• Title/Summary/Keyword: Eye point

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The Study on Difference in Height Cognition Ability in Dominant and Non-dominant Eye (우세눈과 비우세눈의 높낮이 식별 인지능력 차이에 관한 연구)

  • Choi, Yul-Jung;Lee, Jun-Yong;Sim, Hyun-Po
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.22 no.2
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    • pp.29-33
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    • 2016
  • Background: The purpose of this study was to investigate the difference of height cognition ability according to dominant or non-dominant eye. Methods: Forty one healthy adults (male: 19, female: 22, 22-43 years) participated in this study. Hole in the card test was performed to identify dominant eye. To figure out height cognition ability between dominant and non-dominant eye, we had subjects answer which point is higher or even on the monitor. Results: The Right answer on dominant eye was $8.15{\pm}1.44$ point and the right answer on non-dominant eye was $7.56{\pm}1.55$ point. There was a statistically significant difference between dominant eye group and non-dominant eye group (p<.05). Conclusion: We think that the dominant eye may be used for reliable diagnosis. In future study, investigate on relation between dominant hand and dominant eye and the difference of dominant eye and non-dominant eye when to palpation are required.

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Static Analysis of String Stability and Group Territory in Computer Go (컴퓨터 바둑에서 String안정도와 Group 영역에 의한 정적분석)

  • 박현수;이두한;김항준
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.6
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    • pp.76-86
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    • 2003
  • We define a string stability heuristically and divide the board into group territory in computer Go. Elements of string stability are eye(E), eye-like(EL), special-eye(SE), extension-point(EX), liberty(L) and connection-point(CP). A string stability have 5 levels that are complete alive, alive, unsettled, danger and killed level. A group is made strings and link-points and have the territory. Territory division of a group is acquired by strings stability and link-points which are marym-mo, hankan, nalil-ja, and twokan between string and string. We compare our method with the result of evaluation of professional player. As a result, the mean error is 8.7.

A Distortion Correction Method for the Fish-Eye Lens using Photogrammetric Techniques (사진측량 기법을 사용한 어안렌즈 왜곡보정에 관한 연구)

  • Kang, Jin-A;Park, Jae-Min;Kim, Byung-Guk
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.161-164
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    • 2007
  • The paper studies in the wide-angle lens and distortion tendency and employs the correction techniques suitable to the fish-eye lens using the existing photographic survey methods. After carrying out the calibration of the the fish-eye lens, we calculated the correction parameters, and then developed the method that convert the original image-point to new image-point correcting distortion. The objectives of suggested calibration method in this paper are to calibrate the image of the the fish-eye lens used in the computer-vision and the control-instrumentation field widely. The proposed technique expects to improve the accuracy of the image of the fish-eye lens in the indoor tracking and monitoring field. Also the referenced cross point auto-extraction program is embodied for improving efficiency of the lens correction techniques. Consequently, this calibration method would be applied to the automated distorting correction method on not only the fish-eye lens also general lens.

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Prototypical Eye Shape Classification to Solve Life-and-Death Problem in Go, using Monte-Carlo Method and Point Pattern Matching (몬테카를로 방법과 점 패턴 매칭을 활용한 바둑에서의 사활문제 해결을 위한 원형 안형의 분류)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.31-40
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    • 2021
  • Go has a history of more than 2,500 years, and the life-and-death problems in Go is a fundamental problem domain that must be solved when implementing a computer Go. We attempted to determine the numbers of prototypical eye shapes with 3, 4, 5, and 6 eyes that are directly related to the life-and-death problems, and to classify the prototypical eye shapes represented in 4-tuple forms. Experiment was conducted by Monte-Carlo method and point pattern matching. According to the experimental results, the numbers of prototypical eye shapes were 2 for 3-eye, 5 for 4-eye, 12 for 5-eye, and 35 for 6-eye shapes. Further, using a 4-tuple form, we classified prototypical eye shapes into 1 for 3-eye, 3 for 4-eye, 4 for 5-eye, and 8 for 6-eye shapes.

Characteristics of Corrective Saccadic Eye Movement with E.O.G. (E.O.G.를 이용한 Corrective Saccadic 안구운동 특성)

  • 김윤수;박상희
    • Journal of Biomedical Engineering Research
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    • v.2 no.1
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    • pp.21-30
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    • 1981
  • In this study, measuring eye movements with E.O.G. to targets beyond 20$^{\circ}$ from fixation point, results are as follows. (1) When the eyes turn toward targets of more than 20$^{\circ}$ eccentricity, the first saccadic eye movement falls short of the target. The presence of image of the target off the fovea(visual error signal) subsequent to such an undershoot elicits, after short interval, corrective saccadic eye movements(usually one) which place the image of the target on the fovea. (2) There are different programming modes at retina for eye movement to targets within and beyond 20$^{\circ}$ from the fixation point. (3) Saccadic system, preparing the direction and amplitude of eye movement completes the corrective saccadic eye movements. (4) Distribution of latency and intersaccadic interval(I.S.I.)are frequently multi modal, with a seperation between modes of 25[msec]. (5) There are two types of saccadic eye movements for the double-step targets. This fact suggests that the visual information is sampled stochastically. (6) The new model of saccadic system including the dissociation of visual functions dependent on retinal eccentricity is required.

