• Title/Summary/Keyword: Eye direction

Search Result 200, Processing Time 0.036 seconds

The Immediate Effects of Dynamic Stretching and Static Stretching Using a Wedge Board on the Balance Ability and Jump Function of Healthy Adult

  • Ji, Ye-ri;Hong, Yoo-sun;Lee, Dongyeop;Hong, Ji-Heon;Yu, Jae-Ho;Kim, Jin-Seop;Kim, Seong-gil
    • The Journal of Korean Physical Therapy
    • /
    • v.33 no.6
    • /
    • pp.286-291
    • /
    • 2021
  • Purpose: This study aims to measure the improvement of balanced ability and rapid response of 30 healthy adults by performing dynamic stretching, static stretching, and sargent jump. Methods: The sample 30 peoples without any musculoskeletal disease who volunteered to be the subject of the study. We measured all subjects on following metrics to evaluate the function and stability under the normal condition, with dynamic stretching (DS) group, static stretching (SS) group: vertical jump height and reaching distance Anterior, Posteromedial, Posterolateral and NO (Normal eye open), NC (Normal eye close), PO (Pillow with eye open), and PC (Pillow with close eye) were evaluated. All measures were analyzed using independent t-test and One-way repeated Anova. Results: There was a significant increase in SJH (Sargent jump) in both groups (p<0.05). In Y-balance test, there was a significant increase in both groups except for the ANT (Anterior) direction, and there was a significant increase only in the SS group in the ANT (Anterior) direction (p<0.05). There was no significant difference between the DS group and the SS group (p>0.05). There was no significant improvement in ST (Stability Index) and WDI (Weight Distribution Index) in both groups (p>0.05). Conclusion: Both DS and SS showed significant improvement in SJH and Y-balance tests, which are dynamic functions, but had no significant effect on static balance ability.

Desgin of Foveated Frequency Sensitivity (Foveated Frequency Sensitivity의 구현)

  • Tran, Nhat Huy;Bui, Minh Trung;Kim, Wonha
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2014.11a
    • /
    • pp.248-251
    • /
    • 2014
  • We develop the signal processing method for implementing the human perceptual variant on frequency and space. The human visual perceptual sensitivity varies as frequency components and the human perceivable resolution diminishes as the distances further from the eye-focused point. For realizing the frequency sensitivity, we developed the signal direction adaptive multiband energy scaling method to weight the frequency components. The low-pass filtering is designed on the developed energy scaling method for diminishing perceivable resolutions as the deviated distance from the eye-focused point. The developed method not only enhances the frequency components of image signals at the eye-focused region but also smoothes non-perceivable detailed image signals at non-focused regions. The proposed method is verified by the subjective and objective evaluations that it can improve human perceptual visual quality.

  • PDF

Anti-Spoofing Method for Iris Recognition by Combining the Optical and Textural Features of Human Eye

  • Lee, Eui Chul;Son, Sung Hoon
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.9
    • /
    • pp.2424-2441
    • /
    • 2012
  • In this paper, we propose a fake iris detection method that combines the optical and textural features of the human eye. To extract the optical features, we used dual Purkinje images that were generated on the anterior cornea and the posterior lens surfaces based on an analytic model of the human eye's optical structure. To extract the textural features, we measured the amount of change in a given iris pattern (based on wavelet decomposition) with regard to the direction of illumination. This method performs the following two procedures over previous researches. First, in order to obtain the optical and textural features simultaneously, we used five illuminators. Second, in order to improve fake iris detection performance, we used a SVM (Support Vector Machine) to combine the optical and textural features. Through combining the features, problems of single feature based previous works could be solved. Experimental results showed that the EER (Equal Error Rate) was 0.133%.

Robust Eye Region Discrimination and Eye Tracking to the Environmental Changes (환경변화에 강인한 눈 영역 분리 및 안구 추적에 관한 연구)

  • Kim, Byoung-Kyun;Lee, Wang-Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.5
    • /
    • pp.1171-1176
    • /
    • 2014
  • The eye-tracking [ET] is used on the human computer interaction [HCI] analysing the movement status as well as finding the gaze direction of the eye by tracking pupil's movement on a human face. Nowadays, the ET is widely used not only in market analysis by taking advantage of pupil tracking, but also in grasping intention, and there have been lots of researches on the ET. Although the vision based ET is known as convenient in application point of view, however, not robust in changing environment such as illumination, geometrical rotation, occlusion and scale changes. This paper proposes two steps in the ET, at first, face and eye regions are discriminated by Haar classifier on the face, and then the pupils from the discriminated eye regions are tracked by CAMShift as well as Template matching. We proved the usefulness of the proposed algorithm by lots of real experiments in changing environment such as illumination as well as rotation and scale changes.

