• Title/Summary/Keyword: 시선추적분석

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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.

Comparative study of the effects in using geofix and cabri 3D on folding nets' activities (전개도 과제에서 지오픽스와 Cabri 3D를 활용한 학습의 효과 비교)

  • Seo, Hwajin;Lee, Kwangho
    • The Mathematical Education
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    • v.60 no.2
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    • pp.159-172
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    • 2021
  • The purpose of this study is to compare and analyze the effects of physical manipulative and exploratory geometry software on the spatial sense for 5th grade elementary school students in learning nets. For this purpose, ton experimental group used Geofix, an operational learning tool, and the experimental group used Cabri 3D, an exploratory geometry software to learn the nets of solids. The comparison group was learned by worksheet only without any manipulative or software. Spatial sense tests were conducted before and after to determine the level, and eye tracking were used to analyze the strategies of students in solving nets problems. As a result, it was confirmed that the using Geofix group was the most effective for the spatial sense, and Cabri 3D could also be a good tool for learning the nets of solids. In addition, after learning the nets of solids, the analytical strategy, which was the most effective strategy for students' solving strategies, increased. In the process of solving spatial tasks such as the spatial sense tasks, eye tracking technology become a very useful tool for exploring students' strategies, so it is expected that objective and useful data will be collected through more active use in the future.

Exploring the process of learning mathematics by repeated reading: Eye tracking and heart rate measurement (반복 읽기를 이용한 수학 학습의 과정 분석: 시선의 움직임 추적과 심박수 측정을 중심으로)

  • Lee, Bongju;Lee, Se Hyung
    • Journal of the Korean School Mathematics Society
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    • v.24 no.1
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    • pp.59-81
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    • 2021
  • This study aimed to investigate how the learners' mathematics learning processes change with repeatedly reading mathematical text. As a way to teach and learn mathematics, we also wanted to examine the effect of repeated reading and to explore the implications for a more efficient teaching and learning strategy. To help us with this study, we mainly used eye tracking and heart rate (HR) measurement. There were four cycles in a cycle of repeated reading, and the number of repeated readings for all cycles was fixed to three times. Eight prospective mathematics teachers in the Department of Mathematics Education of a National University in South Korea participated. Data were analyzed in five aspects: (1) the total reading time per round, the total reading time per slide; (2) the change trends of total reading time per round and slide; (3) the order of slides read; (4) the change trends of HR per round. We found that most participants read in a similar pattern in the first reading, but the second and third reading patterns appeared more diverse for each learner. Also, the first reading required the most time regardless of the repeat cycle, and the time it took to repeatedly read afterward varied depending on the individual. Based on the findings of this study, the most primary conclusion is that self-directed mathematics learning by using repeated reading is effective regardless of cycle. In addition, we suggested four strategies to improve the efficiency of this teaching and learning method.

The feature of scanning path algorithm shown at natural visual search activities of space user (공간사용자의 본능적 시선탐색활동에 나타난 주사경로 알고리즘 특성)

  • Kim, Jong-Ha;Kim, Ju-Yeon
    • Science of Emotion and Sensibility
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    • v.17 no.2
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    • pp.111-122
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    • 2014
  • This study has analyzed the scanning path algorithm shown at the process of exploring spatial information through an observation experiment with the object of lobby in subway station. In the estimation of observation time by section, the frequency of scanning type was found to increase as the observation time got longer, which makes it possible that the longer the observation lasts the more the observation interruptions occur. In addition, the observation slipped out of the range of imaging when any fatigue was caused from the observation or the more active exploration took place. Furthermore, when the trend line was employed for the examination of the changes to the scanning type by time section, "concentration" "diagonal or vertical" showed a sharp and a gentle increases along with the increase of time section respectively, while "circulation. combination, horizontal" showed a reduction. The observation data of the subjects observing a space include various visual information. The analysis of the scanning type found at "attention concentration" enabled to draw this significant conclusion. The features of increase and decrease of scanning types can be a fundamental data for understanding the scanning tendency by time.

Design of Korean eye-typing interfaces based on multilevel input system (단계식 입력 체계를 이용한 시선 추적 기반의 한글 입력 인터페이스 설계)

  • Kim, Hojoong;Woo, Sung-kyung;Lee, Kunwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.37-44
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    • 2017
  • Eye-typing is one kind of human-computer interactive input system which is implemented by location data of gaze. It is widely used as an input system for paralytics because it does not require physical motions other than the eye movement. However, eye-typing interface based on Korean character has not been suggested yet. Thus, this research aims to implement the eye-typing interface optimized for Korean. To begin with, design objectives were established based on the features of eye-typing: significant noise and Midas touch problem. Multilevel input system was introduced to deal with noise, and an area free from input button was applied to solve Midas touch problem. Then, two types of eye-typing interfaces were suggested on phonological consideration of Korean where each syllable is generated from combination of several phonemes. Named as consonant-vowel integrated interface and separated interface, the two interfaces are designed to input Korean in phases through grouped phonemes. Finally, evaluation procedures composed of comparative experiments against the conventional Double-Korean keyboard interface, and analysis on flow of gaze were conducted. As a result, newly designed interfaces showed potential to be applied as practical tools for eye-typing.

