• 제목/요약/키워드: Eye direction

검색결과 198건 처리시간 0.028초

Comparison of Vertical and Horizontal Eye Movement Times in the Selection of Visual Targets by an Eye Input Device

  • Hong, Seung Kweon
    • 대한인간공학회지
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    • 제34권1호
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    • pp.19-27
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    • 2015
  • Objective: The aim of this study is to investigate how well eye movement times in visual target selection tasks by an eye input device follows the typical Fitts' Law and to compare vertical and horizontal eye movement times. Background: Typically manual pointing provides excellent fit to the Fitts' Law model. However, when an eye input device is used for the visual target selection tasks, there were some debates on whether the eye movement times in can be described by the Fitts' Law. More empirical studies should be added to resolve these debates. This study is an empirical study for resolving this debate. On the other hand, many researchers reported the direction of movement in typical manual pointing has some effects on the movement times. The other question in this study is whether the direction of eye movement also affects the eye movement times. Method: A cursor movement times in visual target selection tasks by both input devices were collected. The layout of visual targets was set up by two types. Cursor starting position for vertical movement times were in the top of the monitor and visual targets were located in the bottom, while cursor starting positions for horizontal movement times were in the right of the monitor and visual targets were located in the left. Results: Although eye movement time was described by the Fitts' Law, the error rate was high and correlation was relatively low ($R^2=0.80$ for horizontal movements and $R^2=0.66$ for vertical movements), compared to those of manual movement. According to the movement direction, manual movement times were not significantly different, but eye movement times were significantly different. Conclusion: Eye movement times in the selection of visual targets by an eye-gaze input device could be described and predicted by the Fitts' Law. Eye movement times were significantly different according to the direction of eye movement. Application: The results of this study might help to understand eye movement times in visual target selection tasks by the eye input devices.

Development of Low-Cost Vision-based Eye Tracking Algorithm for Information Augmented Interactive System

  • Park, Seo-Jeon;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • 제7권1호
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    • pp.11-16
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    • 2020
  • Deep Learning has become the most important technology in the field of artificial intelligence machine learning, with its high performance overwhelming existing methods in various applications. In this paper, an interactive window service based on object recognition technology is proposed. The main goal is to implement an object recognition technology using this deep learning technology to remove the existing eye tracking technology, which requires users to wear eye tracking devices themselves, and to implement an eye tracking technology that uses only usual cameras to track users' eye. We design an interactive system based on efficient eye detection and pupil tracking method that can verify the user's eye movement. To estimate the view-direction of user's eye, we initialize to make the reference (origin) coordinate. Then the view direction is estimated from the extracted eye pupils from the origin coordinate. Also, we propose a blink detection technique based on the eye apply ratio (EAR). With the extracted view direction and eye action, we provide some augmented information of interest without the existing complex and expensive eye-tracking systems with various service topics and situations. For verification, the user guiding service is implemented as a proto-type model with the school map to inform the location information of the desired location or building.

딥 러닝 기반의 눈 랜드마크 위치 검출이 통합된 시선 방향 벡터 추정 네트워크 (Deep Learning-based Gaze Direction Vector Estimation Network Integrated with Eye Landmark Localization)

  • 주희영;고민수;송혁
    • 방송공학회논문지
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    • 제26권6호
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    • pp.748-757
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    • 2021
  • 본 논문은 눈 랜드마크 위치 검출과 시선 방향 벡터 추정이 하나의 딥러닝 네트워크로 통합된 시선 추정 네트워크를 제안한다. 제안하는 네트워크는 Stacked Hourglass Network를 백본(Backbone) 구조로 이용하며, 크게 랜드마크 검출기, 특징 맵 추출기, 시선 방향 추정기라는 세 개의 부분(Part)으로 구성되어 있다. 랜드마크 검출기에서는 눈 랜드마크 50개 포인트의 좌표를 추정하며, 특징 맵 추출기에서는 시선 방향 추정을 위한 눈 이미지의 특징 맵을 생성한다. 그리고 시선 방향 추정기에서는 각 출력 결과를 조합하여 최종 시선 방향 벡터를 추정한다. 제안하는 네트워크는 UnityEyes 데이터셋을 통해 생성된 가상의 합성 눈 이미지와 랜드마크 좌표 데이터를 이용하여 학습하였으며, 성능 평가는 실제 사람의 눈 이미지로 구성된 MPIIGaze 데이터셋을 이용하였다. 실험을 통해 시선 추정 오차는 3.9°의 성능을 보였으며, 네트워크의 추정 속도는 42 FPS(Frame per second)로 측정되었다.

