• Title/Summary/Keyword: eye-tracking

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Analysis on Evaluating Learner's Attention States in a Virtual Environment and Retained Memory after VR Learning (가상현실 학습자의 주의집중상태와 학습 후 기억내용에 관한 영향분석)

  • Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.10
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    • pp.1835-1844
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    • 2007
  • Recently there have been some positive evidences on the effects of learning in a virtual environment. However, most of these educational VR systems were not deeply considered in the design of drawing a learner's attention on lesson contents, which would help enhance retained memory. Hence, a study was conducted to measure 17 subjects' attention states using EEC, ECG, GSR, and eye-tracking and their behaviors while they were given guided search task or exploration task in a virtual environment consisting of five major events. It also analyzed the subject's remembered items after their VR experiences using a surrey. This paper Int describes an overview of the ocean virtual environment used in this study, and it then explains the experimental design, apparatus, and method. It will also discuss the results by a detail analysis (in a whole VR session as well as event-related 10-second 33 sub-sessions) with the subjects' attention states and their retained memory after the learning.

The Experimental Investigations of the Big Size Holographic Screen in the Autostereoscopic Displays

  • Son, J. Y.;Choi, Y. J.;Bahn, J. E.;Bobrinev, V.-I.
    • Journal of the Optical Society of Korea
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    • v.5 no.2
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    • pp.55-59
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    • 2001
  • Results of an experimental study of possible ways to extend the capabilities of a big size transmission type holographic screen are presented. Different approaches to the problem of making a big size screen have been considered and tested experimentally. Up to 60$\times$80 $\textrm{cm}^2$ screens have been recorded on a single photographic plate VRP-M. By attaching a mirror behind the screen, the reflection mode of operation has been obtained. In this arrangement some additional peculiarities appear in the screen, which can be used to extend the screen capabilities. The first possibility is to increase the screen size by mosaicking the subscreens in the reflection mode of operation. Screens of 120$\times$80 $\textrm{cm}^2$ and 180$\times$40 $\textrm{cm}^2$ have been obtained by proper alignment of 60$\times$40 $\textrm{cm}^2$ subscreens. The second possibility is to move the viewing Bone by rotation of the screen together with the mirror and thereby realize by the eye-tracking capability. Methods of increasing vertical size of the viewing zone have been considered. Along with the multi-exposure method, which was considered in previous papers, addition of the vertical diffuser with the optimized scattering angle has been tested experimentally. The vertical size of the viewing zone has been increased by up to 10-15 cm. Another method consists of usage of a diffraction grating with vertical dispersion to solve the same problem.

Study on floating action button's use and its application (Floating Action Button의 사용 실태와 올바른 사용법)

  • Kang, Hyo Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.261-266
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    • 2019
  • The purpose of this study is to assess usage of floating action button, a component of Google's Material Design. Case studies were conducted to overview the component's current usage and qualities, followed by eye-tracking experiments and in-depth interviews conducted to 12 subjects. Results have shown that while floating button can promote an action by catching viewers' attention with its striking visual, users tend to look at top more, thus preferring top placement for interfaces. To give positive user experience, designers should consider factors such as the amount of content covered by the button, the way users interact with the application, etc. This study aims to provide proper guidelines for the component's application.

A Systematic Review of the Attributes of Interior Design Affecting User's Positive Emotions Measured via Bio-Signals (생체신호 기반 사용자의 긍정적인 감정에 영향을 미치는 실내디자인 특성에 관한 문헌고찰)

  • Kim, Sieun;Ha, Mikyoung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.5
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    • pp.83-91
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    • 2020
  • Environmental conditions are known to impact human health and behavior, emotions such as pleasure, anxiety, and depression, and reduce stress. Interior design that elevates emotional comfort and satisfaction can help improve mental health and well-being. This study is a systematic review that analyzed previous empirical studies that explored the effect of interior design elements on the user's emotional response which is quantitatively evaluated by bio-signal and qualitatively evaluated through self-reported questionnaire surveys. This paper aims to derive the attributes of interior design and biometric indicators that affect the user's positive emotion through the synthesis of previous studies and to confirm the feasibility of measuring bio-signals as an objective evaluation tool for architectural design and as a quantitative research method. As a result of the review, the biometric data from EEG, fMRI, ECG, EMG, GSR, and eye-tracking were used to measure the participants' emotional responses, which were manifested as positive or negative depending on certain attributes of interior design such as the form, color, lighting, material and furniture. The attributes of interior design related to the positive emotional response were the curved shape, high ceiling, openness of space, and subdued tone colors. Standard lighting conditions and wooden spaces were related to stress reduction in terms of comfort and relaxation. The free arrangement of furniture was related to the user's positive emotions. On the other hand, consistent experimental protocols could not be found, and although the sample sizes of the studies were small, the studies have demonstrated the feasibility of the emotional response measurement by using the biometric data. Therefore this method can be a useful objective tool in the measurement of human-centric data in architectural design, and to develop the evidence-based design to induce positive emotions and minimize stress.