A study on AR(Augmented Reality) game platform design using multimodal interaction (멀티모달 인터렉션을 이용한 증강현실 게임 플랫폼 설계에 관한 연구)

  • Kim, Chi-Jung;Hwang, Min-Cheol;Park, Gang-Ryeong;Kim, Jong-Hwa;Lee, Ui-Cheol;U, Jin-Cheol;Kim, Yong-U;Kim, Ji-Hye;Jeong, Yong-Mu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.87-90
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    • 2009
  • 본 연구는 HMD(Head Mounted Display), 적외선 카메라, 웹 카메라, 데이터 글러브, 그리고 생리신호 측정 센서를 이용한 증강현실 게임 플랫폼 설계를 목적으로 하고 있다. HMD 는 사용자의 머리의 움직임을 파악하고, 사용자에게 가상 물체를 디스플레이화면에 제공한다. 적외선 카메라는 HMD 하단에 부착하여 사용자의 시선을 추적한다. 웹 카메라는 HMD 상단에 부착하여 전방 영상을 취득 후, 현실영상을 HMD 디스플레이를 통하여 사용자에게 제공한다. 데이터 글러브는 사용자의 손동작을 파악한다. 자율신경계반응은 GSR(Galvanic Skin Response), PPG(PhotoPlethysmoGraphy), 그리고 SKT(SKin Temperature) 센서로 측정한다. 측정된 피부전기반응, 맥파, 그리고 피부온도는 실시간 데이터분석을 통하여 집중 정도를 파악하게 된다. 사용자의 머리 움직임, 시선, 그리고 손동작은 직관적 인터랙션에 사용되고, 집중 정도는 직관적 인터랙션과 결합하여 사용자의 의도파악에 사용된다. 따라서, 본 연구는 멀티모달 인터랙션을 이용하여 직관적 인터랙션 구현과 집중력 분석을 통하여 사용자의 의도를 파악할 수 있는 새로운 증강현실 게임 플랫폼을 설계하였다.

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A Study on the Facal motion and for Detection of area Using Kalman Fillter algorithm (Facal motion 예측 및 영역 검출을 위한 칼만 필터 알고리즘)

  • Seok, Gyeong-Hyu;Park, Bu-Yeon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.6
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    • pp.973-980
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    • 2011
  • In this paper, we gaze upon the movement faces the problem points are difficult to identify a user based on points and that corrective action is needed to solve the identification system is proposed a new eye. Kalman filter, the current head of the location information was used to estimate the future position in order to determine the authenticity of the face facial features and structural elements, the information and the processing time is relatively fast horizontal and vertical elements of the face using the histogram analysis to detect. And an infrared illuminator obtained by constructing a bright pupil effect in real-time detection of the pupil, the pupil was tracked - geulrinteu vectors are extracted.

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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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.

Digital Anti-windup PI Controller Design for a Two Axis Gimbal System (2축 김발 시스템의 디지털 와인드업 방지 비례적분 제어기 설계)

  • Kang, Ho-Gyun;Kim, Chi-Yeol;Kim, Sung-Un;Yeou, Bo-Yeoun;Lee, Ho-Pyeong
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.1824-1825
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    • 2006
  • 항공기, 차량, 유도탄 등과 같은 동적인 플랫폼에서 표적을 추적하기 위해서는 시선을 안정화하는 외부의 추적루프와 내부의 속도 루프를 포함하는 서보 구조가 필요하다. 본 논문에서는 내부의 속도 루프인 안정화 루프에 큰 입력 전압이 인가되었을 때 구동기(Actuator) 포화 현상에 의해서 공간 안정화 루프 성능이 나빠지지 않게 와인드업 방지(Anti-windup) 기능을 가진 디지털 비례적분(Proportional Integral, PI) 제어기를 설계한다. 디지털 와인드업 방지 비례적분 제어기는 일반적으로 SISO 시스템 설계를 위한 방법으로 와인드업 방지 기능을 가진 R, S, T 다항식으로 표현되는 입출력 형태의 제어기를 이용하여 설계하였다. 설계된 제어기는 모델링에 의한 시뮬레이션 결과와 실험결과를 통해 성능을 분석하였다.

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