• Title/Summary/Keyword: Eye-Movement Analysis

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Influence of Perceptual Information of Previewing Stimulus on the Target Search Process: An Eye-tracking Study (사전제시 자극의 지각적 정보가 목표자극 탐색에 미치는 영향: 안구추적연구)

  • Lee, Donghoon;Kim, Shinjung;Jeong, Myung Yung
    • Korean Journal of Cognitive Science
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    • v.25 no.3
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    • pp.211-232
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    • 2014
  • People search a certain object or a person so many time in a day. Besides the information about what the target is, perceptual information of the target can influence on the search process. In the current study, using an eye-tracker we aimed to examine whether the perceptual information of previewing target stimuli on the visual search process of the target and the task performance. Participants had to identify the previewing target stimulus presented in the middle of the screen, and then had to search the target among 8 items presented in a circle array, and had to decide whether the size of the target in the search display was same as that of the previewing stimulus. The experimental conditions were divided into 8 within-subject conditions by whether the search display was consisted of all the same size items or different size items (homogeneous search display vs. inhomogeneous search display), by the size of the preview target stimulus, and by the size of the target stimulus in the search display. Research hypothesis is that the size information of the previewing influence on the visual search process of the target and task performance when the items in the search display are in different sizes. In the results of behavioral data analysis, the reaction time showed the main effect of the search display, and the size of the target stimulus in the search display. and the interaction between the size consistency effect of target stimulus and the search display condition. In the results of analysis of eye-movement information, the Initial Saccade to Target Ratio measurement showed the interaction between the size consistency effect of target stimulus and the search display condition as the reaction time measurement did. That is, the size consistency effect of target stimulus only in the inhomogeneous search display condition indicated that participants searched the items in the same size as that of preview target stimulus. Post-hoc analyses revealed that the search and task performance in the inhomogeneous display condition were faster when the target size was consistent, but rather slower when the target size was inconsistent.

A Study on Manipulating Method of 3D Game in HMD Environment by using Eye Tracking (HMD(Head Mounted Display)에서 시선 추적을 통한 3차원 게임 조작 방법 연구)

  • Park, Kang-Ryoung;Lee, Eui-Chul
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.49-64
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    • 2008
  • Recently, many researches about making more comfortable input device based on gaze detection technology have been done in human computer interface. However, the system cost becomes high due to the complicated hardware and there is difficulty to use the gaze detection system due to the complicated user calibration procedure. In this paper, we propose a new gaze detection method based on the 2D analysis and a simple user calibration. Our method used a small USB (Universal Serial Bus) camera attached on a HMD (Head-Mounted Display), hot-mirror and IR (Infra-Red) light illuminator. Because the HMD is moved according to user's facial movement, we can implement the gaze detection system of which performance is not affected by facial movement. In addition, we apply our gaze detection system to 3D first person shooting game. From that, the gaze direction of game character is controlled by our gaze detection method and it can target the enemy character and shoot, which can increase the immersion and interest of game. Experimental results showed that the game and gaze detection system could be operated at real-time speed in one desktop computer and we could obtain the gaze detection accuracy of 0.88 degrees. In addition, we could know our gaze detection technology could replace the conventional mouse in the 3D first person shooting game.

No Association between (AAT)n Repeat Polymorphisms in the Cannabinoid Receptor 1 Gene and Smooth Pursuit Eye Movement Abnormality in Korean Patients with Schizophrenia (한국인 조현병 환자에서CNR1 유전자의 (AAT)n 삼핵산 반복 다형성과 안구추적운동 이상에 대한 연합 연구)

