to determine the reading performance such as reading time and number of fixations when random text was viewed at varying distances. Methods: Twenty two presbyopes were participated. All subjects were screened for their suitability to participate in the study by clinical examination, and none of the participants had previously worn contact lenses and no previous experience of wearing any types of presbyopic vision correction except single vision. The reading time and number of fixations were recorded using eye tracker while each subjects was waring four vision corrections which included single vision for distance (SV), bifocal spectacle lenses (BIF), progressive addition lenses (PAL), and monovision (MV). The reading material was presented at distance and near distance. Results: Reading time and number of fixations for near stimulus were significantly different among vision correction used in this study (p<0.001). In particular, wearing SV required longer reading time and produced longer fixation duration for near text. However, reading distance text was similarity performed across vision corrections tested and there was no statistical difference found for either reading time and number of fixations. Conclusions: Wearing presbyopic vision correction is advantageous for reading task of near stimuli, but not having near correction such as wearing SV could result in longer reading time and higher number of fixation due to lacks of accommodative ability for near task. For the future studies, it would be interesting to examine the performance of reading both at adapted and unadapted stages as examining only unadapted wearers was limitation of this study.

Application of Eye Tracker for Study on the Effect of Analytic Proof Learning of Gifted Students (수학영재 학생들의 분석적 증명 학습 효과 검증을 위한 시선추적기의 활용)

  • Jung, Kyung-Woo;Yun, Jong-Gug;Lee, Kwang Ho
    • Communications of Mathematical Education
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    • v.32 no.3
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    • pp.275-296
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    • 2018
  • The purpose of this study is to investigate the change of gaze and the change of the proof learning achievement after learning the analytic method for proof to mathematical gifted students using eye tracking technique. In order to complete the purpose of this study, a mixed method research was used, that is a combination of quantitative and qualitative research methods. Quantitative analysis was conducted based on the data obtained through the eye tracker, and qualitative analysis was also done using post interview data to make up for the quantitative analysis. The subjects of this study were 8 mathematical gifted 3rd grade middle school students in the gifted education center. The conclusions of this study are as follows. First, the learning of analysis leads to a change of gaze in the proof learning of students. The students, after learning the analysis, moved their gaze from the bottom to the top when solving the proof problem, and the occupancy rate of the gaze to the bottom of the proof was higher than the higher part. Second, the change of gaze caused by the learning of the analysis have a correlation with the achievement of the proof learning and it can be seen that the method learning improves the achievement of the proof learning of the students.

Utilizing Usability Metrics to Evaluate a Subway Map Design

  • Jung, Kwang Tae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.343-353
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    • 2017
  • Objective: This study aims to evaluate the efficiency of two representative subway map design types, namely a diagram type and a geographical type using physiological metrics, performance metrics, and self-reported metrics, which are representative usability metrics. Background: Subway maps need to be designed in order for users to quickly search and recognize subway line information. Although most cities' subway maps currently use the diagram type designed by Henry Beck, New York City's subway map has recently been changed to the subway map type combined with the geographical type designed by Michael Hertz. However, not many studies on its efficiency are found, and the studies that are available mainly depend on questionnaire surveys or take on a subjective behavioral study type based on experts' experiences. In this regard, evaluation through a more objective method is needed. Method: This study employed usability metrics as a method to evaluate the efficiency of information search targeting the diagram type and geographical type subway maps used mostly as subway maps. To this end, physiological metrics obtained through eye tracking, task completion time, representative metric of task performance, and subjective evaluation metrics were used for the suitability evaluation of subway map designs. Results: In the result of gaze movement distance analysis, no significant difference was shown in the two design types in terms of a process finding a departure station from the starting point and a process finding a transfer station between the departure station and arrival station (destination). However, the gaze movement distance in the process finding the arrival station at the departure station was significantly shorter in the geographical type, rather than in the diagram type. The analysis of task completion time showed a result similar to the gaze movement distance analysis result. Task completion time was significantly shorter in the geographical type, rather than in the diagram type, which is in the process finding the arrival station at the departure station. In other information search processes, no significant difference was shown. As a result of subjective evaluation metrics analysis, no significant difference was revealed in the two design types. Conclusion: An analysis on the two representative subway map design types was carried out via the adoption of usability metrics. As a result, although no significant difference was shown in some information search processes, it was revealed that information search was easier in the geographical type overall. Also, it was found that usability metrics can be effectively used to evaluate the design types of subway maps. Application: The study results can be used to set design direction to offer ease in information search on subway lines. The study also can be used as a method to evaluate a subway map's design type.

Analysis of Teaching Behavior and Visual Attention according to Teacher's Career in Elementary Science Inquire-based Class on Respiration (탐구형 초등과학수업 '호흡' 차시에서 교사의 경력에 따른 교수행동 및 시각적 주의 분석)

  • Kim, Jang-Hwan;Shin, Won-Sub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.37 no.2
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    • pp.206-218
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    • 2018
  • The purpose of this study is to analyze the teaching behaviors and visual attention according to teacher's career in Elementary Science Inquire-based Class. Participants were four elementary school teachers in Seoul. They were all in grade 5 and taught science. According to the experience of elementary science education, two novice teachers and two expert teachers were identified. Participants taught Respiration in the 'Structure and Function of our Body' in the elementary science fifth grade. The mobile eye tracker used in this study is SMI's ETG 2w, which is a binocular tracking system. In addition, a video camera was installed behind the classroom to record the entire class. We recorded all the contents of the recorded video and analyzed the results. In this study, the actual practice time, participant's visual attention, and decentralized attention ability were analyzed by class phase. The results of the study are as follows. First, there was a difference between planned class time and actual practice time. The novice teachers were having difficulty in reconstructing the contents of education, and the expert teachers were reconstructing the curriculum and interacting with the students with high understanding and application of the curriculum. There were many differences between the novice teachers and the expert teachers in the tour guidance to confirm student activities. Second, if we look at the visual attention on the area related to teaching and learning by class phase, the novice teacher concentrates all the steps in a specific area, expert teachers showed an equal visual attention to meaningful areas of teaching and learning activities. Third, there was a statistically significant difference in activities 1-1, 1-2, 2-1, and 2-2 when the participants' decentralized attention ability. Expert teachers frequently checked students' understanding and interests. There was a lot of interaction with students. It is also shown through the decentralized attention ability that the novice teachers concentrate on a specific area, and the expert teachers have a high degree of decentralized attention ability and visual attention evenly.

