• Title/Summary/Keyword: Eye tracking data

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Elementary Teacher's Science Class Analysis using Mobile Eye Tracker (이동형 시선추적기를 활용한 초등교사의 과학 수업 분석)

  • Shin, Won-Sub;Kim, Jang-Hwan;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.36 no.4
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    • pp.303-315
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    • 2017
  • The purpose of this study is to analyze elementary teachers' science class objectively and quantitatively using Mobile Eye Tracker. The mobile eye tracker is easy to wear in eyeglasses form. And experiments are collected in video form, so it is very useful for realizing objective data of teacher's class situation in real time. Participants in the study were 2 elementary teachers, and they are teaching sixth grade science in Seoul. Participants took a 40-minute class wearing a mobile eye tracker. Eye movements of participants were collected at 60 Hz, and the collected eye movement data were analyzed using SMI BeGaze 3.7. In this study, the area related to the class was set as the area of interest, we analyzed the visual occupancy of teachers. In addition, we analyzed the linguistic interaction between teacher and students. The results of the study are as follows. First, we analyze the visual occupancy of meaningful areas in teaching-learning activities by class stage. Second, the analysis of eye movements when teachers interacted with students showed that teacher A had a high percentage of students' faces, while teacher B had a high visual occupation in areas not related to classes. Third, the linguistic interaction of the participants were analyzed. Analysis areas include questions, attention-focused language, elementary science teaching terminology, daily interaction, humor, and unnecessary words. This study shows that it is possible to analyze elementary science class objectively and quantitatively through analysis of visual occupancy using mobile eye tracking. In addition, it is expected that teachers' visual attention in teaching activities can be used as an index to analyze the form of language interaction.

The Comparison of Eye Movement in Measuring Tasks between the Underachievers and the Overachievers (측정과제에서 학습부진아와 학습우수아의 안구운동 비교)

  • Choi, Hyun-Dong;Shin, Won Sub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.33 no.1
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    • pp.181-194
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    • 2014
  • The purpose of this study was to analyze the difference between eye movements according to science achievement of elementary school students on measuring tasks. Science achievement was graded by the results of Korea national achievement test conducted in 2012. As an assessment tool to check measuring task, two measuring measure problems from TSPS(Test of Science Process Skill; developed in 1994) which were suitable for eye tracking system were adopted. The subjects of this study were 3 underachievers and 3 overachievers from 6th grade who agreed to participate in the research. SMI was used to collect EMD (eye movement data). Experiment 3.2 and BeGaze 3.2 programs were used to plan experiment and analyze EMD. As a result, eye movements of participants in measuring task did not show the path to the common gaze by groups. To solve the problem of using specific measuring strategies related to the correct answer. Underachiever who failed in measuring tasks don't have enough measurement capabilities and lack eye movement through the area of interest for cognitive thinking. These results show that elementary school science curriculum dealing with measuring have to reflect a lot of step-by-step learning requires.

DVD와 호환 가능한 홀로그래픽 롬 시스템

  • Mun Jin-Bae;Kim Geun-Yul;Jeong Gyu-Il;Park Ju-Yeon;Nam Eun-Ha
    • 정보저장시스템학회:학술대회논문집
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    • 2005.10a
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    • pp.145-149
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    • 2005
  • We describe holographic ROM system to read bit-type data. It has optical system similar to general optical data storage system such as DVD. But because holographic data storage systems have to adopt imaging optical system, in our system bit-type data can be read out by different servos with DVD. We devised 3-hole method similar to 3- beam method for the tracking servo and used astigmatic optical system for the focusing servo. Also we developed the reference beam servo to measure movement of reference beam because especially holographic data storage systems need reference beam. The system was operated by these three servos and objective lens of NA 0.6. We obtained eye pattern from random data of 3T-2um track pitch. We also obtained another eye pattern from DVD disk by only using focusing servo PDIC in our system to verify the compatibility with DVD.