  • Kim, Min Jae;Kim, Chae-Ri;Park, Jin Wan;Pak, Doo Hyun;Shin, Hyoung Doo;Choi, Ihn-Geun;Hahn, Sang Woo;Hwang, Jaeuk;Lee, Yeon Jung;Woo, Sung-Il
    • Korean Journal of Biological Psychiatry
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    • v.23 no.4
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    • pp.148-156
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    • 2016
  • Objectives According to previous studies, the cannabinoid receptor 1 (CNR1) gene could be an important candidate gene for schizophrenia. Some studies have linked the (AAT)n trinucleotide repeat polymorphism in CNR1 gene with the risk of schizophrenia. Meanwhile, smooth pursuit eye movement (SPEM) has been regarded as one of the most consistent endophenotypes of schizophrenia. In this study, we investigated the association between the (AAT)n trinucleotide repeats in CNR1 gene and SPEM abnormality in Korean patients with schizophrenia. Methods We measured SPEM function in 167 Korean patients with schizophrenia (84 male, 83 female) and they were divided according to SPEM function into two groups, good and poor SPEM function groups. We also investigated allele frequencies of (AAT)n repeat polymorphisms on CNR1 gene in each group. A logistic regression analysis was performed to find the association between SPEM abnormality and the number of (AAT)n trinucleotide repeats. Results The natural logarithm value of signal/noise ratio (Ln S/N ratio) of the good SPEM function group was $4.34{\pm}0.29$ and that of the poor SPEM function group was $3.21{\pm}0.70$. In total, 7 types of trinucleotide repeats were identified, each containing 7, 10, 11, 12, 13, 14, and 15 repeats, respectively. In the patients with $(AAT)7$ allele, the distributions of the good and poor SPEM function groups were 18 (11.1%) and 19 (11.0%) respectively. In the patients with $(AAT)_{10}$ allele, $(AAT)_{11}$ allele, $(AAT)_{12}$ allele, $(AAT)_{13}$ allele, $(AAT)_{14}$ allele and $(AAT)_{15}$ allele, the distributions of good and poor SPEM function groups were 13 (8.0%) and 12 (7.0%), 4 (2.5%) and 6 (3.5%), 31 (19.8%) and 35 (20.3%), 51 (31.5%) and 51 (29.7%), 36 (22.2%) and 45 (26.2%), 9 (5.6%) and 4 (2.3%) respectively. As the number of (AAT) n repeat increased, there was no aggravation of abnormality of SPEM function. Conclusions There was no significant aggravation of SPEM abnormality along with the increase of number of (AAT)n trinucleotide repeats in the CNR1 gene in Korean patients with schizophrenia.

A Study on Intelligent Robot Bin-Picking System with CCD Camera and Laser Sensor (CCD카메라와 레이저 센서를 조합한 지능형 로봇 빈-피킹에 관한 연구)

  • Kim, Jin-Dae;Lee, Jeh-Won;Shin, Chan-Bai
    • Journal of the Korean Society for Precision Engineering
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    • v.23 no.11 s.188
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    • pp.58-67
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    • 2006
  • Due to the variety of signal processing and complicated mathematical analysis, it is not easy to accomplish 3D bin-picking with non-contact sensor. To solve this difficulties the reliable signal processing algorithm and a good sensing device has been recommended. In this research, 3D laser scanner and CCD camera is applied as a sensing device respectively. With these sensor we develop a two-step bin-picking method and reliable algorithm for the recognition of 3D bin object. In the proposed bin-picking, the problem is reduced to 2D intial recognition with CCD camera at first, and then 3D pose detection with a laser scanner. To get a good movement in the robot base frame, the hand eye calibration between robot's end effector and sensing device should be also carried out. In this paper, we examine auto-calibration technique in the sensor calibration step. A new thinning algorithm and constrained hough transform is also studied for the robustness in the real environment usage. From the experimental results, we could see the robust bin-picking operation under the non-aligned 3D hole object.

Development of a Driving Simulator for Telematics Human-Machine Interface Studies (텔레매틱스 HMI 연구를 위한 드라이빙 시뮬레이터의 개발)

  • Koo, Tae-Yun;Kim, Bae-Young;Shin, Hee-Jong;Son, Young-Tak;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.17 no.4
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    • pp.16-23
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    • 2009
  • Driving simulators are useful tools not only to test the components of future cars but also to evaluate the telematics service and HMI (Human-Machine Interface). However driving simulators cannot be implemented to test and evaluate the telematics service system because the GPS (Global Positioning System) which contains basic functional support for the telematics module do not work in the VR (virtual reality) environment. This paper presents a method to implement telematics service to a driving simulator by developing the GPS simulator which is able to emulate GPS satellite signals consist of NMEA-0183 protocol and RS232C communication standards. It is expected that the driving simulator with the GPS simulator can be used to study HMI and human-factor evaluations of the commercial telematics system to realize the HiLES (Human-in-the-Loop Evaluation System).

Sedative Effect of Sophora flavescens and Matrine

  • Lee, Hyun-ju;Lee, Sun-young;Jang, Daehyuk;Chung, Sun-Yong;Shim, Insop
    • Biomolecules & Therapeutics
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    • v.25 no.4
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    • pp.390-395
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    • 2017
  • The present study investigated the sedative effects of Sophora flavescens (SF) and its bioactive compound, matrine through performing locomotor activity test and the electroencephalography (EEG) analysis in the rat. The underlying neural mechanism of their beneficial effects was determined by assessing c-Fos immunoreactivity and serotonin (5-HT) in the brain utilizing immunohistochemical method and enzyme-linked immunosorbent assay. The results showed that SF and matrine administration had an effect on normalization of caffeine-induced hyperactivity and promoting a shift toward non-rapid eye movement (NREM) sleep. c-Fos-immunoreactivity and 5-HT level in the ventrolateral preoptic nucleus (VLPO), a sleep promoting region, were increased in the both SF and matrine-injected groups. In conclusion, SF and its bioactive compound, matrine alleviated caffeine-induced hyperactivity and promoted NREM sleep by activating VLPO neurons and modulating serotonergic transmission. It is suggested that SF might be a useful natural alternatives for hypnotic medicine.

