• Title/Summary/Keyword: Eye Tracking

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Analysis of text entry task pattern according to the degree of skillfulness (숙련도 차이에 따른 문자 입력 작업 행태 분석)

  • Kim, Jung-Hwan;Lee, Suk-Jae;Myung, Ro-Hae
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.1-6
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    • 2007
  • 최근 다양한 기기와 환경에서 문자 입력에 대한 요구가 높아지고 있다. 이에 따라 효율적인 문자 입력 인터페이스 설계를 위해 문자 입력 인터페이스의 평가가 필요한 실정이다. 기존 연구를 살펴보면 문자 입력 시간을 시각 탐색 시간과 손가락 이동 시간으로 나누고 정보처리 이론인 Hick-Hyman Law와 Fitts’ Law를 통해 예측, 평가 하였다. 하지만 위 두 과정은 연속적(serial)인 과정으로 눈과 손의 coordination(협응)에 대해 관과 하는 한계가 있다. 또한, 기존 문자 입력 시간 예측 모델은 전문가라는 특정 숙련도를 가정하고 만들어졌기 때문에 실제 문자 입력 시간에 비해 과대 측정되어 왔다. 이에 본 연구는 문자 입력 시간 예측 모델에 눈-손 coordination 매개변수를 삽입하고자 눈-손 coordination의 시간을 측정하고 행태를 분석하였다. 또한, 비숙련자와 숙련자의 구분을 통해 시각 탐색 시간과 손 움직임 시간 그리고 눈-손 coordination의 시간 과 행태가 어떻게 변화하는 지 분석하였다. 그 결과 눈-손 coordination 시간은 문자 입력 시간과 밀접한 관계가 있었다, 그리고, 눈-손 coordination 시간은 숙련도에 상관없이 문자 입력 시간의 22%를 차지하였다. 또한, 숙련자와 비숙련자의 문자 입력 시간과 비교해 손과 coordination 시간 비율은 차이가 없었다. 하지만, 눈의 움직임 시간 비율은 큰 차이를 나타내었다. 이 결과는 눈-손 coordination과 숙련도 차이를 기존 문자 입력 예측 모델에 매개변수로써 적용하기 위한 기초 자료가 될 것이다.

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A Study on the Visual Concentration and EEG Concentration on Cafe Facade (카페 파사드의 선호도에 따른 시각적 주의집중 및 뇌파 주의집중도 분석)

  • Kim, Sang-Hee;Lee, Jeong-Ho
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.60-69
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    • 2016
  • This experimental study measures the emotional and physiological responses of customers as to cafe facade design. It is done through eye-tracking and EEG response experiments. Specifically, their visual concentration and EEG concentration are analyzed in line with their facade preferences. The findings are as follows. First, the correlation between their facade preferences and visual concentration on facades is as follows: Highly preferable facades have a lower visual concentration frequency than the less preferable facades. Second, an analysis of $12{\times}12$ lattice division of facades shows that all facades have a high visual concentration for signs. The exceptions are F(6), F(7), F(8), and F(10). There is no correlation between the facade preferences and visual concentration behaviors for particular facade elements. Third, an analysis of prefrontal lobe's facade concentration shows that there is no correlation between the preferences and EEG concentration. However, there are big differences in the prefrontal lobe activity of 12 subjects depending on the facade. In particular, nine of them (3, 9, 13, 14, 15, 28, 36, 38, 43) show an activated prefrontal lobe as to the highly preferable facades-F(1), F(2), F(3), and F(4). However, such activation is not detected on the less preferable facades-F(9), F(10), F(11), and F(12).