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Pilot Gaze Tracking and ILS Landing Result Analysis using VR HMD based Flight Simulators (VR HMD 시뮬레이터를 활용한 조종사 시선 추적 및 착륙 절차 결과 분석)

  • Jeong, Gu Moon;Lee, Youngjae;Kwag, TaeHo;Lee, Jae-Woo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.30 no.1
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    • pp.44-49
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    • 2022
  • This study performed precision instrument landing procedures for pilots with a commercial pilot license using VR HMD flight simulators, and assuming that the center of the pilot's gaze is in the front, 3-D.O.F. head tracking data and 2-D eye tracking of VR HMD worn by pilots gaze tracking was performed through. After that, AOI (Area of Interesting) was set for the instrument panel and external field of view of the cockpit to analyze how the pilot's gaze was distributed before and after the decision altitude. At the same time, the landing results were analyzed using the Localizer and G/S data as the pilot's precision instrument landing flight data. As a result, the pilot was quantitatively evaluated by reflecting the gaze tracking and the resulting landing result using a VR HMD simulator.

Design of Korean eye-typing interfaces based on multilevel input system (단계식 입력 체계를 이용한 시선 추적 기반의 한글 입력 인터페이스 설계)

  • Kim, Hojoong;Woo, Sung-kyung;Lee, Kunwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.37-44
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    • 2017
  • Eye-typing is one kind of human-computer interactive input system which is implemented by location data of gaze. It is widely used as an input system for paralytics because it does not require physical motions other than the eye movement. However, eye-typing interface based on Korean character has not been suggested yet. Thus, this research aims to implement the eye-typing interface optimized for Korean. To begin with, design objectives were established based on the features of eye-typing: significant noise and Midas touch problem. Multilevel input system was introduced to deal with noise, and an area free from input button was applied to solve Midas touch problem. Then, two types of eye-typing interfaces were suggested on phonological consideration of Korean where each syllable is generated from combination of several phonemes. Named as consonant-vowel integrated interface and separated interface, the two interfaces are designed to input Korean in phases through grouped phonemes. Finally, evaluation procedures composed of comparative experiments against the conventional Double-Korean keyboard interface, and analysis on flow of gaze were conducted. As a result, newly designed interfaces showed potential to be applied as practical tools for eye-typing.

Relationship of Pupil's Size and Gaze Frequency for Neuro Sports Marketing: Focusing on Sigma Analysis (뉴로 스포츠 마케팅을 위한 동공 확장과 주시빈도 간의 관계: 시그마 분석법을 적용하여)

  • Ko, Eui-Suk;Song, Ki-Hyeon;Cho, Soo-Hyun;Kim, Jong-Ha
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.39-48
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    • 2017
  • In order to verify the effectiveness of marketing in the basketball stadium, this study measured and analyzed the gaze frequency and interest when the pupil was expanded by using the eye-tracking technology among various neuro marketing techniques of marketing. To analyze the section where the pupil size get expanded, interval of pupil size was higher than 2.275% (2 sigma data) and higher than 0.135% high (3 sigma data). Overall the valid data was analyzed by inflection points according to gaze frequency. We also analyzed the correlation between overall valid data and the ranges where the pupil size was significantly increased. The result showed that the correlation between overall valid data and pupil size 2 sigma data showed the highest correlation with 0.805. The pupil size 2 sigma data and pupil size 3 sigma data showed a correlation with 0.781, overall the valid data and pupil size 2 sigma data showed a correlation with 0.683. Therefore, it is concluded that, the section where the pupil size was expanded and the section at which gaze frequency is higher in the eye-tracking data were similar. However, the correlation between data of pupil size is determined to be significantly expanded and overall the valid data is decreased.

