• Title/Summary/Keyword: Eye Tracking

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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.

Characteristics of the Process of Visual Attention during Spatial Depth Perception (공간의 깊이감 지각과정에 나타난 시각정보획득 특성)

  • Kim, Jong-Ha;Cho, Ji Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.115-128
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    • 2018
  • Understanding the process of spatial perception plays a significant role in the design process as well as in the use of actual spaces. The perception of spatial depth can vary according to the space composition and design even there is no change in the actual size of the space. The properties of 3-dimensional space are its width, height, and depth; however, compared to the perception of spatial width and height, little research and theories exist on spatial depth perception. The reasons may be there less interest lies in the effect of spatial depth perception than that of spaciousness or height of space. This study is an investigation of the process of spatial depth perception using an eye-tracking device with stimuli developed through Computer Graphics. A total of 44 interior design major students participated in the eye tracking experiment; and they looked at three images comprised of an identical room with only changes in the rear wall condition. The results show that a significant difference in the fixation duration per stimulus exists. In addition, a significant difference exists on the fixation duration per stimulus according to the participants' answer of the deepest space. The result of this study can help identify factors for spatial depth perception, validate the assumption on it, and provide knowledge on how to acquire desirable spatial depth by utilizing the research result.

A Study on Controlling IPTV Interface Based on Tracking of Face and Eye Positions (얼굴 및 눈 위치 추적을 통한 IPTV 화면 인터페이스 제어에 관한 연구)

  • Lee, Won-Oh;Lee, Eui-Chul;Park, Kang-Ryoung;Lee, Hee-Kyung;Park, Min-Sik;Lee, Han-Kyu;Hong, Jin-Woo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.6B
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    • pp.930-939
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    • 2010
  • Recently, many researches for making more comfortable input device based on gaze detection have been vigorously performed in human computer interaction. However, these previous researches are difficult to be used in IPTV environment because these methods need additional wearing devices or do not work at a distance. To overcome these problems, we propose a new way of controlling IPTV interface by using a detected face and eye positions in single static camera. And although face or eyes are not detected successfully by using Adaboost algorithm, we can control IPTV interface by using motion vectors calculated by pyramidal KLT (Kanade-Lucas-Tomasi) feature tracker. These are two novelties of our research compared to previous works. This research has following advantages. Different from previous research, the proposed method can be used at a distance about 2m. Since the proposed method does not require a user to wear additional equipments, there is no limitation of face movement and it has high convenience. Experimental results showed that the proposed method could be operated at real-time speed of 15 frames per second. Wd confirmed that the previous input device could be sufficiently replaced by the proposed method.

The Effect of Non-verbal Communication using Cinemagraph in Mobile Electronic Commerce of Agrifood on Visual Attention and Purchase Intention

  • Park, Ji Seob;Bae, Jin Hwa;Cho, Kwang Su
    • Agribusiness and Information Management
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    • v.6 no.2
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    • pp.24-31
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    • 2014
  • This paper is a study on what kind of effect non-verbal communication in mobil electronic commerce has on purchase intention and visual attention. For this purpose, the screen of mobile shopping mall produced arbitrarily was exposed to the experimental group and the control group. The experimental group was exposed to the screen of mobile shopping mall that expressed non-verbal communication making use of cinemagraph images and the control group was exposed to the screen of mobile shopping mall based on still images. For the study, survey research and experimental research were conducted simultaneously. Data of survey research were analyzed by MANOVA and t-test, and by using eye-tracker experimental research recorded the duration of time that the subjects stared images. The results of experiment show that in non-verbal communication the experimental group that saw cinemagraph images recorded shorter average staring time than the control group that saw ordinary images, and the cinemagraph had statistically significant effect on visual attention as well. And it was analyzed that non-verbal communication had significant effect on the purchase intention of the experimental group, but had no effect on the purchase intention of the control group. The results can be interpreted that the people who saw cinemagraphs in mobile shopping environment had spent shorter time in seeing products than the people who saw ordinary images, but still the former came to have purchase intention on the products. The results of the present study can be useful for marketers who try to sell agrifood in mobile environment.

