• 제목/요약/키워드: Eye-tracking

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A Review on the Application of Eye-tracking in Design Areas

  • Park, Hee-Sok
    • 대한인간공학회지
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    • 제35권5호
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    • pp.391-401
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    • 2016
  • Objective: This study aims to examine domestic literature on eye-tracking in the design area, and to present new eye-tracking application directions. Background: Eye-tracking was introduced in the experimental psychology field for the first time in the 1950s. Eye-tracking has high utilization values in the design application area because eye-tracking can accumulate data on what people see, providing the quantitative values on eye movement. Method: This study examined the papers published in domestic journals, as well as the papers presented in conferences from 2000 to 2016 through DBPIA. Results: Although the use of eye-tracking technology was slightly meager in the product design area, it has been actively used for the evaluation analyses of preference and attention in architecture/public design. Eye-tracking also presented a method to design advertisement that is helpful to advertisement effect measurement, and product salesin the advertisement design area. Since detail psychological analysis is possible, the application of eye-tracking in the studies related with user interface has been active. Conclusion: The eye-tracking technology is projected to be actively used as a new interface means, such as in helping in disabled people's communication and in device control, in addition to conventional application areas. Application: This study would be of help to find future research areas of eye-tracking.

초등과학 교육연구에서 시선추적 연구방법의 고찰 (A Review of Eye-tracking Method in Elementary Science Education Research)

  • 신원섭
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권3호
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    • pp.288-304
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    • 2016
  • The purpose of this study is a review of previous studies and principles of eye-tracking techniques that are actively applied in recent elementary science education. Also it proposes to utilize the direction of eye tracking techniques in elementary science education research. Recent eye-tracking technology was developed, using the infrared pupil and the corneal reflection can be safely and accurately track the eye movements of the participants. Eye tracking has the advantage of higher temporal resolution, accessibility, convenience, objectivity, stability and safety. Analysis of the previous studies, there was a difference in the study design and analysis. The workshops and seminars are needed for accurate understanding of eye-tracking method in elementary science education research. In conclusion, the eye-tracking can be utilized such as effectiveness analysis of teaching materials and media, behaviors analysis of teachers and students in a real class, cognitive strategies and attention analysis of the student, discriminating tool of various education evaluation, etc.

Development of Low-Cost Vision-based Eye Tracking Algorithm for Information Augmented Interactive System

  • Park, Seo-Jeon;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • 제7권1호
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    • pp.11-16
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    • 2020
  • Deep Learning has become the most important technology in the field of artificial intelligence machine learning, with its high performance overwhelming existing methods in various applications. In this paper, an interactive window service based on object recognition technology is proposed. The main goal is to implement an object recognition technology using this deep learning technology to remove the existing eye tracking technology, which requires users to wear eye tracking devices themselves, and to implement an eye tracking technology that uses only usual cameras to track users' eye. We design an interactive system based on efficient eye detection and pupil tracking method that can verify the user's eye movement. To estimate the view-direction of user's eye, we initialize to make the reference (origin) coordinate. Then the view direction is estimated from the extracted eye pupils from the origin coordinate. Also, we propose a blink detection technique based on the eye apply ratio (EAR). With the extracted view direction and eye action, we provide some augmented information of interest without the existing complex and expensive eye-tracking systems with various service topics and situations. For verification, the user guiding service is implemented as a proto-type model with the school map to inform the location information of the desired location or building.

Classification between Intentional and Natural Blinks in Infrared Vision Based Eye Tracking System

  • Kim, Song-Yi;Noh, Sue-Jin;Kim, Jin-Man;Whang, Min-Cheol;Lee, Eui-Chul
    • 대한인간공학회지
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    • 제31권4호
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    • pp.601-607
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    • 2012
  • Objective: The aim of this study is to classify between intentional and natural blinks in vision based eye tracking system. Through implementing the classification method, we expect that the great eye tracking method will be designed which will perform well both navigation and selection interactions. Background: Currently, eye tracking is widely used in order to increase immersion and interest of user by supporting natural user interface. Even though conventional eye tracking system is well focused on navigation interaction by tracking pupil movement, there is no breakthrough selection interaction method. Method: To determine classification threshold between intentional and natural blinks, we performed experiment by capturing eye images including intentional and natural blinks from 12 subjects. By analyzing successive eye images, two features such as eye closed duration and pupil size variation after eye open were collected. Then, the classification threshold was determined by performing SVM(Support Vector Machine) training. Results: Experimental results showed that the average detection accuracy of intentional blinks was 97.4% in wearable eye tracking system environments. Also, the detecting accuracy in non-wearable camera environment was 92.9% on the basis of the above used SVM classifier. Conclusion: By combining two features using SVM, we could implement the accurate selection interaction method in vision based eye tracking system. Application: The results of this research might help to improve efficiency and usability of vision based eye tracking method by supporting reliable selection interaction scheme.

실시간 눈과 시선 위치 추적 (Real Time Eye and Gaze Tracking)

  • 황선기;김문환;차샘;조은석;배철수
    • 한국정보전자통신기술학회논문지
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    • 제2권3호
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    • pp.61-69
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    • 2009
  • 본 논문에서는 새로운 실시간 시선 추적 방식을 제안하고자한다. 기존의 시선추적 방식은 사용자가 머리를 조금만 움직여도 잘못된 결과를 얻을 수가 있었고 각각의 사용자에 대하여 교정 과정을 수행할 필요가 있었다. 제안된 시선 추적 방법은 적외선 조명과 Generalized Regression Neural Networks(GRNN)를 이용함으로써 교정 과정 없이 머리의 움직임이 큰 경우에도 견실하고 정확한 시선 추적을 가능하도록 하였고 매핑 기능을 일반화함으로써 각각의 교정과정을 생략 할 수 있게 하여 학습에 참여하지 않은 다른 사용자도 시선 추적을 가능케 하였다. 실험결과 얼굴의 움직임이 있는 경우에는 평균 90%, 다른 사용자에 대해서는 평균 85%의 시선 추적 결과를 나타내었다.