A Study on Multiplication Expression Method by Visual Model (시각적 모델에 따른 곱셈식 표현 방법에 대한 연구)

  • Kim, Juchang;Lee, Kwnagho
    • Education of Primary School Mathematics
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    • v.22 no.1
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    • pp.65-82
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    • 2019
  • In this study, students' multiplication expression method according to visual model was analyzed through paper test and eye tracking test. As a result of the paper-pencil test, students were presented with multiplication formula. In the group model (number of individual pieces in a group) ${\times}$ (number of group) in the array model (column) ${\times}$ (row), but in the array model, the proportion of students who answered the multiplication formula in the (row) ${\times}$ (column). From these results, we derived the appropriate model presentation method for multiplication instruction and the multiplication expression method for visual model.

Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Use of gaze entropy to evaluate situation awareness in emergency accident situations of nuclear power plant

  • Lee, Yejin;Jung, Kwang-Tae;Lee, Hyun-Chul
    • Nuclear Engineering and Technology
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    • v.54 no.4
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    • pp.1261-1270
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    • 2022
  • This study was conducted to investigate the possibility of using gaze entropy to evaluate an operator's situation awareness in an emergency accident situation of a nuclear power plant. Gaze entropy can be an effective measure for evaluating an operator's situation awareness at a nuclear power plant because it can express gaze movement as a single comprehensive number. In order to determine the relationship between situation awareness and gaze entropy for an emergency accident situation of a nuclear power plant, an experiment was conducted to measure situation awareness and gaze entropy using simulators created for emergency accident situations LOCA, SGTR, SLB, and LOV. The experiment was to judge the accident situation of nuclear power plants presented in the simulator. The results showed that situation awareness and Shannon, dwell time, and Markov entropy had a significant negative correlation, while visual attention entropy (VAE) did not show any significant correlation with situation awareness. The results determined that Shannon entropy, dwell time entropy, and Markov entropy could be used as measures to evaluate situation awareness.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

Construction Workers' Sensation-Seeking and Inattentiveness to Warning Alarms from Construction Vehicles

  • Kim, Namgyun;Gregoire, Laurent;Anderson, Brian A.;Ahn, Changbum R.
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.261-268
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    • 2022
  • In road work zones, pedestrian workers' habituated inattention to warning alarms from construction vehicles can lead to fatal accidents. Previous studies have theorized that human factors such as personality traits may affect workers' inattentiveness to workplace hazards. However, there has been no study that directly examined how road construction workers' personality traits affect their attention to warning alarms within a work zone and the likelihood of engagement in a struck-by accident. This study examines how workers' sensation-seeking (especially boredom susceptibility) is related to inattention to warning alarms while performing a task in road work zones. An experiment with actual road construction workers was conducted using a virtual road construction environment. Workers' attention to repeatedly presented warning alarms was measured using eye-tracking sensors. In response to workers' frequent inattentive behaviors, a virtual accident was simulated. Results revealed a significant association between boredom susceptibility and workers' engagement in the virtual accident, a consequence of inattentiveness to warning alarms. The findings suggest that workers' personality traits predispose them to tune out warning alarms and become vulnerable to accidents in road work zones. The findings of this study can be used to develop targeted interventions aimed at preventing workers' inattention to repeatedly exposed workplace hazards, thereby contributing to reducing fatal accidents in road work zones.

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A Study on the Mechanism of Social Robot Attitude Formation through Consumer Gaze Analysis: Focusing on the Robot's Face (소비자 시선 분석을 통한 소셜로봇 태도 형성 메커니즘 연구: 로봇의 얼굴을 중심으로)