Estimating Location in Real-world of a Observer for Adaptive Parallax Barrier (적응적 패럴랙스 베리어를 위한 사용자 위치 추적 방법)

  • Kang, Seok-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1492-1499
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    • 2019
  • This paper propose how to track the position of the observer to control the viewing zone using an adaptive parallax barrier. The pose is estimated using a Constrained Local Model based on the shape model and Landmark for robust eye-distance measurement in the face pose. Camera's correlation converts distance and horizontal location to centimeter. The pixel pitch of the adaptive parallax barrier is adjusted according to the position of the observer's eyes, and the barrier is moved to adjust the viewing area. This paper propose a method for tracking the observer in the range of 60cm to 490cm, and measure the error, measurable range, and fps according to the resolution of the camera image. As a result, the observer can be measured within the absolute error range of 3.1642cm on average, and it was able to measure about 278cm at 320×240, about 488cm at 640×480, and about 493cm at 1280×960 depending on the resolution of the image.

Opportunities and prospects for personalizing the user interface of the educational platform in accordance with the personality psychotypes

  • Chemerys, Hanna Yu.;Ponomarenko, Olga V.
    • Advances in Computational Design
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    • v.7 no.2
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    • pp.139-151
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    • 2022
  • The article is devoted to the actual problem of studying the possibilities of implementing personalization of the user interface in accordance with the personality psychotypes. The psychological aspect of user interface design tools is studied and the correspondence of their application to the manifestations of personality psychotypes is established. The results of the distribu-tion of attention of users of these categories on the course page of the educational platform are presented and the distribution of attention in accordance with the focus on educational material is analyzed. Individual features and personal preferences regarding the used design tools are described, namely the use of accent colors in interface design, the application of the prin-ciples of typographic hierarchy, and so on. In accordance with this, the prospects for implementing personalization of the user interface of the educational platform are described. The results of the study allow us to state the relevance of developing and applying personalization of the user interface of an educational platform to improve learning outcomes in accordance with the psychological impact of individual design tools, and taking into account certain features of user categories. The research is devoted to the study of user attention concentration using heatmaps, in particular based on eyetreking technology, we will investigate the distribution of user attention on the course page of an educational platform Ta redistribution of atten-tion in accordance with certain categories of personality psychotypes. The results of the study can be used to rearrange the LMS Moodle interface according to the user's psychotype to achieve the best concentration on the training material. The obtained data are the basis for developing effective user interfaces for personalizing educational platforms to improve the quality of the education.

Comparison between Subjective Scoring and Computer-Based Asymmetry Assessment in Facial Nerve Palsy

  • Lee, Doh Young;Kim, Hyun Seok;Kim, So Young;Park, Kwang Suk;Kim, Young Ho
    • Journal of Audiology & Otology
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    • v.23 no.1
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    • pp.53-58
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    • 2019
  • Background and Objectives: The aim of the present study was to assess the feasibility of a PC-based facial asymmetry assessment program (PC-FAAP) and to compare the results of PC-FAAP with subjective regional scoring by raters in acute unilateral peripheral facial nerve paralysis (FNP). Subjects and Methods: Participants were divided into 3 groups with 8 participants per group: group I, normal; group II, mild to moderate FNP; and group III, severe FNP. Using the PC-FAAP, the mouth asymmetry ratio (MAR), eyebrow asymmetry ratio (EAR), and complete eye closure asymmetry ratio (CAR) were calculated by comparing the movement of tracking points on both sides. The FNP grading scale (FGS) integrated each score, and the scores were weighted with a ratio of 5:3:2 (MAR:CAR:EAR). Subjective regional scoring was measured on a 0-100 scale score by three otologists. PC-FAAP and subjective scoring were compared in each group regarding the consistency of the results. Results: The mean scores of the MAR, EAR, CAR, and FGS of each group were significantly different. PC-FAAP showed significant differences between the three groups in terms of MAR, EAC, CAR, and FGS. PC-FAAP showed more consistent results than subjective assessment (p<0.001). The PC-FAAP was significantly more consistent in group I and group III (p<0.001 and p=0.002, respectively). FGS in group III was the only parameter that showed a more consistent result in PC-FAAP than the subjective scoring (p=0.008). Conclusions: An FNP grading system using a PC-based program may provide more consistent results, especially for severe forms.

