• Title/Summary/Keyword: EyeTracking

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An Analysis of Gaze Differences between Pre-service Teachers and Experienced Teachers on Mathematics Lesson Plan (예비교사와 경력교사의 수학 수업지도안에 대한 시선 차이 분석)

  • Son, Taekwon;Lee, Kwang-Ho
    • Education of Primary School Mathematics
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    • v.23 no.1
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    • pp.1-26
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    • 2020
  • The purpose of this study was to analyze the process of reading and understanding mathematics lesson plan through eye-tracking to suggest implications of pre-service teacher education. As a result of the analysis, the pre-service teachers felt that the mathematics lesson plans were more difficult than the experienced teacher, they read and understood the mathematics lesson plan in sequential order. Experienced teachers, on the other hand, used a hypertext reading strategy to find key topics and make connections in order to grasp the flow of instruction in mathematics lesson plan. Based on these results, several suggestions were drawn for pre-service teachers when teaching their ability to read and understand mathematics lesson plan.

A Computer Access System for the Physically Disabled Using Eye-Tracking and Speech Recognition (아이트래킹 및 음성인식 기술을 활용한 지체장애인 컴퓨터 접근 시스템)

  • Kwak, Seongeun;Kim, Isaac;Sim, Debora;Lee, Seung Hwan;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.5-15
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    • 2017
  • Alternative computer access devices are one of the ways for the physically disabled to meet their desire to participate in social activities. Most of these devices provide access to computers by using their feet or heads. However, it is not easy to control the mouse by using their feet, head, etc. with physical disabilities. In this paper, we propose a computer access system for the physically disabled. The proposed system can move the mouse only by the user's gaze using the eye-tracking technology. The mouse can be clicked through the external button which is relatively easy to press, and the character can be inputted easily and quickly through the voice recognition. It also provides detailed functions such as mouse right-click, double-click, drag function, on-screen keyboard function, internet function, scroll function, etc.

A Study on the Visual Attention of Sexual Appeal Advertising Image Utilizing Eye Tracking (아이트래킹을 활용한 성적소구광고 이미지의 시각적 주의에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.207-212
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    • 2020
  • This study analyzes the Soju(Korean alcohol) advertisement image, which is relatively easy to interpret subjectively, among sexual appeal advertisements that stimulate consumers' curiosity, where the image is verified through AOI (area of interest) 3 areas (face, body, product), and eye-tracking, one of the psychophysiological indicators. The result of the analysis reveals that visual attention, the interest in the advertising model, was higher in the face than in the body shape. Contrary to the prediction that men would be more interested in body shape than women, both men and women showed higher interest in the face than a body. Besides, it was derived that recognition and recollection of the product were not significant. This study is significant in terms of examining the pattern of visual attention such as the gaze point and gaze time of male and female consumers on sexual appeal advertisements. In further, the study looks forward to bringing a positive influence to the soju advertisement image by presenting the expression method that the soju advertisement image should pursue as well as the appropriate marketing direction.

A Study on Students' Learning Process in Practical Education using an Equipment (장비활용 실습에서 피교육자의 학습과정에 관한 연구)

  • Jung, Kwang-Tae
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.1
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    • pp.165-172
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    • 2012
  • For practical education, many practices using various practical equipments have to be provided to students. In this study, the application of learning curve to represent student's learning process in a practical education using a equipment was studied. Learning curve model was originally developed in production management and based on human performance in human factors aspects. In this study, the application of learning curve model was studied on the eye tracking system, which is used to evaluate the usability of a product in design area. As a case study for its applicability, practical education for eye tracking system was provided to three students and then task completion times were measured for hardware system setup and gaze image recording. Learning curves were estimated for two tasks and then task completion times were predicted using the learning curves. Through ANOVA(analysis of variance) and correlation analysis, the applicability of learning curve to practical education was analysed. As the result, learning curve could be effectively applied to practical eduacation using equipment.

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Human Spatial Cognition Using Visual and Auditory Stimulation

  • Yu, Mi;Piao, Yong-Jun;Kim, Yong-Yook;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • International Journal of Precision Engineering and Manufacturing
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    • v.7 no.2
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    • pp.41-45
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    • 2006
  • This paper deals with human spatial cognition using visual and auditory stimulation. More specially, this investigation is to observe the relationship between the head and the eye motor system for the localization of visual target direction in space and to try to describe what is the role of right-side versus left-side pinna. In the experiment of visual stimulation, nineteen red LEDs (Luminescent Diodes, Brightness: $210\;cd/^2$) arrayed in the horizontal plane of the surrounding panel are used. Here the LEDs are located 10 degrees apart from each other. Physiological parameters such as EOG (Electro-Oculography), head movement, and their synergic control are measured by BIOPAC system and 3SPACE FASTRAK. In the experiment of auditory stimulation, one side of the pinna function was distorted intentionally by inserting a short tube in the ear canal. The localization error caused by right and left side pinna distortion was investigated as well. Since a laser pointer showed much less error (0.5%) in localizing target position than FASTRAK (30%) that has been generally used, a laser pointer was used for the pointing task. It was found that harmonic components were not essential for auditory target localization. However, non-harmonic nearby frequency components was found to be more important in localizing the target direction of sound. We have found that the right pinna carries out one of the most important functions in localizing target direction and pure tone with only one frequency component is confusing to be localized. It was also found that the latency time is shorter in self moved tracking (SMT) than eye alone tracking (EAT) and eye hand tracking (EHT). These results can be used in further study on the characterization of human spatial cognition.

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.

A Study on the Optimization of the Digital Media Service Menu Structure based on the Differentiations of User Experience with special reference to Eye Tracking Test (사용자경험 차이를 고려한 TV(디지털미디어) 서비스 초기메뉴의 구조 최적화 연구 - 시선추적 실험을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.445-452
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    • 2010
  • This paper deals with the exploratory study & experimentation for foundation & theoretical base of menu structuring & design improvement of digital media (IPTV, Digital cable TV) service players. Digital media service providers had been offered many cases of menu structure since their service launched. Researcher set a research topic which verification of eye tracking velocity when media user feels with perceived ease of design and the familiarity. Researcher arrives at a conclusion through as stated above experiment that vertical type of menu and horizontal type of menu are differentiated from the contents characteristics. Research conclusions & implications are strong theoretical base with digital media service players when they planning and designing their service structuring.

A Study on Visual Attention According to Color and Form -Focusing on Eye Tracking Experiment- (색상(Color)과 형태(Form)에 따른 시각적 주의에 관한 연구 -아이트래킹 실험을 중심으로-)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Park, Min-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.102-110
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    • 2019
  • Among the visual sensibility studies, many studies of color or movement have been done, but not much have been done about whether it can evoke sensibility in static form itself. Therefore, in this study, visual attention by AOIs(Area of Interests) combined with color based on three basic forms was analyzed using eye tracking, and the results were visually expressed through Heat Map and Gaze Plot. In addition, A Paired t-test was performed on the mean difference between the two groups to verify the statistical significance of each color and form. As a result of the experiment, the chromatic color form was more visual attention than the achromatic color form and warm color form was higher mean than cool color, so the visual attention was greater. In this study, it is meaningful to suggest a quantitative method which is easy to interpret objectively the design element that is easily interpreted subjectively. Based on the results of this study, if more further studies and quantitative analysis methods are presented that can identify differences in visual attention from various colors and forms, it can be used to provide guidelines for basic design.

A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.105-113
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    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.