• 제목/요약/키워드: Eye Tracking

검색결과 447건 처리시간 0.026초

Mega Irises: Per-Pixel Projection Illumination Compensation for the moving participant in projector-based visual system (Mega Irises: 프로젝터 기반의 영상 시스템상에서 이동하는 체험자를 위한 화소 단위의 스크린 투사 밝기 보정)

  • Jin, Jong-Wook;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • 제17권4호
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    • pp.31-40
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    • 2011
  • Projector-based visual systems are widely used for VR and experience display applications. But the illumination irregularity on the screen surface due to the screen material and its light reflection properties sometimes deteriorates the user experience. This phenomenon is particularly troublesome when the participants of the head tracking VR system such as CAVE or the motion generation experience system continually move around the system. One of reason to illumination irregularity is projector-screen specular reflection component to participant's eye's position and it's analysis needs high computation complexity. Similar to calculate specular lighting term using GPU's programmable shader, Our research adjusts every pixel's brightness in runtime with given 3D screen space model to reduce illumination irregularity. For doing that, Angle-based brightness compensate function are considered for specific screen installation and modified it for GPU-friendly compute and access. Two aspects are implemented, One is function access transformation from angular form to product and the other is piecewise linear interpolate approximation.

Effective Eye Detection for Face Recognition to Protect Medical Information (의료정보 보호를 위해 얼굴인식에 필요한 효과적인 시선 검출)

  • Kim, Suk-Il;Seok, Gyeong-Hyu
    • The Journal of the Korea institute of electronic communication sciences
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    • 제12권5호
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    • pp.923-932
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    • 2017
  • In this paper, we propose a GRNN(: Generalized Regression Neural Network) algorithms for new eyes and face recognition identification system to solve the points that need corrective action in accordance with the existing problems of facial movements gaze upon it difficult to identify the user and. Using a Kalman filter structural information elements of a face feature to determine the authenticity of the face was estimated future location using the location information of the current head and the treatment time is relatively fast horizontal and vertical elements of the face using a histogram analysis the detected. And the light obtained by configuring the infrared illuminator pupil effects in real-time detection of the pupil, the pupil tracking was to extract the text print vector. The abstract is to be in fully-justified italicized text as it is here, below the author information.

A Study of Secure Password Input Method Based on Eye Tracking with Resistance to Shoulder-Surfing Attacks (아이트래킹을 이용한 안전한 패스워드 입력 방법에 관한 연구 - 숄더 서핑 공격 대응을 중심으로)

  • Kim, Seul-gi;Yoo, Sang-bong;Jang, Yun;Kwon, Tae-kyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • 제30권4호
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    • pp.545-558
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    • 2020
  • The gaze-based input provides feedback to confirm that the typing is correct when the user types the text. Many studies have already demonstrated that feedback can increase the usability of gaze-based inputs. However, because the information of the typed text is revealed through feedback, it can be a target for shoulder-surfing attacks. Appropriate feedback needs to be used to improve security without compromising the usability of the gaze-based input using the original feedback. In this paper, we propose a new gaze-based input method, FFI(Fake Flickering Interface), to resist shoulder-surfing attacks. Through experiments and questionnaires, we evaluated the usability and security of the FFI compared to the gaze-based input using the original feedback.

Real Time Gaze Discrimination for Human Computer Interaction (휴먼 컴퓨터 인터페이스를 위한 실시간 시선 식별)

  • Park Ho sik;Bae Cheol soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제30권3C호
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    • pp.125-132
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    • 2005
  • This paper describes a computer vision system based on active IR illumination for real-time gaze discrimination system. Unlike most of the existing gaze discrimination techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person, our gaze discrimination system can perform robust and accurate gaze estimation without calibration and under rather significant head movement. This is made possible by a new gaze calibration procedure that identifies the mapping from pupil parameters to screen coordinates using generalized regression neural networks (GRNNs). With GRNNs, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. Futhermore, the mapping function can generalize to other individuals not used in the training. To further improve the gaze estimation accuracy, we employ a reclassification scheme that deals with the classes that tend to be misclassified. This leads to a 10% improvement in classification error. The angular gaze accuracy is about 5°horizontally and 8°vertically. The effectiveness of our gaze tracker is demonstrated by experiments that involve gaze-contingent interactive graphic display.

