• Title/Summary/Keyword: gazing

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Influence of Endorser's Gaze Direction on Consumer's Visual Attention, Attitude and Recognition: Focused on the Eye Movement (광고 모델의 위치와 시선 방향이소비자의 시각적 주의, 태도 및재인에 미치는 효과: 안구운동추적기법을 중심으로)

  • Chung, Hyenyeong;Lee, Ji-Yeon;Nam, Yun-Ju
    • (The) Korean Journal of Advertising
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    • v.29 no.7
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    • pp.29-53
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    • 2018
  • In our study, we investigated the effects of position of endorser and endorser's gaze direction(direct/averted_image/averted_text) on advertising attitude, purchase intent and brand recognition using eye-tracking method. Focusing on the printed cosmetic ads which the role of endorser is important and indirect persuade route is relatively is emphasized, we conducted experiment on 36 participants in 20s. As prior studies, our results shows that participants paid attention to more and faster on specific element which the endorser is gazing at. But it was not reflected to ad attitude and purchase intent directly. When the endorser is positioned in left the side, the highest purchase intent was shown in direct gaze condition, while when the endorser is on the right side, the highest ad attitude was shown in gazing image condition. Additionally, the brand recognition task following eye-tracking experiment shows that recognition accuracy was higher only in condition which the endorser is in the left side looking at the product image. These results demonstrated that the gaze direction of endorser plays a role as attentional guidance, which means it can lead customer's attention to particular region in the printed ad, but the effect can be varied depending on the position of endorser and which type of information the endorser is gazing at. Therefore, ultimately, to increase customer's ad attitude and purchase intent, complex consideration of not only the gazing direction of the endorser, but the position of endorser and other diverse elements is necessary.

Gazing on Photographic Image (사진이미지를 향한 응시)

  • Yang, Young-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.217-226
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    • 2010
  • Reading a photograph is a process of perceiving the image in it. We are able to approach the intention of the photographer only from the sensory material of the image. To make sure how we see the image when we look at a photo, this paper did an experiment with Robert Doisneau's photo, 'Un Regard Oblique'. The hypothesis was set upon the idea of Mary Ann Doane, a pioneer in Gender study. Eye-tracker, Tobii was used to measure the movements and the fixation lengths of the pupils of 44 subjects. From the results of the experiment, it was verified that people look at photographic image in a certain way. At the same time, the gazing strength was differential on every subjects and subject groups.

Eye Gaze Interface in Wearable System (웨어러블 시스템에서 눈동자의 움직임을 이용한 인터페이스)

  • 권기문;이정준;박강령;김재희
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.2124-2127
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    • 2003
  • This paper suggests user interface method with wearable computer by means of detecting gaze under HMD, head mounted display, environment. System is derived as follows; firstly, calibrate a camera in HMD, which determines geometrical relationship between monitor and captured image. Second, detect the center of pupil using ellipse fitting algorithm and represent a gazing position on the computer screen. If user blinks or stares at a certain position for a while, message is sent to wearable computer. Experimental results show ellipse fitting is robust against glint effects, and detecting error was 6.5%, and 4.25% in vertical and horizontal direction, respectively.

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The Meaning of Practice in Theory (이론(理論, Theoria)에 있어서의 실기의 의미)

  • Kang, Tai-Sung
    • The Journal of Art Theory & Practice
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    • no.1
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    • pp.7-22
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    • 2003
  • What is 'Art Theory'? In the western sense, the term poses a vague ambiguity, and in the eastern, it is rather an abstract and metaphysical concept. As for etymology, theory is derived from theoria and theoria from theoros. It refers to an act of viewing or seeing, of course not in a metaphysical sense. Plato understood it as 'eide'. During the time of Plotinus, theoria encompassed gazing at every possible reality, and this gazing, that is theoria, is closely related to reality as aunit that theoriacan perceive. However, we tend to distinguish, as other scientists of dualism have done, studio art from theory since a pre-modern approach to art has been particularly tuned to studio practice, set apart from theory. Therefore, in studio classes, students are expected to learn the subject based on the foundational curriculum methods such as medium, genre, technique:, rather than bringing out their own interpretations and discussing theories. As a result, students have become artists, who are not able to understand their own art. Art professors who conduct class in studio are required to proceed with specific 'theories' as well as 'intellectual reflections'. In this respect, this thesis presents poiesis and an idea of 'acting out'. Although art history and aesthetic theory tend to view art as a finished product, actual art-making and related theories should not only be acknowledged as 'completion' (finition) but also be accompanied by theoretic interpretations of the act itself and process. Accordingly, it is to accept and appreciate art as finished result in view of current theory and aesthetics thus boils down to aisthesis. Likewise, poietics starts from a point where an artist is related to studio and examines the 'work process' that extends as far as to the exact end of work. Through the study of such relationship, it is possible that theory understands 'studio' and 'process', and an artist can grant an independent meaning to studio where s/he pours her/his heart out creating a work of art. Theory is a study on artistic discovery thus should be equipped with functions that can accommodate fortuity, imitation, thinking, culture, and surrounding.