Object detection within the region of interest based on gaze estimation (응시점 추정 기반 관심 영역 내 객체 탐지)

  • Seok-Ho Han;Hoon-Seok Jang
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.3
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    • pp.117-122
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    • 2023
  • Gaze estimation, which automatically recognizes where a user is currently staring, and object detection based on estimated gaze point, can be a more accurate and efficient way to understand human visual behavior. in this paper, we propose a method to detect the objects within the region of interest around the gaze point. Specifically, after estimating the 3D gaze point, a region of interest based on the estimated gaze point is created to ensure that object detection occurs only within the region of interest. In our experiments, we compared the performance of general object detection, and the proposed object detection based on region of interest, and found that the processing time per frame was 1.4ms and 1.1ms, respectively, indicating that the proposed method was faster in terms of processing speed.

Comparison between Subjective Scoring and Computer-Based Asymmetry Assessment in Facial Nerve Palsy

  • Lee, Doh Young;Kim, Hyun Seok;Kim, So Young;Park, Kwang Suk;Kim, Young Ho
    • Korean Journal of Audiology
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    • v.23 no.1
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    • pp.53-58
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    • 2019
  • Background and Objectives: The aim of the present study was to assess the feasibility of a PC-based facial asymmetry assessment program (PC-FAAP) and to compare the results of PC-FAAP with subjective regional scoring by raters in acute unilateral peripheral facial nerve paralysis (FNP). Subjects and Methods: Participants were divided into 3 groups with 8 participants per group: group I, normal; group II, mild to moderate FNP; and group III, severe FNP. Using the PC-FAAP, the mouth asymmetry ratio (MAR), eyebrow asymmetry ratio (EAR), and complete eye closure asymmetry ratio (CAR) were calculated by comparing the movement of tracking points on both sides. The FNP grading scale (FGS) integrated each score, and the scores were weighted with a ratio of 5:3:2 (MAR:CAR:EAR). Subjective regional scoring was measured on a 0-100 scale score by three otologists. PC-FAAP and subjective scoring were compared in each group regarding the consistency of the results. Results: The mean scores of the MAR, EAR, CAR, and FGS of each group were significantly different. PC-FAAP showed significant differences between the three groups in terms of MAR, EAC, CAR, and FGS. PC-FAAP showed more consistent results than subjective assessment (p<0.001). The PC-FAAP was significantly more consistent in group I and group III (p<0.001 and p=0.002, respectively). FGS in group III was the only parameter that showed a more consistent result in PC-FAAP than the subjective scoring (p=0.008). Conclusions: An FNP grading system using a PC-based program may provide more consistent results, especially for severe forms.

A study on the relationship between gaze guidance and cybersickness using Eyetracking (시선 추적기법을 활용한 시선 유도와 사이버 멀미 관계 연구)

  • Lee, TaeGu;Ahn, ChanJe
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.167-173
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    • 2022
  • The size of the virtual reality market is growing every year, but cybersickness that occurs in virtual reality has not been resolved yet. In this paper, results were derived through experiments on the relationship between cybersickness and gaze guidance occurring in virtual reality contents. Using eye tracking technique, the relationship of gaze movement with cybersickness was identified. The experiment was divided into two groups to find out whether visual induction affects cyber sickness. In addition, the results were analyzed by dividing the two groups to check whether cyber sickness showed different results according to gender. We also analyzed using the SSQ questionnaire to measure cybersickness. We tried to understand the relationship between gaze guidance and cybersickness through two methods. As a result of the experiment, it was found that the induction of a clear gaze caused the concentration of the gaze, and it was effective in cybersickness through the rotation of the camera. In order to alleviate cyber sickness, it has been confirmed that concentrating one's eyes through gaze-guided production is effective for cyber sickness. It is hoped that this result will be used as a way to alleviate cyber sickness for producers who want to use virtual reality to produce content.