A Study on the Visual Attention of Popular Animation Characters Utilizing Eye Tracking (아이트래킹을 활용한 인기 애니메이션 캐릭터의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee;Yin, Shuo-Han
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.214-221
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    • 2019
  • Visual perception information acquired through human eyes contains much information on how to view visual stimuli using eye tracking technology, it is possible to acquire and analyze consumer visual information as quantitative data. These measurements can be used to measure emotions that customers feel unconsciously, and they can be directly collected by numerically quantifying the character's search response through eye tracking. In this study, we traced the character's area of interest (AOI) and found that the average of fixation duration, count, average of visit duration, count, and finally the time to first fixation was analyzed. As a result of analysis, it was found that there were many cognitive processing processes on the face than the character's body, and the visual attention was high. The visual attention of attraction factor has also been able to verify that attraction is being presented as an important factor in determining preferences for characters. Based on the results of this study, further studies of more characters will be conducted and quantitative interpretation methods can be used as basic data for character development and factors to be considered in determining character design.

Spatial Information Search Features Shown in Eye Fixations and Saccades (시선의 고정과 도약에 나타난 공간정보 탐색 특성)

  • Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.22-32
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    • 2017
  • This research is to analyze the spatial information search features which shown by Eye fixation and movement and conducted eye tracking experiment for targeting sports shop spatial images which it are same but looks different. This is able to find out the eye movement feature according to placement of goods from the eye movement and movement distance of spatial visitor, and the result can be defined as following. First, the whole original-reverse left / right images have a higher number of observations in the [IN] area than in the [OUT] area. This is because after eye taking high observations in LA area of [IN] have been jump-over [OUT], performed search activities in low eye fixation without high eye fixation. Second, there was a difference in the frequency of the observation data as the composition of the images changed. The original image has been often fixed the eyes in LA area, and the one that has been observed for a long time is reverse left / right image. Also, fixation point was shown higher at the reverse left / right image as jump-over from [OUT] area to [IN] area. If LA area seen as reverse left / right image, it is located in right-hand side. The case where the dominant area is on the right side has a characteristic that the eye fixation is longer. This can be understand that the arrangement of products for attract the customer's attention in the commercial space might be more effective when it is on the right side. Third, the moving distance(IN ${\rightarrow}$ OUT) of the sight pointed to external from LA area was long in the both original-reverse left / right images, but it is no relation with search direction([IN${\rightarrow}$OUT] [IN${\rightarrow}$OUT]) of the sight. In other words, the sight that entered in LA area can be seen as visual perception activity for re-searching after big jump-over, in the case go in to outward (OUT area) after searching for more than certain time. The fact that the moving distance of eye is relatively short in the [IN ${\rightarrow}$ OUT] process considered as that the gaze that stays outside the LA area naturally enters in to LA area.

Analysis of Survey on the Brand Space with Emotional Evaluation - Focused on the Premium Supermarket in Seoul - (브랜드공간에 대한 사용자 감성평가조사 - 서울시내 프리미엄 식품관을 중심으로 -)

  • An, Se-Yun
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.134-141
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    • 2015
  • Brand space is one of the important elements of urban cultural space and can stimulate the urban culture as a significant landmark. Thus, it is necessary to develop factors for evaluating the communication with users in brand spaces. In particular, factors for evaluating the psychological, emotional aspects of users is essential. This study is aimed at developing evaluation factors with a space marketing perspective through an user behavioral analysis. As for research method, the emotional responses of users will be examined and analyzed through an eye-tracking device. First, The researcher will visit brand spaces and take photos of them to collect data and analyze the status. Second, we filled out the questionnaire based on analytical framework and selected 20 architectural students for survey. Third, Eye-tracking experiment will be conducted. Forth, Space design marketing evaluation factors will be established based on the results. Final, suggestions for future research based on the analysis results. When the 30 images of premium supermarkets were used for the survey, men were more sensitive to the store design. But women were more sensitive to the quality or store accessibility. Also, the furniture factor was most important for women, and spatial factor was most important for men. When the eye-tracking experiment was done as to the 5 selected brand spaces, both men and women looked at the furniture factor that includes the showcases more than anything else. It shows the same result as the previous survey.

A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.