  • Ha, Sangjip;Yi, Eun-ju;Yoo, In-jin;Park, Do-Hyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.409-414
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    • 2021
  • 본 연구는 소셜로봇 디자인 연구의 흐름 중 하나인 로봇의 외형에 관하여 시선 추적을 활용하고자 한다. 소셜로봇의 몸 전체, 얼굴, 눈, 입술 등의 관심 영역으로부터 측정된 사용자의 시선 추적 지표와 디자인평가 설문을 통하여 파악된 사용자의 태도를 연결하여 소셜로봇의 디자인에 연구 모형을 구성하였다. 구체적으로 로봇에 대한 사용자의 태도를 형성하는 메커니즘을 발견하여 로봇 디자인 시 참고할 수 있는 구체적인 인사이트를 발굴하고자 하였다. 구체적으로 본 연구에서 사용된 시선 추적 지표는 고정된 시간(Fixation), 첫 응시 시간(First Visit), 전체 머문 시간(Total Viewed), 그리고 재방문 횟수(Revisits)이며, 관심 영역인 AOI(Areas of Interests)는 소셜로봇의 얼굴, 눈, 입술, 그리고 몸체로 설계하였다. 그리고 디자인평가 설문을 통하여 소셜로봇의 감정 표현, 인간다움, 얼굴 두각성 등의 소비자 신념을 수집하였고, 종속변수로 로봇에 대한 태도로 설정하였다.

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Gaze Tracking System Using Feature Points of Pupil and Glints Center (동공과 글린트의 특징점 관계를 이용한 시선 추적 시스템)

  • Park Jin-Woo;Kwon Yong-Moo;Sohn Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.80-90
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    • 2006
  • A simple 2D gaze tracking method using single camera and Purkinje image is proposed. This method employs single camera with infrared filter to capture one eye and two infrared light sources to make reflection points for estimating corresponding gaze point on the screen from user's eyes. Single camera, infrared light sources and user's head can be slightly moved. Thus, it renders simple and flexible system without using any inconvenient fixed equipments or assuming fixed head. The system also includes a simple and accurate personal calibration procedure. Before using the system, each user only has to stare at two target points for a few seconds so that the system can initiate user's individual factors of estimating algorithm. The proposed system has been developed to work in real-time providing over 10 frames per second with XGA $(1024{\times}768)$ resolution. The test results of nine objects of three subjects show that the system is achieving an average estimation error less than I degree.

Differences in Eye Movement during the Observing of Spiders by University Students' Cognitive Style - Heat map and Gaze plot analysis - (대학생의 인지양식에 따라 거미 관찰에서 나타나는 안구 운동의 차이 - Heat map과 Gaze plot 분석을 중심으로 -)

  • Yang, Il-Ho;Choi, Hyun-Dong;Jeong, Mi-Yeon;Lim, Sung-Man
    • Journal of Science Education
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    • v.37 no.1
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    • pp.142-156
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    • 2013
  • The purpose of this study was to analyze observation characteristics through eye movement according to cognitive style. For this, developed observation task that can be shown the difference between wholistic cognitive style group and analytic cognitive style group, measured eye movement of university students who has different cognitive style, as given observation task. It is confirmed the difference between two cognitive style groups by analysing gathered statistics and visualization data. The findings of this study were as follows; First, Compared observation sequence and pattern by cognitive style, analytic cognitive style group is concerned with spider first and moving on surrounding environment, whereas wholistic cognitive style group had not fixed pattern as observing spider itself and surrounding area of spider alternately or looking closely on particular part at first. When observing entire feature and partial feature, wholistic cognitive style group was moving on Fixation from outstanding factor without fixed pattern, analytic cognitive style had certain directivity and repetitive investigation. Second, compared the ratio of observation, analytic cognitive style group gave a large part to spider the very thing, wholistic cognitive style group gave weight to surrounding area of spider, and analytic group shown higher concentration on observing partial feature, wholistic cognitive style group shown higher concentration on observing wholistic feature. Wholistic cognitive style group gave importance to partial features in surrounding area, and wholistic feature of spider than analytic cognitive style group, analytic cognitive style group was focus on partial features of spider than wholistic cognitive style group. Through the result of this study, there are differences of observing time, frequency, object, area, sequence, pattern and ratio from cognitive styles. It is shown the reason why each student has varied outcome, from the difference of information following their cognitive style, and the result of this study help to figure out and give direction to what observation fulfillment is suitable for each student.

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