Analysis of Visual Attention in Bank Brand Logo using Eye-Tracking (시선추적장치를 활용한 은행 브랜드 로고의 시각적 주의집중도 분석 연구)

  • Park, Min Hee;Hwang, Mi Kyung;Kim, Chee Yong;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.9
    • /
    • pp.1210-1218
    • /
    • 2020
  • This study selected brand logos of six South Korean and Chinese banks including KB, IBK, SH, ICBC, ABC, and SISB, conducted Eye Tracking experiment among 36 South Korean and Chinese university students(Nine male and female students, respectively), and analyzed the difference of visual attention of consumers on bank brand logo, symbol, Korean/Chinese character logo types as well as the difference of visual attention of these consumers on English logo types. Results were represented by using statistics and visualization including GAZEPLOT, HEATMAP, and visual expression. Results showed that most generally gazed logo types more often and longer than symbols when they watched bank brand logos. A slight difference was observed between both groups in terms of gazing English logo types. This study has a implication that it proposed the possibility of drawing quantitative and reliable outcomes by utilizing eye tracking device and approaching in an objective standpoint beyond a methodological aspect on bank brand logo primarily leaning over the analysis of case research or design development. Moreover, findings are expected to serve as basic data for proposing the direction of special bank brand logo design and marketing strategies.

Development of the Pointing Device using EOG (EOG를 이용한 포인팅 디바이스의 개발)

  • Park, Hyoung-Joon;Park, Jong-Hwan;Chun, Woo-Young
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.48 no.10
    • /
    • pp.1356-1363
    • /
    • 1999
  • In this paper, a new method for controlling the pointing device using EOG(electrooculogram) signal generated from eye movement was suggested. The basic idea of the method is to control the direction of pointer, as using the results of measuring each component of the horizontal EOG and the vertical EOG by angle of eye-gaze. As a practical example, pointing device controlling the personal computer's pointer is manufactured. The designed pointing device consists of pre-amplifier, A/D converter, serial transmission device and PC program. That is, first, the EOG is amplified by pre-amplifier. Secondly, the amplified EOG is digitized and transmitted to personal computer by PIC16C74A. Finally, the software for controlling the pointer on personal computer is programed. As the result, the measured horizontal EOG and vertical EOG by eye-gaze angle had high linearity; the correlation coefficients of the regression line were 0.998 and 0.996 respectively. And the developed pointing device is able to control the personal computer's pointer, and the average of the errors between the objective value and the observed value had 3.77% for horizontal axis and 5.85% for vertical axis. The pointing device developed in this study is able to control personal computer's pointer by subject's eye movement, that is, the user's intention. Furthermore, the algorithm of this study is applicable for many field, such as a new method remote control, a new wheelchair control and so forth.

  • PDF

Human-Computer Interface using the Eye-Gaze Direction (눈의 응시 방향을 이용한 인간-컴퓨터간의 인터페이스에 관한 연구)

  • Kim, Do-Hyoung;Kim, Jea-Hean;Chung, Myung-Jin
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.38 no.6
    • /
    • pp.46-56
    • /
    • 2001
  • In this paper we propose an efficient approach for real-time eye-gaze tracking from image sequence and magnetic sensory information. The inputs to the eye-gaze tracking system are images taken by a camera and data from a magnetic sensor. The measuring data are sufficient to describe the eye and head movement, because the camera and the receiver of a magnetic sensor are stationary with respect to the head. Experimental result shows the validity of real time application aspect of the proposed system and also shows the feasibility of the system as using a new computer interface instead of the mouse.