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Implementation of eye-controlled mouse by real-time tracking of the three dimensional eye-gazing point (3차원 시선 추적에 의한 시각 제어 마우스 구현 연구)

  • Kim Jae-Han
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.209-212
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    • 2006
  • This paper presents design and implementation methods of the eye-controlled mouse using the real-time tracking of the three dimensional gazing point. The proposed method is based on three dimensional data processing of eye images in the 3D world coordinates. The system hardware consists of two conventional CCD cameras for acquisition of stereoscopic image and computer for processing. And in this paper, the advantages of the proposed algorithm and test results are described.

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A Study on Eye Point and Field of View of Older Drivers (고령운전자의 Eye Point와 전방 시계 특성에 관한 연구)

  • Lee, Seong-Il;Choi, Ji-Ho;Hwang, In-Jun;Song, Kyo-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.1
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    • pp.67-71
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    • 2010
  • This study examined the field of view of older drivers based on their eye points. The subjects were 25 people whose age was over 65 years and 10 contrasting subjects on their 20s. For the experiment, we expanded the width of the A-pillar of a test vehicle. With a measuring apparatus designed for the study, we analyzed 3 axes of coordinates from glabella to a fixed point of the vehicle that would be used as CAD data of vehicle design. Result shows that average eye point of the older subjects was located significantly farther from the seat than that of the 20s approximately by 31.62mm(p=0.05). It was also found that the Binocular FOV was not significantly different between the older subjects and the 20s(p=0.85), and the effect of the width of the A-pillar on the FOV could not be found. We also measured the left and right side of the Ambinocular FOV of the older subjects. It was found that the older subjects had much wider visual angle than the 20s by 2.84 degree (F=4.78, p=0.01) on the left side, while the 20s showed significantly wider average angle than the older subjects by about 4.88 degree (F=4.78, p<0.05) on the right side. The results of this study can be used to improve the FOV based on the optimal eye points when designing a vehicle for older drivers.

Designing Real-time Observation System to Evaluate Driving Pattern through Eye Tracker

  • Oberlin, Kwekam Tchomdji Luther.;Jung, Euitay
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.421-431
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    • 2022
  • The purpose of this research is to determine the point of fixation of the driver during the process of driving. Based on the results of this research, the driving instructor can make a judgement on what the trainee stare on the most. Traffic accidents have become a serious concern in modern society. Especially, the traffic accidents among unskilled and elderly drivers are at issue. A driver should put attention on the vehicles around, traffic signs, passersby, passengers, road situation and its dashboard. An eye-tracking-based application was developed to analyze the driver's gaze behavior. It is a prototype for real-time eye tracking for monitoring the point of interest of drivers in driving practice. In this study, the driver's attention was measured by capturing the movement of the eyes in real road driving conditions using these tools. As a result, dwelling duration time, entry time and the average of fixation of the eye gaze are leading parameters that could help us prove the idea of this study.

PCI Express Gen3 System Design using High-speed Signal Integrity Analysis (고속신호 무결성 분석을 통한 PCI Express Gen3 시스템 설계)

  • Kwon, Wonok;Kim, Youngwoo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.4
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    • pp.125-132
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    • 2015
  • PCI Express is high-speed point-to-point serial protocol, the system is designed by analysing loss and jitter through Eye Diagram. It is necessarily analyzing high speed serial signals when the PCI Express Gen3 which has 8Gbps physical signal speed is designed especially. This paper deals with topology extraction, channel analysis, extraction of s-parameters and system signal integrity simulation within transceiver buffer models through PCI Express Gen3 server connecting switch system design. Optimal parameters of transmitter buffer equalizer are found through solution space simulation of de-emphasis and preshoot parameters to compensate channel loss.

Mathematical Expression of Eye Movement Using Rotation Matrix (Rotation Matrix를 이용한 안구운동의 수학적 표현)

  • Kim, YongGeun
    • Journal of Korean Ophthalmic Optics Society
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    • v.4 no.2
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    • pp.51-55
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    • 1999
  • The eye movement of the eyeball's center of a rotation can represent with the rotation matrix $R_x$, $R_y$, $R_z$ due to a coordinate axis rotation transformation of Cartesian coordinate, and describes of an abduction, an adduction, an elevation, a depression, an intorsion, an extorsion in principle rotation six forms of the eye. The eye movement from primary eye position to tertiary eye position could be composed with the rotation matrix combination, and by the primary rotation of six and the secondary rotation of eight, could be represented with the extrocular muscle of six. The position of the cornea vertex point or pupil point due to the eye movement can describe to transform the rotation matrix of the cartesian coordinate to spherical coordinate$(r,{\theta},{\phi})$.

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