Features of Selective Attention shown by Difference of Space Type in Department Stores - Focused on Observation Features Over Observation Time - (백화점 공간의 유형 차이에 나타난 선택적 주의집중 특성 - 주시시간의 경과에 나타난 주시특성을 중심으로 -)

  • Choi, Gae-Young;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • 제24권6호
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    • pp.145-153
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    • 2015
  • For this research with the objects of spaces in two department stores which can be referred to as representative facility of commercial space, observation test has carried out to estimate how much visitors rivet their eyes to the display of shops. In addition, to find out what effect the difference among the department types has on the selective attention to space element, the observation time was applied as a medium for estimation. The followings are the result from analyzing the observation frequency and the observation intensity feature of each section where the characteristics of design could be found at attention. First, both images of A and B had concentrative dominant-observation at left shops. In case of Image A, Customers began to observe the right shops very attentively after 25 seconds, and with Image B, the attentive observation at right and left took place alternatively after 35 seconds. In other words, regardless of the characteristics of shop displays, the left shops were observed first while in case of the observation after the early and middle time-frame the characteristics of shops were found to have effects on observation. Second, the normal observation showed some difference among attention sections over time while on the whole both images of A and B had the same highly attentive observation at the middle space. Accordingly, it could be concluded that the middle space was playing a faithful role as background for commercial spaces. Third, the ignorant observation, which is the opposite to the attentive observation, was found different between the images of A and B. When the ignorant observation is considered to have intentionality, it will be possible to set up the display which may attract the attention aggressively by the process of figuring out the characteristics of ignored shops.

Real Time Gaze Discrimination for Computer Interface (컴퓨터 인터페이스를 위한 실시간 시선 식별)

  • Hwang, Suen-Ki;Kim, Moon-Hwan
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • 제3권1호
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    • pp.38-46
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    • 2010
  • This paper describes a computer vision system based on active IR illumination for real-time gaze discrimination system. Unlike most of the existing gaze discrimination techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person, our gaze discrimination system can perform robust and accurate gaze estimation without calibration and under rather significant head movement. This is made possible by a new gaze calibration procedure that identifies the mapping from pupil parameters to screen coordinates using generalized regression neural networks (GRNNs). With GRNNs, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. Furthermore, the mapping function can generalize to other individuals not used in the training. To further improve the gaze estimation accuracy, we employ a reclassification scheme that deals with the classes that tend to be misclassified. This leads to a 10% improvement in classification error. The angular gaze accuracy is about $5^{\circ}$horizontally and $8^{\circ}$vertically. The effectiveness of our gaze tracker is demonstrated by experiments that involve gaze-contingent interactive graphic display.

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A Study on Real Time Gaze Discrimination System using GRNN (GRNN을 이용한 실시간 시선 식별 시스템에 관한 연구)

  • Lee Young-Sik;Bae Cheol-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제9권2호
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    • pp.322-329
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    • 2005
  • This paper describes a computer vision system based on active IR illumination for real-time gaze discrimination system. Unlike most of the existing gaze discrimination techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person, our gaze discrimination system can perform robust and accurate gaze estimation without calibration and under rather significant head movement. This is made possible by a new gaze calibration procedure that identifies the mapping from pupil parameters to screen coordinates using generalized regression neural networks (GRNNS). With GRNNS, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. furthermore, the mapping function can generalize to other individuals not used in the training. To further improve the gaze estimation accuracy, we employ a reclassification scheme that deals with the classes that tend to be misclassified. This leads to a 10$\%$ improvement in classification error. The angular gaze accuracy is about $5^{circ}$horizontally and $8^{circ}$vertically. The effectiveness of our gaze tracker is demonstrated by experiments that involve gaze-contingent interactive graphic display.