  • PDF

Comparison of Dynamic Stereoacuity According to Dominant Eye and Degree of Dominant Eye (우세안의 방향과 강도에 따른 동적 입체시 비교)

  • Shim, Moon-Sik;Shim, Hyun-Suk;Kim, Young-Cheong
    • Journal of Korean Ophthalmic Optics Society
    • /
    • v.21 no.3
    • /
    • pp.227-233
    • /
    • 2016
  • Purpose: On this study, we compared the relationship of dynamic stereoacuity according to the dominant eye, degree of dominant eye, and dominant agreement eye and hand. Methods: For 130 adults (male 70, female 60), mean age of $21.06{\pm}2.21years$ old, dominant eye, degree of dominant eye were measured by objective examination by using the diameter $3.8cm{\times}3.8cm$ thin ring, the dynamic stereoacuity were measured by three-rods test (iNT, Korea). Results: Dynamic stereoacuity according to the dominant eye was center dominant eye without dominance was $14.97{\pm}13.80sec$ of arc, right eye $22.10{\pm}20.01sec$ of arc, left eye $22.31{\pm}20.39sec$ of arc. Dynamic stereoacuity was better when there was no dominance, but the correlation of the dominant eye with dynamic stereoacuity was very low. When Dynamic stereoacuity was separated by in the Center, Mild, Strong, dynamic stereoacuity was $14.97{\pm}13.80sec$ of arc, $20.76{\pm}15.73sec$ of arc and $24.45{\pm}25.60sec$ of arc respectively. The dynamic stereoacuity results were worse when dominance was stonger. However dynamic stereoacuity was better than Center when the degree of dominant eye was rather strong in the dominant left eye. Dynamic stereoacuity according to the dominant eye and hand showed that right eye and hand was $22.63{\pm}20.54sec$ of arc, left eye and hand was $17.36{\pm}10.13sec$ of arc, right eye and left hand was $14.79{\pm}7.05sec$ of arc, left eye and right hand was $22.97{\pm}21.42sec$ of arc so dynamic stereoacuity was comparatively good when the dominant hand was left. Conculsions: Correlation between the dynamic stereoacuity according to the dominant eye, degree of dominant eye was low, however when degree of dominant eye was Center 14.97 sec of arc, Strong 24.45 sec of arc, the dynamic stereoacuity tended to worse when degree of dominant eye was strong. As a result, dominant eye, degree of dominant eye would have to be considered in a more comfortable binocular balance between prescribed for the wearer in binocular vision correction in binocular function such stereoacuity, sports vision training, presbyopia correction and mono vision.

Evaluation of Gaze Depth Estimation using a Wearable Binocular Eye tracker and Machine Learning (착용형 양안 시선추적기와 기계학습을 이용한 시선 초점 거리 추정방법 평가)

  • Shin, Choonsung;Lee, Gun;Kim, Youngmin;Hong, Jisoo;Hong, Sung-Hee;Kang, Hoonjong;Lee, Youngho
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.1
    • /
    • pp.19-26
    • /
    • 2018
  • In this paper, we propose a gaze depth estimation method based on a binocular eye tracker for virtual reality and augmented reality applications. The proposed gaze depth estimation method collects a wide range information of each eye from the eye tracker such as the pupil center, gaze direction, inter pupil distance. It then builds gaze estimation models using Multilayer perceptron which infers gaze depth with respect to the eye tracking information. Finally, we evaluated the gaze depth estimation method with 13 participants in two ways: the performance based on their individual models and the performance based on the generalized model. Through the evaluation, we found that the proposed estimation method recognized gaze depth with 90.1% accuracy for 13 individual participants and with 89.7% accuracy for including all participants.

The Effect of Eye Contact on User Experience in Synchronous Online Communication (실시간 온라인 커뮤니케이션에서 눈 맞춤이 사용자 경험에 미치는 영향)

  • Shin, Hyorim;Lee, Soyeon;Choi, Junho
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.8
    • /
    • pp.20-31
    • /
    • 2021
  • The spread of non-face-to-face culture due to COVID-19 led to innovation in untact services and the increase of non-face-to-face communication through video conference platforms. However, it is difficult to identify nonverbal expressions in synchronous online communication. Moreover, it is hard to interact with people by making eye contact. Despite the positive effects of eye contact, including such as sharing emotions and helping build intimacy, no research has empirically verified the effectiveness of eye contact in synchronous online communication. Thus, the study verified the effectiveness of eye contact in synchronous online communication. Depending on the context of the communication and whether(or not) there is eye contact, six video treatments were used to measure four dependent variables-Continuance Intention to Use, Performance Expectancy, Interactivity, and Personal Connection. The study shows that the communication with eye contact in all contexts was rated higher than the one without eye contact in all measurement variables. This study will help to provide a better user experience in synchronous online communication by verifying the effectiveness of eye contact in synchronous online communication and proposing the need of technology and the direction of the technological development.