• 제목/요약/키워드: Eye Movement

검색결과 545건 처리시간 0.029초

의식적 손가락 움직임이 인지기능 변화에 미치는 융합연구 (Convergence study on the change of cognitive function through the intentional finger movement)

  • 김경윤;배세현
    • 한국융합학회논문지
    • /
    • 제10권5호
    • /
    • pp.95-102
    • /
    • 2019
  • 본 연구는 정상 성인을 무작위로 급속안구움직임(saccadic eye movement, SEM)군과 의식적손가락움직임(intentional finger movement, IFM) 군으로 구분하여 2주 동안 중재를 실시한 후 숫자외우기 검사와 n-back 검사를 사용하여 인지기능의 변화를 알아보았다. 그 결과 IFM군의 단기기억은 시간이 지날수록 유의하게 상승하였으며, 추적 검사에서는 군간 차이를 나타내었다. IFM군의 n-back은 수행시간, 오류횟수, 정확률에서 시간이 지날수록 유의한 효과를 나타내었다. SEM군의 n-back은 수행시간과 정확률에서 시간이 지날수록 유의한 효과를 나타내었다. 결론적으로 인지기능 향상에는 단일 자극인 SEM보다 대뇌겉질을 광범위하게 활성화 시킬 수 있는 다중 자극인 IFM 방법이 인지기능 향상의 중재 방법으로 더 유용할 것으로 생각된다.

Method for Inference of Operators' Thoughts from Eye Movement Data in Nuclear Power Plants

  • Ha, Jun Su;Byon, Young-Ji;Baek, Joonsang;Seong, Poong Hyun
    • Nuclear Engineering and Technology
    • /
    • 제48권1호
    • /
    • pp.129-143
    • /
    • 2016
  • Sometimes, we need or try to figure out somebody's thoughts from his or her behaviors such as eye movement, facial expression, gestures, and motions. In safety-critical and complex systems such as nuclear power plants, the inference of operators' thoughts (understanding or diagnosis of a current situation) might provide a lot of opportunities for useful applications, such as development of an improved operator training program, a new type of operator support system, and human performance measures for human factor validation. In this experimental study, a novel method for inference of an operator's thoughts from his or her eye movement data is proposed and evaluated with a nuclear power plant simulator. In the experiments, about 80% of operators' thoughts can be inferred correctly using the proposed method.

안구의 운동방향이 다른 컴퓨터 게임 후 폭주근점과 융합여력의 변화 (The Change of Near Point of Convergence and Fusional Reserves after Computer Gaming with Different Direction of Eye Movement)

  • 김세일;권기일;이지예;이효진;박미정;김소라
    • 한국안광학회지
    • /
    • 제18권1호
    • /
    • pp.37-43
    • /
    • 2013
  • 목적: 본 연구에서는 안구의 운동방향이 다른 컴퓨터 게임을 일정시간 동안 수행하였을 때 폭주근점 및 융합여력의 변화에 미치는 영향을 알아보고자 하였다. 방법: 안질환, 안과적 수술 및 조절기능의 이상이 없고 교정시력이 1.0 이상인 20대 40명을 대상으로 40분, 90분 동안 안구를 수평방향 및 수직방향으로 움직여야 하는 게임을 각각 실시하게 한 후 수평 및 수직 융합여력 및 폭주근점 값을 측정하였다. 결과: 수평 및 수직방향의 컴퓨터 게임 후 폭주 근점은 게임 전의 검사 값과 비교하여 멀어지는 경향을 보였으며, 수평 및 수직 융합여력은 모두 유의성 있게 감소하였다. 그러나 90분 동안 연속적으로 컴퓨터 게임을 하였을 때에는 융합여력 및 폭주근점의 감소폭이 40분 동안 작업을 수행하였을 경우보다 작았다. 안구의 주 운동방향에 따른 양안시 기능의 변화는 수직방향으로 고정된 운동보다 수평방향에서의 운동에 의해 더 크게 영향을 받는 것으로 나타났다. 결론: 본 연구에서는 video display terminal(VDT) 작업시 안구의 주 운동방향에 따라 융합여력 및 폭주근점의 변화가 다르게 나타남을 밝혔다. 따라서 지속된 VDT 작업에 따른 양안시 기능의 저하를 방지하기 위하여서는 주로 사용하게 되는 외안근에 따라 작업시간의 조정이 다르게 요구됨을 알 수 있었다.