Study on the Characteristic of Partiality in Korean Traditional Residential Architecture in view of the Phenomenology (현상학 측면에서 본 한국 전통주거건축의 부분성에 관한 연구)

  • Yook, Ok-Soo
    • Journal of the Korean housing association
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    • v.27 no.5
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    • pp.73-81
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    • 2016
  • Focused on developing form of Western architecture, invisible elements covering actual human life has been dealt with separately and the time was turned away and disparaged. But now the phenomenology, arranging such a meeting of space and time, gives opportunity to look at the actual life in architecture. Recently, Guille Deleuze and Merleau-Ponty tried to recover the sense of touch segregated in skin from body keeping eyes for distance. And the activity can be happened by being connected to the body rather than to eye in the space. From the phase of recognition where the human body tries to identify the object in the space considering a time, it will be changed for the subject to the phase of space-time structure. If the tactility is to erase the distance different from the visuality in dichotomy, it will be occurred to having a tension and makes new relationship to work trying to move the subjective point of view in object. Like this evidence in analysis of architecture, it can be found these in the Korean traditional architecture rather than Western architecture in terms of emphasizing the time and space. And this study will be intensive to the side of the Phenomenology how it is being connected to the movement in the space and time for the subject and object.

How do Formats of Health Related Facebook Posts Effect on Eye Movements and Cognitive Outcomes? (페이스북 건강정보 게시물 형식이 시각적 주의와 인지결과에 미치는 영향)

  • Yoon, JungWon;Syn, Sue Yeon
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.3
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    • pp.219-237
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    • 2021
  • Visual information is widely used to deliver health information more effectively on social media, but there is lack of research on how effectively visual information delivers health information on social media. This study reports Facebook users' reading patterns and cognitive tests (recall and recognition tests) results using health-related Facebook posts. For this study, 21 college students participated in online questionnaire, eye tracking experiment, and recall and recognition tests. First, users paid their attention to the area that contains information (i.e., users focused on the main text rather than photos that do not contain information). Second, in the case of Facebook posts containing infographics, users paid their attention on the infographics, but the recall and recognition test results of the posts with infographics were lower than the posts containing photos. Particularly, when the infographics are in a complex collage format, recall and recognition tests result lower scores. Third, regarding the length of the text, the Facebook posts with short text resulted in higher recall and recognition test scores than the posts with medium or long texts. This study suggested to Facebook health information providers and distributors how to design Facebook posts for delivering health information more effectively.

Electroencephalogram(EEG) Activation Changes and Correlations of signal with EMG Output by left and right biceps (좌우 이두근의 근전도 출력에 따른 뇌파의 활성도 변화와 관련성 탐색)

  • Jeon, BuIl;Kim, Jongwon
    • Journal of IKEEE
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    • v.23 no.2
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    • pp.727-734
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    • 2019
  • This paper confirms whether the movement or specific operation of the muscles in the process of transferring a person from the brain can find a signal showing an essential feature of a certain part of the brain. As a rule, the occurrence of EEG(Electroencephalogram) changes when a signal is received from a specific action or from an induced action. These signals are very vague and difficult to distinguish from the naked eye. Therefore, it is necessary to define a signal for analysis before classification. The EEG form can be divided into the alpha, beta, delta, theta and gamma regions in the frequency ranges. The specific size of these signals does not reflect the exact behavior or intention, since the band or energy difference of the activated frequencies varies depending on the EEG measurement domain. However, if different actions are performed in a specific method, it is possible to classify the movement based on EEG activity and to determine the EEG tendency affecting the movement. Therefore, in this article, we first study the EEG expression pattern based on the activation of the left and right biceps EMG, and then we determine whether there is a significant difference between the EEG due to the activation of the left and right muscles through EEG. If we can find the EEG classification criteria in accordance with the EMG activation, it can help to understand the form of the transmitted signal in the process of transmitting signals from the brain to each muscle. In addition, we can use a lot of unknown EEG information through more complex types of brain signal generation in the future.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.45-58
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    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.