• Title/Summary/Keyword: Eye movement

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Convergence study on the change of cognitive function through the intentional finger movement (의식적 손가락 움직임이 인지기능 변화에 미치는 융합연구)

  • Kim, Kyung-Yoon;Bae, Seahyun
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.95-102
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    • 2019
  • This study was to investigate the effect of eye movement and intentional finger movement on cognitive ability. Normal adult subjects were randomly divided into two groups: saccadic eye movement(SEM) and intentional finger movement(IFM). After 2 weeks of intervention, Digit span was used for short-term memory test and N-back was used for working memory test. As a result, the short-term memory of the IFM group increased significantly over time, and the follow-up test showed difference between group. The IFM group's the execution time, the error count and the accuracy rate of n-back item showed significant effects over time. The SEM group's the execution time and the accuracy of n-back item showed significant effects over time. In conclusion, the IFM method, which is a multiple stimulus that can activate the cerebral cortex more extensively than the single stimulus SEM, may be more useful as an intervention method of cognitive function improvement.

Method for Inference of Operators' Thoughts from Eye Movement Data in Nuclear Power Plants

  • Ha, Jun Su;Byon, Young-Ji;Baek, Joonsang;Seong, Poong Hyun
    • Nuclear Engineering and Technology
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    • v.48 no.1
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    • pp.129-143
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    • 2016
  • Sometimes, we need or try to figure out somebody's thoughts from his or her behaviors such as eye movement, facial expression, gestures, and motions. In safety-critical and complex systems such as nuclear power plants, the inference of operators' thoughts (understanding or diagnosis of a current situation) might provide a lot of opportunities for useful applications, such as development of an improved operator training program, a new type of operator support system, and human performance measures for human factor validation. In this experimental study, a novel method for inference of an operator's thoughts from his or her eye movement data is proposed and evaluated with a nuclear power plant simulator. In the experiments, about 80% of operators' thoughts can be inferred correctly using the proposed method.

The Change of Near Point of Convergence and Fusional Reserves after Computer Gaming with Different Direction of Eye Movement (안구의 운동방향이 다른 컴퓨터 게임 후 폭주근점과 융합여력의 변화)

  • Kim, Se Il;Kwon, Ki-Il;Lee, Jiye;Lee, Hyo Jin;Park, Mijung;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.18 no.1
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    • pp.37-43
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    • 2013
  • Purpose: The present study was conducted to investigate whether the directions of eye movement in playing computer games for certain period affected the change of near point of convergence (NPC) and fusional reserve (FR) or not. Methods: Total 40 subjects in 20s who have the visual acuity of 1.0 or higher without any ocular disease and accommodative dysfunction were asked to successively play computer games. After the subjects were moving eyes in horizontal and vertical directions for 40 and 90 minutes, their horizontal fusional reserves, vertical fusional vergence and near point of convergence were measured. Results: The near point of convergence showed a tendency to be receded after computer gaming in the horizontal and vertical directions, and both of horizontal and vertical fusional reserves were significantly reduced. The range of declined fusional reserves and receded near point of convergence after computer gaming for 90 minutes was smaller than those after computer gaming for 40 minutes. The change of binocular vision was affected by the horizontal eye movement rather than the vertical movement when analyzed by the direction of eye movement. Conclusions: This study revealed that the change in FR and NPC was different along with dominant direction of eye movement during visual display terminal (VDT) tasks. Therefore, the adjustment of VDT working time is required to prevent the dysfunction of binocular vision according to the dominant direction of eye movement during VDT task.