W3C based Interoperable Multimodal Communicator (W3C 기반 상호연동 가능한 멀티모달 커뮤니케이터)

  • Park, Daemin;Gwon, Daehyeok;Choi, Jinhuyck;Lee, Injae;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.140-152
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    • 2015
  • HCI(Human Computer Interaction) enables the interaction between people and computers by using a human-familiar interface called as Modality. Recently, to provide an optimal interface according to various devices and service environment, an advanced HCI method using multiple modalities is intensively studied. However, the multimodal interface has difficulties that modalities have different data formats and are hard to be cooperated efficiently. To solve this problem, a multimodal communicator is introduced, which is based on EMMA(Extensible Multimodal Annotation Markup language) and MMI(Multimodal Interaction Framework) of W3C(World Wide Web Consortium) standards. This standard based framework consisting of modality component, interaction manager, and presentation component makes multiple modalities interoperable and provides a wide expansion capability for other modalities. Experimental results show that the multimodal communicator is facilitated by using multiple modalities of eye tracking and gesture recognition for a map browsing scenario.

Human-in-the-loop experiments design for workload effectiveness verification of multiple-UAV operators (복수무인기 운용자의 임무과부하지표 효용성 검증을 위한 human-in-the-loop 실험 설계 및 구현)

  • Lim, Hyung-Jin;Choi, Seong-Hwan;Shin, Eun-Chul;Oh, Jang-Jin;Kim, Byoung Soo;Kim, Seungkeun;Yang, Ji Hyun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.4
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    • pp.284-291
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    • 2017
  • There is no doubt that advances in UAV technology have improved military performance. However, these advances require humans to adapt to new and complex operational systems. UAV has been rapidly expanding to a variety of fields such as reconnaissance, transportation, communication and aerial photographing recently. Also, with the development of UAV automation technology, one operator is able to supervisory-control multiple-UAVs. However, as the number of assigned UAV increases, the amount of information increases and this results in the workload of the operator increasing and deterioration in controlling performance. Accordingly, there is a need for a model to determine the level of overload an operator may encounter with regard to multiple-UAV but nationally this kind of research is currently lacking. Therefore, this paper provides an experimental platform for evaluating workload index effectiveness integrating multiple-UAV operational environments, GCS, and eye-tracking system followed by a limited survey of domestic and international studies of multi-UAV overload studies.

Research on the Change in Index of Pupil in the Initial Observation on Large Space of Library (공간의 초기 주시과정에 나타난 동공지표의 크기변화에 관한 연구)

  • Kim, Jong-Ha
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.15-28
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    • 2018
  • The purpose of this study was to conduct eye-tracking experiments to target large spaces and to analyze the characteristics of pupil gaze by gender. By analyzing the change of pupil size in the eye-tracking experiment, we suggest a template for objective and scientific analyses of gender observation data. Additionally, based on the difference between gender and time to pupil size change, we noted the characteristic of time that gather the visual perception data information and showed that females attend to interesting elements of visual information one to two seconds slower than males. In the initial "$1sec{\rightarrow}2sec$", the pupil size has been increased in leap condition of male and in fixed condition of female. In addition, if condition limits to fixed observation to view the change rates on gender then the pupil size of female was larger than male before 9 seconds, while male's pupil size was larger after 9 seconds. This indicates that females obtain visual information through a relatively larger pupil size during the first 1-8 seconds after stimulus presentation, while males acquire it between 10-15 seconds after input. However, based on the result that the pupil size of female was larger than male on the change of observation time, the pupil size movement on female was energized to watch more interest element after a certain period of time.

A Study on Manipulating Method of 3D Game in HMD Environment by using Eye Tracking (HMD(Head Mounted Display)에서 시선 추적을 통한 3차원 게임 조작 방법 연구)

  • Park, Kang-Ryoung;Lee, Eui-Chul
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.49-64
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    • 2008
  • Recently, many researches about making more comfortable input device based on gaze detection technology have been done in human computer interface. However, the system cost becomes high due to the complicated hardware and there is difficulty to use the gaze detection system due to the complicated user calibration procedure. In this paper, we propose a new gaze detection method based on the 2D analysis and a simple user calibration. Our method used a small USB (Universal Serial Bus) camera attached on a HMD (Head-Mounted Display), hot-mirror and IR (Infra-Red) light illuminator. Because the HMD is moved according to user's facial movement, we can implement the gaze detection system of which performance is not affected by facial movement. In addition, we apply our gaze detection system to 3D first person shooting game. From that, the gaze direction of game character is controlled by our gaze detection method and it can target the enemy character and shoot, which can increase the immersion and interest of game. Experimental results showed that the game and gaze detection system could be operated at real-time speed in one desktop computer and we could obtain the gaze detection accuracy of 0.88 degrees. In addition, we could know our gaze detection technology could replace the conventional mouse in the 3D first person shooting game.