Analysis of Car controls and Perclos by Normal and Fatigue driving (정상운전과 피로운전에 따른 차량조정능력 및 PERCLOS 분석)

  • Oh, Ju-Taek;Lee, Sang-Yong;Kim, Young-Sam
    • International Journal of Highway Engineering
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    • v.10 no.4
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    • pp.127-138
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    • 2008
  • Vehicles have recently become one of the main factors affecting our quality of life, and the needs of vehicles are still increasing. As a result, the growth of vehicles generate more crashes every year. One main factor for vehicle crashes is uncareful driving behaviors. Especially, drowsy or fatigue driving behaviors explain about 10-20% of the crashes, and they cause serious results because of the delay of response time and the decrease of object-recognition. Therefore, this research conducted real time image processing tests in order to study how cellular phone usages and drowy(or fatigue) drives affect driving behaviors. A vehicle simulator was used for this research, and the faceLAB 4.5 of Seeing Machines for eye image tracking tests using a small camera was installed in the front of the simulator, and normal and drowsy(or fatigue) driving patterns were analyzed.

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A Study of Contents Arrangement in Conning Display (선박항법기기 화면의 배치에 관한 연구)

  • Yoon, Hoon-Yong;Kim, Kyung-Hoon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.2
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    • pp.154-161
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    • 2010
  • The conning display which is located in the ship bridge shows the various important information such as ship position, ship speed, track data, rate of turn, thruster rpm so on, and is one of the IBSs(Integrated Bridge Systems). In this study, the survey was conducted for ten officers to find the importance and using frequency of the information which were displayed in the conning display. The results showed that the information of drift speed, ship speed, wind direction and wind force, rate of turn, sea water depth, ship position, heading, thrust rpm, alarm, rudder command and angle got high scores and it meant that these information were very important and high frequency of use during the navigation. The optimized contents arrangement in conning display was suggested based on importance and using frequency of information. The experiment using eye-tracking system was conducted to compare the performance time and error rate of nine different scenarios for suggested arrangement display and three other existing displays. The results showed that the suggested arrangement was the best in performance time and error rate. The scenario concerning the direction and speed of wind showed faster performance time and lower error rate than other scenarios. The movement of subject's eye tended to search from the center and to avoid the comer, called 'the comer effect.' It is expected that the results of this study could help for the bridge staff to grasp the sailing information easily and to cope with the given situations promptly.

3D First Person Shooting Game by Using Eye Gaze Tracking (눈동자 시선 추적에 의한 3차원 1인칭 슈팅 게임)

  • Lee, Eui-Chul;Park, Kang-Ryoung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.465-472
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMB. The proposed method is composed of 3 parts. At first, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, when the user gaze on the monitor plane, the geometric relationship between the gazing position of monitor and the detected position of pupil center is determined. In the last part, the final gaze position on the HMD monitor is tracked and the 3D view in game is controlled by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his(or her) hand. Also, it can Increase the interest and the immersion by synchronizing the gaze direction of game player and the view direction of game character.

Analysis of the User's Visual Attention Frequency for UX Design of Online Markets (온라인마켓의 UX설계를 위한 사용자의 주시빈도 분석)

  • Ha, JongSoo;Ban, ChaeHoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2079-2084
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    • 2016
  • When designing the interface of the web site, we must consider what users want and need in the design, because design trends are recently changing from user interface design to user experience design. In this paper, we present the method to apply the user experience design when designing the main page of the web site. We select representative online markets and analyze the information elements which compose the main page. Using the eye tracking method which measure user's visual attention frequency, we compare the main page with the wire-frame and analyze changes of the visual attention frequency over time. As a result of experiments, it is efficient to allocate the important information as the image or the moving image to the center of main page for use's visual attention at the time of designing the main page of the online market.