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
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    • v.22 no.4
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    • pp.155-162
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    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

Mapping Studies on Visual Search, Eye Movement, and Eye track by Bibliometric Analysis

  • Rhie, Ye Lim;Lim, Ji Hyoun;Yun, Myung Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.377-399
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    • 2015
  • Objective: The aim of this study is to understand and identify the critical issues in vision research area using content analysis and network analysis. Background: Vision, the most influential factor in information processing, has been studied in a wide range of area. As studies on vision are dispersed across a broad area of research and the number of published researches is ever increasing, a bibliometric analysis towards literature would assist researchers in understanding and identifying critical issues in their research. Method: In this study, content and network analysis were applied on the meta-data of literatures collected using three search keywords: 'visual search', 'eye movement', and 'eye tracking'. Results: Content analysis focuses on extracting meaningful information from the text, deducting seven categories of research area; 'stimuli and task', 'condition', 'measures', 'participants', 'eye movement behavior', 'biological system', and 'cognitive process'. Network analysis extracts relational aspect of research areas, presenting characteristics of sub-groups identified by community detection algorithm. Conclusion: Using these methods, studies on vision were quantitatively analyzed and the results helped understand the overall relation between concepts and keywords. Application: The results of this study suggests that the use of content and network analysis helps identifying not only trends of specific research areas but also the relational aspects of each research issue while minimizing researchers' bias. Moreover, the investigated structural relationship would help identify the interrelated subjects from a macroscopic view.

Physiology of Eye Movements (안구 운동의 생리)

  • Kim, Ji Soo
    • Annals of Clinical Neurophysiology
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    • v.1 no.2
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    • pp.173-181
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    • 1999
  • Eye movements serve vision by placing the image of an object on the fovea of each retina, and by preventing slippage of images on the retina. The brain employs two modes of ocular motor control, fast eye movements (saccades) and smooth eye movements. Saccades bring the fovea to a target, and smooth eye movements prevent retinal image slip. Smooth eye movements comprise smooth pursuit, the optokinetic reflex, the vestibulo-ocular reflex (VOR), vergence, and fixation. Saccades achieve rapid refixation of targets that fall on the extrafoveal retina by moving the eyes at peak velocities that can exceed $700^{\circ}/s$. Various brain lesions can affect saccadic latency, velocity, or accuracy. Smooth pursuit maintains fixation of a slowly moving target. The pursuit system responds to slippage of an image near the fovea in order to accelerate the eyes to a velocity that matches that of the target. When smooth eye movements velocity fails to match target velocity, catch-up saccades are used to compensate for limited smooth pursuit velocities. The VOR subserves vision by generating conjugate eye movements that are equal and opposite to head movements. If the VOR gain (the ratio of eye velocity to head velocity) is too high or too low, the target image is off the fovea, and head motion causes oscillopsia, an illusory to-and-fro movement of the environment.

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The Velocity Characteristics of the Vertical Saccadic Eye Movement System (수직 Saccadic 안구운동계의 속도 특성)

  • 이용천;박상희
    • Journal of Biomedical Engineering Research
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    • v.4 no.1
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    • pp.15-20
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    • 1983
  • In this paper, the velocity characteristics of the vertical saccadic eye movement system with subject-experiment are investigated utilizing the infra-red methed. Especially, target-generation system which produces pseudo-random signals using EPROM 2716 and differentiator whose time constant is 12 msec are developed in hardware.

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Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1723-1737
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    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

A Case Report of Oculomotor Nerve Palsy Treated with Acupuncture and Moxibustion (침구 치료로 호전된 동안신경마비 치험 1례)

  • Kim, Seo-Hee;Lee, Ju-Hyun;Kyung, Da-Hyun;Hong, Seok-Hoon
    • The Journal of Korean Medicine Ophthalmology and Otolaryngology and Dermatology
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    • v.35 no.2
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    • pp.61-71
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    • 2022
  • Objectives : The aim of this study is to report the effect of acupuncture and moxibustion treatment for patient with oculomotor nerve palsy. Methods : We treated a patient who had suffered from right. ptosis, diplopia, ophthalmoplegia and diagnosed with oculomotor nerve palsy with acupuncture(including pharmacopuncture, electroacupuncture), moxibustion, cupping therapy. Photographs of eye movement were used to evaluate the changes in limitation of eye movement. We also evaluated symptoms such as diploma, ptosis. Results : After treatment, patient's symptoms such as limitation of eye movement, diplopia, ptosis were improved. There are no adverse effects and no relapse after treatments. Conclusions : This case report suggests that acupuncture and moxibustion treatment can be effective for patient with limitation of eye movement, diplopia, ptosis in oculomotor nerve palsy.