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3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1293-1305
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

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Autonomous Optical Thinking Machine Dealing with Impression of Pictures

  • TAMANO, KazuHo
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.423-425
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    • 1998
  • An optical system which can autonomously form and display an impression of a picture made up by many figures has been developed. This system consists of optical fuzzy-neurons which calculate the correlation between the input picture and the reference image by incoherent optics. The calculated signal is applied to an amplifier whereby the output signal increases, then decreases according to increase of the input signal . These outputs are synthesized, and are used for changing the position where the system gaze on a part of the input picture by light beam. In this system, the light intensity used for gazing changes chaotically, The attractor drawn from the change of light intensity corresponds to the impression of the picture. This paper shows the results that are calculated by the numerical simulation. The system has been simulated to express the impression for a picture formed by 4figures.

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Development of Long and Short-run Educational Programs for U-turn Farmers (U 턴 귀농자 장${\cdot}$단기 교육프로그램 개발)

  • Suh, Gyu-Sun;Byun, Jae-Myun
    • Journal of Agricultural Extension & Community Development
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    • v.7 no.1
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    • pp.137-153
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    • 2000
  • The purpose of this study was to develop long and short-run educational programs for u-turn farmers based on their need assesment. This study was conducted by review of literature and surveys. Subjects of this surveys were 310 participants of agricultural training programs developed by the Rural Development Administration for u-turn farmers in 1997 and 1998. According to major findings, many participants were faced with problems such as financial shortage, deficiency of farming skills, difficulty of marketing, new neighbours unfavourable gazing and farm labour shortage. These problems could be classified into the problems at their preparing stage and the problems of adjusting stage in their farms. And also the participants suggested that educational programs for them contain knowledge based teaching and technical practices with focus on their problems solving. With their suggestion various knowledge and technical modules were selected. Using these module several kinds of long and short-run educational programs could be developed.

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Eye Gaze toy Human Computer Interaction (눈동자의 움직임을 이용한 휴먼 컴퓨터 인터랙션)

  • 권기문;이정준;박강령;김재희
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.83-86
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    • 2003
  • This paper suggests user's interface with computer by means of detecting gaze under HMD, head mounted display, environment. System is derived as follows; firstly, calibrate a camera in HMD, which determines geometrical relationship between monitor and captured image. Second, detect the center of pupil using algorithm of the center of mass and represent a gazing position on the computer screen. If user blinks or stares at a certain position for a while, message is sent to computer. Experimental results show the center of mass is robust against glint effects, and detecting error was 7.1%. and 4.85% in vertical and horizontal direction, respectively. To adjust detailed movement of a mouse takes 0.8 sec more. The 98% of blinking is detected successfully and 94% of clicking detection is resulted.

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The Relationship between Mother's Interactive Responsiveness and Infant's Communication (어머니의 상호적 반응성과 영아의 의사소통능력 간 관계)

  • Kim, Myoung-Soon;Lee, Yoo-Jin
    • Journal of the Korean Home Economics Association
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    • v.45 no.3
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    • pp.97-107
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    • 2007
  • The purpose of this study was to identify the relationship between mother's interactive responsiveness and infant's communication. The participants of this study were 64 pairs of infants aged 13 to 24 months and their mothers. The infants' communication and their mother's interactive responsiveness were observed during mother-infant's free play for 10 minutes. The mother's interactive responsiveness was analysed on the basis of turn-taking and gaze. The collected data were analyzed by one-way ANOVA and Pearson's correlation. It was found that the communication of infants aged 13 to 24 months developed rapidly with a certain tendency. Mothers' interactive responsiveness increased significantly with infants' age group. The relationship between mother's interactive responsiveness and infant's communication was significant.

Real Time System Realization for Binocular Eyeball Tracking Screen Cursor

  • Ryu Kwang-Ryol;Chai Duck-Hyun;Sclabassi Robert J.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.841-846
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    • 2006
  • A real time system realization for binocular eyeball tracking cursor on the computer monitor screen is presented in the paper. The processing for searching iris and tracking the cursor are that a facial is acquired by the small CCD camera, convert it into binary image, search for the eye two using the five region mask method in the eye surroundings and the side four points diagonal positioning method is searched the each iris. The tracking cursor is matched by measuring the iris central moving position, The cursor controlling is achieved by comparing two related distances between the iris maximum moving and the cursor moving to calculate the moving stance from gazing position and screen. The experimental result are obtained by examining some adults person on the system.

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