양측 전정절제(前庭切除) 가묘(家猫)의 경안구반사(頸眼球反射) (Cervico-ocular Reflex in Bilateral Labyrinthectomized Cats)

  • 박병림;박철순
    • The Korean Journal of Physiology
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    • 제22권1호
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    • pp.79-88
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    • 1988
  • The effect of cervical proprioceptors on the control of eye movement and body posture was examined in unanesthetized labyrinthine intact and bilateral labyrinthectomized cats. Cervico-ocular reflex(COR) was elicited by stimulation of the cervical proprioceptors by means of sinusoidal rotation of head or body in the darkness. The following results were obtained: 1) In labyrinthine intact cats, sinusoidal rotation of the whole body elicited compensatory eye movement(vestibulo-ocular reflex: VOR); the direction of eye movement was opposite to the direction of head rotation. 2) Anticompensatory eye movement was observed by sinusoidal rotation of the body with head fixed in labyrinthine intact cats; the direction of eye movement was the same as the direction of head rotation. 3) Compensatory eye movement was observed by sinusoidal rotation of the head with body fixed or sinusoidal rotation of the body with head fixed in both acute and chronic bilateral labyrinthectomized cats. These results suggest that the cervical proprioceptors are important in the control of ocular movement and posture in the bilateral labyrintectomized cats, although they are questionable in labyrinthine intact cats.

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Comparison of Cervical Flexor Muscles Thickness During Cranial-Cervical Flexor Exercise According to Pressure Levels and Eye Directions in Healthy Subjects

  • Chang, Jong Sung;Lee, Jeon Hyeong
    • The Journal of Korean Physical Therapy
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    • 제27권1호
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    • pp.50-54
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    • 2015
  • Purpose: The purpose of this study is to investigate differences of cervical flexor muscle thickness (i.e., sternocleidomastoid muscle and deep cervical flexor muscles) depending on levels of pressure bio-feedback unit and eye directions during cranial-cervical flexor exercise in healthy subjects. Methods: A total of 30 subjects (12 males and 18 females) who had no medical history related to musculoskeletal and neurological disorders were enrolled in this study. They were instructed to perform cranial-cervical flexion exercise with adjustment of five different pressures (i.e., 22 mmHg, 24 mmHg, 26 mmHg, 28 mmHg, and 30 mmHg) using a pressure biofeedback unit, according to three different eye directions (i.e., $0^{\circ}$, $20^{\circ}C$, and $40^{\circ}C$). Muscle thickness of sternocleidomastoid muscle and deep cervical flexor muscles was measured according to pressure levels and eye directions using ultrasonography. Results: In results of muscle thickness in sternocleidomastoid muscle and deep cervical flexor muscles, the thickness of those muscles was gradually increased compared to the baseline pressure level (22 mmHg), as levels in the pressure biofeedback unit during cranial-cervical flexion exercise were increasing. In addition, at the same pressure levels, muscle thickness was increased depending on ascending eye direction. Conclusion: Our findings showed that muscle thickness of sternocleidomastoid muscle and deep cervical flexor muscles was generally increased during cranial-cervical flexion exercise, according to increase of eye directions and pressure levels. Therefore, we suggested that lower eye direction could induce more effective muscle activity than the upper eye direction in the same environment during cranial-cervical flexion exercise.

컴퓨터 게임 시 안구운동의 방향에 따른 조절기능의 변화 (The Change of Accommodative Function by the Direction of Eye Movements During Computer Game)

  • 권기일;우지연;박미정;김소라
    • 한국안광학회지
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    • 제17권2호
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    • pp.177-184
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    • 2012
  • 목적: 본 연구에서는 개인용 컴퓨터로 일정 시간동안 연속적으로 게임을 할 때 안구의 주 운동방향이 조절과 관련된 시기능에 미치는 영향을 알아보고자 하였다. 방법: 안질환 및 조절기능의 이상이 없고 교정시력이 1.0이상이 되는 20대 60명을 대상으로 40분 및 90분 동안 연속적으로 수평방향의 게임과 수직방향의 게임을 각각 시행하도록 한 후 조절력, 조절용이성, 상대조절 및 조절래그 값을 측정하였다. 동일 시간동안 게임을 시행하지 않았을 때를 대조군으로 하여 시기능 값을 비교, 분석하였다. 결과: 게임을 하지 않은 대조군의 조절관련 시기능 검사 값에 비하여 40분 동안의 컴퓨터 게임 후 최대조절력, 조절용이성, 조절래그 및 상대조절은 모두 감소하는 경향을 보였으며, 상대조절을 제외하고는 90분으로 컴퓨터 작업시간을 연장하였을 경우 더욱 감소된 값을 나타내었다. 양성상대조절은 90분 동안의 컴퓨터 게임 후 약간 증가하는 경향을 보였다. 한편, 컴퓨터 게임 시 안구의 주 운동 방향에 따른 시기능의 변화는 수직방향으로의 안구운동보다는 주로 수평방향으로의 운동에 의한 조절기능의 감소가 큼을 알 수 있었다. 결론: 컴퓨터 게임을 통한 VDT 작업의 시간이 길어짐에 따라 전반적인 조절기능의 능력이 감소하는 경향을 보였으며, 수직방향보다는 수평방향으로의 안구이동이 VDT 작업 시 조절기능의 변화에 크게 영향을 주므로 VDT 작업 시 수평방향으로의 잦은 안구이동은 안정피로의 주 원인이 될 것으로 생각할 수 있었다.