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
    • /
    • 제22권4호
    • /
    • pp.155-162
    • /
    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

Mapping Studies on Visual Search, Eye Movement, and Eye track by Bibliometric Analysis

  • Rhie, Ye Lim;Lim, Ji Hyoun;Yun, Myung Hwan
    • 대한인간공학회지
    • /
    • 제34권5호
    • /
    • pp.377-399
    • /
    • 2015
  • Objective: The aim of this study is to understand and identify the critical issues in vision research area using content analysis and network analysis. Background: Vision, the most influential factor in information processing, has been studied in a wide range of area. As studies on vision are dispersed across a broad area of research and the number of published researches is ever increasing, a bibliometric analysis towards literature would assist researchers in understanding and identifying critical issues in their research. Method: In this study, content and network analysis were applied on the meta-data of literatures collected using three search keywords: 'visual search', 'eye movement', and 'eye tracking'. Results: Content analysis focuses on extracting meaningful information from the text, deducting seven categories of research area; 'stimuli and task', 'condition', 'measures', 'participants', 'eye movement behavior', 'biological system', and 'cognitive process'. Network analysis extracts relational aspect of research areas, presenting characteristics of sub-groups identified by community detection algorithm. Conclusion: Using these methods, studies on vision were quantitatively analyzed and the results helped understand the overall relation between concepts and keywords. Application: The results of this study suggests that the use of content and network analysis helps identifying not only trends of specific research areas but also the relational aspects of each research issue while minimizing researchers' bias. Moreover, the investigated structural relationship would help identify the interrelated subjects from a macroscopic view.

안구 운동의 생리 (Physiology of Eye Movements)

  • 김지수
    • Annals of Clinical Neurophysiology
    • /
    • 제1권2호
    • /
    • pp.173-181
    • /
    • 1999
  • Eye movements serve vision by placing the image of an object on the fovea of each retina, and by preventing slippage of images on the retina. The brain employs two modes of ocular motor control, fast eye movements (saccades) and smooth eye movements. Saccades bring the fovea to a target, and smooth eye movements prevent retinal image slip. Smooth eye movements comprise smooth pursuit, the optokinetic reflex, the vestibulo-ocular reflex (VOR), vergence, and fixation. Saccades achieve rapid refixation of targets that fall on the extrafoveal retina by moving the eyes at peak velocities that can exceed $700^{\circ}/s$. Various brain lesions can affect saccadic latency, velocity, or accuracy. Smooth pursuit maintains fixation of a slowly moving target. The pursuit system responds to slippage of an image near the fovea in order to accelerate the eyes to a velocity that matches that of the target. When smooth eye movements velocity fails to match target velocity, catch-up saccades are used to compensate for limited smooth pursuit velocities. The VOR subserves vision by generating conjugate eye movements that are equal and opposite to head movements. If the VOR gain (the ratio of eye velocity to head velocity) is too high or too low, the target image is off the fovea, and head motion causes oscillopsia, an illusory to-and-fro movement of the environment.

  • PDF

수직 Saccadic 안구운동계의 속도 특성 (The Velocity Characteristics of the Vertical Saccadic Eye Movement System)

  • 이용천;박상희
    • 대한의용생체공학회:의공학회지
    • /
    • 제4권1호
    • /
    • pp.15-20
    • /
    • 1983
  • In this paper, the velocity characteristics of the vertical saccadic eye movement system with subject-experiment are investigated utilizing the infra-red methed. Especially, target-generation system which produces pseudo-random signals using EPROM 2716 and differentiator whose time constant is 12 msec are developed in hardware.

  • PDF

눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석 (Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance)

  • 김용우;강행봉
    • 한국멀티미디어학회논문지
    • /
    • 제19권9호
    • /
    • pp.1723-1737
    • /
    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

침구 치료로 호전된 동안신경마비 치험 1례 (A Case Report of Oculomotor Nerve Palsy Treated with Acupuncture and Moxibustion)

  • 김서희;이주현;경다현;홍석훈
    • 한방안이비인후피부과학회지
    • /
    • 제35권2호
    • /
    • pp.61-71
    • /
    • 2022
  • Objectives : The aim of this study is to report the effect of acupuncture and moxibustion treatment for patient with oculomotor nerve palsy. Methods : We treated a patient who had suffered from right. ptosis, diplopia, ophthalmoplegia and diagnosed with oculomotor nerve palsy with acupuncture(including pharmacopuncture, electroacupuncture), moxibustion, cupping therapy. Photographs of eye movement were used to evaluate the changes in limitation of eye movement. We also evaluated symptoms such as diploma, ptosis. Results : After treatment, patient's symptoms such as limitation of eye movement, diplopia, ptosis were improved. There are no adverse effects and no relapse after treatments. Conclusions : This case report suggests that acupuncture and moxibustion treatment can be effective for patient with limitation of eye movement, diplopia, ptosis in oculomotor nerve palsy.