Development of Adaptive Ground Control System for Multi-UAV Operation and Operator Overload Analysis (복수 무인기 운용을 위한 적응형 지상체 개발 및 운용자 과부하 분석)

  • Oh, Jangjin;Choi, Seong-Hwan;Lim, Hyung-Jin;Kim, Seungkeun;Yang, Ji Hyun;Kim, Byoung Soo
    • Journal of Advanced Navigation Technology
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    • 제21권6호
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    • pp.529-536
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    • 2017
  • The general ground control system has control and information display functions for the operation of a single unmanned aerial vehicle. Recently, the function of the single ground control system extends to the operation of multiple UAVs. As a result, operators have been exposed to more diverse tasks and are subject to task overload due to various factors during their mission. This study proposes an adaptive ground control system that reflects the operator's condition through the task overload measurement of multiple UAV operators. For this, the ground control software is developed to control multiple UAVs at the same time, and the simulator with six degree-of-freedom aircraft dynamics is constructed for realistic human-machine-interface experiments by the operators.

USE OF A COMPUTER NAVIGATION SYSTEM FOR OSTEOTOMIES IN THE ORTHOGNATHIC SURGERY: TECHNICAL NOTE (악교정수술 골절단술시 컴퓨터 네비게이션 시스템의 이용: Technical Note)

  • Kim, Moon-Key;Kang, Sang-Hoon;Choi, Young-Su;Kim, Jung-In;Byun, In-Young;Park, Won-Se;Lee, Sang-Hwy
    • Maxillofacial Plastic and Reconstructive Surgery
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    • 제32권3호
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    • pp.282-288
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    • 2010
  • Surgery with the computer navigation system can make it possible to identify important anatomical structures which are difficult to be confirmed with the naked eye in the operation, and has extended their applications in various surgical fields. The head and neck surgery especially requires detailed anatomical knowledges and these knowledges have influences on postoperative functions and esthetics of a patient. In the orthognathic surgery, we should take osteotomies in the precise locations of the jawbones and move segments to the intended positions. There are so many important anatomical structures around the osteotomy-sites in the orthognathic surgery that the prevention of damage to these structures to obtain satisfactory results without any complication. There are vessels of the pterygoid plexus posterior to the pterygoid plate in the maxilla and the mandibular nerve enters the mandibluar foramen in the mandibular ramus. These locations should be confirmed perioperatively to avoid any injury to these structures. The navigation-assisted surgery may be helpful for this purpose. We performed navigational orthognathic surgeries with preoperative CT images and obtained satisfactory results. The osteotomy was performed in the proper location and damaging the surrounding important anatomical structures was avoided by keeping the saw away from them with the real-time navigation. It may be required to develop proper devices and protocols for the navigation-assisted orthognathic surgery.

Usability Study through Project-based and Participatory Learning - Focused on Usability Improvement of Pointing Task using Wiimote - (과제 중심 및 참여학습을 통한 사용성 연구 사례 - Wiimote를 이용한 포인팅 작업의 사용성 개선을 중심으로 -)

  • Kim, Hye-Sun;Jung, Kwang-Tae
    • The Journal of Korean Institute for Practical Engineering Education
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    • 제4권1호
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    • pp.22-29
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    • 2012
  • Students have to effectively get lots of knowledge and technique for practical education. Usability is one of the most important factors that have to be considered for user-centered design. Students who study design have to recognize the importance of usability and learn the method of problem solving considering usability. For this, the application of project-based and participatory learning for usability education was studied. Study team was organized including graduate, undergraduate, and high school students. Students team identified a research topic, and then studied the topic. Usability evaluation and design improvement was performed in this study. Students could learn usablity evaluation method and design method through the process.

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