홍채 편심에 따른 눈의 광학적 성능 분석 (Optical Performance Analysis of the Eye which it Follows in Iris Eccentricity)

  • 김봉환;한선희
    • 한국안광학회지
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    • 제14권2호
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    • pp.31-34
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    • 2009
  • 홍채의 이동이 눈에 미치는 영향을 광학적으로 분석하고자 한다. 방법: 기존에 설계되어진 Radial GRIN과 Spherical GRIN 형태의 수정체를 갖는 실안과 유사한 정밀모형안을 이용하여 홍채의 위치를 코 방향으로 0.5 mm 편심하여 실제의 눈과 동일하도록 하였다. 또한, 홍채의 위치는 동공의 크기가 증가함에 따라 이동하게 됨을 고려하여 귀 방향으로 0.4 mm 편심하여 눈의 광학적 성능 변화를 각각 분석하였다. 결과: 홍채의 위치를 코 방향으로 0.5 mm 편심시킨 정밀모형안에서 구면수차의 감소로 실안과 비교하여 많은 차이를 보여주고 있으며, 홍채의 위치를 귀 방향으로 0.4 mm 편심한 정밀모형안에서의 구면수차는 실안보다 약간 증가된 성능을 나타냈다. 결론: 홍채의 위치를 코 방향으로 0.5 mm 편심시켜 실안과 보다 유사한 모형안을 설계하는 경우에 있어서는, 눈의 광학적 성능변화에 영향을 미치므로 구면수차와 주변부 굴절력 오차, 비점수차 등의 성능 변화를 고려하여 각 굴절면의 비구면 계수 등 광학상수들에 대한 연구가 필요하다고 사료된다.

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뇌파를 이용한 맞춤형 주행 제어 모델 설계 (EEG-based Customized Driving Control Model Design)

  • 이진희;박재형;김제석;권순
    • 대한임베디드공학회논문지
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    • 제18권2호
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    • pp.81-87
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    • 2023
  • With the development of BCI devices, it is now possible to use EEG control technology to move the robot's arms or legs to help with daily life. In this paper, we propose a customized vehicle control model based on BCI. This is a model that collects BCI-based driver EEG signals, determines information according to EEG signal analysis, and then controls the direction of the vehicle based on the determinated information through EEG signal analysis. In this case, in the process of analyzing noisy EEG signals, controlling direction is supplemented by using a camera-based eye tracking method to increase the accuracy of recognized direction . By synthesizing the EEG signal that recognized the direction to be controlled and the result of eye tracking, the vehicle was controlled in five directions: left turn, right turn, forward, backward, and stop. In experimental result, the accuracy of direction recognition of our proposed model is about 75% or higher.

공간정보 탐색 방향과 집중정도 분석 알고리즘에 관한 연구 (Study on Analysis Algorithm of Search Direction and Concentration of Spatial Information)

  • 김종하
    • 한국실내디자인학회논문집
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    • 제25권4호
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    • pp.80-89
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    • 2016
  • The analysis of spatial search direction and its concentration through eye movement can produce some useful data in that it enables to know the features of space elements and their effects on one another. The results by analysing the search features and concentration of spatial sections through the eye-tracking in shops in a department store makes it possible to define the followings. First, the features of 'eye's in & out' could be estimated through the division of sections by the characteristics of those shops and the extraction of central point based on the decision of continuative observation. The decision of continuative observations enabled to analyse the frequency of observation data which can be considered to be 'things watched longtime' and the stared points that is equivalent to 'things seen very often', by which the searching characteristics of spatial sections could be estimated. Second, as with the eye's [in], the right shops had 0.6 times more (3.5%) than those left and as with the eye's [out] the left ones had 0.6 times more (3.5%). It indicates that [in, out] of the right and the left shops had the same difference, which lets us know that with starting point of the middle space, [in] and [out] were paid more attention to the right shops and the left shops respectively. Third, as with the searching directions by section, the searching times [2.9 times] from [B] to [A] were than that [2.6 times] from [A] to [B]. It was also found that the left shops had more searching direction toward [C, D] than the right ones and that those searching activities at the left shops were more active. Fourth, when the searching directions by section are reviewed, the frequency of searching from [B] to [A] was 2.9 and that of the other way 2.6. Also the left shops were found to have more searching direction toward [C, D] than the right ones and those searching activities at the left shops were estimated to be more active.

Elimination of the Red-Eye Area using Skin Color Information

  • Kim, Kwang-Baek;Song, Doo-Heon
    • Journal of information and communication convergence engineering
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    • 제7권2호
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    • pp.131-134
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    • 2009
  • The red-eye effect in photography occurs when using a photographic flash very close to the camera lens, in ambient low light due to in experience. Once occurred, the photographer needs to remove it with image tool that requires time consuming, skillful process. In this paper, we propose a new method to extract and remove such red-eye area automatically. Our method starts with transforming ROB space to YCbCr and HSI space and it extracts the face area by using skin color information. The target red-eye area is then extracted by applying 8-direction contour tracking algorithm and removed. The experiment shows our method's effectiveness.