• Title/Summary/Keyword: Gaze estimation

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Facial Behavior Recognition for Driver's Fatigue Detection (운전자 피로 감지를 위한 얼굴 동작 인식)

  • Park, Ho-Sik;Bae, Cheol-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.9C
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    • pp.756-760
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    • 2010
  • This paper is proposed to an novel facial behavior recognition system for driver's fatigue detection. Facial behavior is shown in various facial feature such as head expression, head pose, gaze, wrinkles. But it is very difficult to clearly discriminate a certain behavior by the obtained facial feature. Because, the behavior of a person is complicated and the face representing behavior is vague in providing enough information. The proposed system for facial behavior recognition first performs detection facial feature such as eye tracking, facial feature tracking, furrow detection, head orientation estimation, head motion detection and indicates the obtained feature by AU of FACS. On the basis of the obtained AU, it infers probability each state occur through Bayesian network.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

The process of estimating user response to training stimuli of joint attention using a robot (로봇활용 공동 주의 훈련자극에 대한 사용자 반응상태를 추정하는 프로세스)

  • Kim, Da-Young;Yun, Sang-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1427-1434
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    • 2021
  • In this paper, we propose a psychological state estimation process that computes children's attention and tension in response to training stimuli. Joint attention was adopted as the training stimulus required for behavioral intervention, and the Discrete trial training (DTT) technique was applied as the training protocol. Three types of training stimulation contents are composed to check the user's attention and tension level and provided mounted on a character-shaped tabletop robot. Then, the gaze response to the user's training stimulus is estimated with the vision-based head pose recognition and geometrical calculation model, and the nervous system response is analyzed using the PPG and GSR bio-signals using heart rate variability(HRV) and histogram techniques. Through experiments using robots, it was confirmed that the psychological response of users to training contents on joint attention could be quantified.