• Title/Summary/Keyword: 응시 지점

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Amplitude and phase analysis of the brain Evoked Potential about performing a task related to visual stimulus using Empirical mode decomposition (경험적 모드 분해를 이용한 시각자극 관련 과제수행에 대한 뇌 유발전위 진폭과 위상 변화 분석)

  • Lee, ByuckJin;Yoo, Sun-Kook
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.15-26
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    • 2015
  • In this paper, amplitude and phase difference patterns for theta and alpha bands of the Evoked Potential(EP) in relation to perform a task at visual stimulus were analyzed using the Empirical mode decomposition(EMD). The EMD is applied to decompose EP signals with task-related sub-frequency band signals. Intrinsic mode function was implied in Hilbert transform and instantaneous amplitude and phase differences of theta and alpha were derived from Hilbert transformed EP. In a task status, large amplitude for both bands was observed at P2, N2, and P3 points as well as maximum phase difference was observed at N1 and P2. We confirmed that both bands are associated with a task at visual stimulus, and less associated with fixation. The proposed method enhances the time and frequency resolution in comparison with band-pass filter method which observed different phase results according to conditions.

Gaze Detection by Computing Facial and Eye Movement (얼굴 및 눈동자 움직임에 의한 시선 위치 추적)

  • 박강령
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.2
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    • pp.79-88
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    • 2004
  • Gaze detection is to locate the position on a monitor screen where a user is looking by computer vision. Gaze detection systems have numerous fields of application. They are applicable to the man-machine interface for helping the handicapped to use computers and the view control in three dimensional simulation programs. In our work, we implement it with a computer vision system setting a IR-LED based single camera. To detect the gaze position, we locate facial features, which is effectively performed with IR-LED based camera and SVM(Support Vector Machine). When a user gazes at a position of monitor, we can compute the 3D positions of those features based on 3D rotation and translation estimation and affine transform. Finally, the gaze position by the facial movements is computed from the normal vector of the plane determined by those computed 3D positions of features. In addition, we use a trained neural network to detect the gaze position by eye's movement. As experimental results, we can obtain the facial and eye gaze position on a monitor and the gaze position accuracy between the computed positions and the real ones is about 4.8 cm of RMS error.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.