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

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
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    • 제22권4호
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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.

아이트래킹 연구 활성화를 위한 모바일 아이트래커의 활용 (Mobile Eye Tracker and for Use of the Same for Revitalizing Studies on Eye Tracking)

  • 서은선
    • 한국콘텐츠학회논문지
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    • 제16권12호
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    • pp.10-18
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    • 2016
  • 사람의 인지 능력은 시각에 많은 것을 의존하고 있다. '시각'은 눈을 통해 빛의 자극을 받아들이는 감각을 통칭하며, '시선'은 눈동자의 중심점과 외계의 시점을 연결하는 직선 작용으로 일반적으로 주목하는 물체와 눈을 잇는 직선을 의미한다. 시선에 대한 연구는 '심리학', '인지 언어학'등 여러 학계에서 활발하게 진행되고 있다. 시선을 객관적으로 분석하기 위한 방법으로 '아이트래킹'에 대한 연구가 활성화 되어 있다. 아이트래킹에 관한 연구진행을 위한 장비가 '아이트래커'이며, 연구 분야가 웹페이지 개발 분석 등의 범위에서 매장분석, 교통신호처리 방법, 운송기기, 영상콘텐츠의 사용자 경험분석과 마케팅 분석 기법 등으로 확대됨에 따라 고정형 아이트랙커 보다는 고글형의 모바일 아이트랙커(Glasses Eye-Tracking Device)의 수요가 확대되고 있다. 본 연구에서는 아이트래킹의 개요와 특성을 파악하고 아이트래킹 연구의 확산을 위한 방안을 제시한다.

유아용 시선 추적 장치의 개발 연구 (Development of Eye Tracker System for Early Childhood)

  • 이병호
    • 한국콘텐츠학회논문지
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    • 제19권7호
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    • pp.91-98
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    • 2019
  • 본 연구는 유아 시선 추적 연구의 특성을 분석하고, 이를 바탕으로 유아를 대상으로 하는 시선 추적 장치를 개발하여, 자료수집 기능을 실험하는데 목적을 두었다. 시선 추적은 눈의 위치와 움직임을 측정하고 분석하는 과정을 통하여, 인간의 인지 및 사고에 대한 과학적인 자료를 제공한다. 본 연구에서 제작한 시선 추적 장치 카메라 모듈은 국내에서 쉽게 구할 수 있는 일반 부품을 활용하여 구성하였고, 분석 소프트웨어는 Arrington Research의 Viewpoint를 사용하였다. 본 연구에서 개발된 시선 추적 장치의 정확도를 검증하기 위하여 시선 추적 전문 기업 Tobii의 시선 추적 장치에서 수집된 시선 추적 자료와 비교하였다. 시선 추적 자료 수집은 만 5세 유아 52명을 대상으로 이루어졌으며, 테스트 결과 유효도를 t 검증으로 분석한 결과 두 시스템 간에 유의한 차이가 나타나지 않았다. 이러한 결과는 본 연구에서 개발한 시선 추적 장치가 일정한 실험 환경 내에서 유아의 시선 추적 자료를 수집하는데 적절한 수준의 정확도를 보여준다는 것을 나타낸다.

무안경식 3차원 모니터용 실시간 눈 추적 알고리즘 (A Real-time Eye Tracking Algorithm for Autostereoscopic 3-Dimensional Monitor)

  • 임영신;김준식;주효남
    • 제어로봇시스템학회논문지
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    • 제15권8호
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    • pp.839-844
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    • 2009
  • In this paper, a real-time eye tracking method using fast face detection is proposed. Most of the current eye tracking systems have operational limitations due to sensors, complicated backgrounds, and uneven lighting condition. It also suffers from slow response time which is not proper for a real-time application. The tracking performance is low under complicated background and uneven lighting condition. The proposed algorithm detects face region from acquired image using elliptic Hough transform followed by eye detection within the detected face region using Haar-like features. In order to reduce the computation time in tracking eyes, the algorithm predicts next frame search region from the information obtained in the current frame. Experiments through simulation show good performance of the proposed method under various environments.

A New Eye Tracking Method as a Smartphone Interface

  • Lee, Eui Chul;Park, Min Woo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제7권4호
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    • pp.834-848
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    • 2013
  • To effectively use these functions many kinds of human-phone interface are used such as touch, voice, and gesture. However, the most important touch interface cannot be used in case of hand disabled person or busy both hands. Although eye tracking is a superb human-computer interface method, it has not been applied to smartphones because of the small screen size, the frequently changing geometric position between the user's face and phone screen, and the low resolution of the frontal cameras. In this paper, a new eye tracking method is proposed to act as a smartphone user interface. To maximize eye image resolution, a zoom lens and three infrared LEDs are adopted. Our proposed method has following novelties. Firstly, appropriate camera specification and image resolution are analyzed in order to smartphone based gaze tracking method. Secondly, facial movement is allowable in case of one eye region is included in image. Thirdly, the proposed method can be operated in case of both landscape and portrait screen modes. Fourthly, only two LED reflective positions are used in order to calculate gaze position on the basis of 2D geometric relation between reflective rectangle and screen. Fifthly, a prototype mock-up design module is made in order to confirm feasibility for applying to actual smart-phone. Experimental results showed that the gaze estimation error was about 31 pixels at a screen resolution of $480{\times}800$ and the average hit ratio of a $5{\times}4$ icon grid was 94.6%.