• Title/Summary/Keyword: Digital Eye

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A Study on the Hangul Input Methodology for Eye-gaze Interface (시선 입력 장치에 의한 한글 입력 시스템 설계에 관한 연구)

  • Seo Han-Sok;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.239-244
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    • 2004
  • New developments in IT already impact wide segments of a young and mobile population. It is evident that applications of information technology can be of equal benefit to the aged and the disabled. `Eye-Gaze'(EGI) technology was designed for people with paralysis in the upper body. There is a compeling need for a dedicated Korean Language interface for this system. The purpose of this study is to research 'Barrier Free' software using a control group of the mobility impaired to assess the Eye-Gaze Interface in the context of more conventional input methods. TheEGI of this study uses Quick Glance System of Eye Tech Digital Systems. The study will be evaluated on criteria based upon the needs of those with specific disabilities and mobility problems associated with aging. We also intend to explore applications of the Eye-Gaze Interface for English and Japanese devises, based upon our study using the Hangul phonology.

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Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
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    • v.22 no.4
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    • pp.155-162
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    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

The Implementation of Automatic Compensation Modules for Digital Camera Image by Recognition of the Eye State (눈의 상태 인식을 이용한 디지털 카메라 영상 자동 보정 모듈의 구현)

  • Jeon, Young-Joon;Shin, Hong-Seob;Kim, Jin-Il
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.162-168
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    • 2013
  • This paper examines the implementation of automatic compensation modules for digital camera image when a person is closing his/her eyes. The modules detect the face and eye region and then recognize the eye state. If the image is taken when a person is closing his/her eyes, the function corrects the eye and produces the image by using the most satisfactory image of the eye state among the past frames stored in the buffer. In order to recognize the face and eye precisely, the pre-process of image correction is carried out using SURF algorithm and Homography method. For the detection of face and eye region, Haar-like feature algorithm is used. To decide whether the eye is open or not, similarity comparison method is used along with template matching of the eye region. The modules are tested in various facial environments and confirmed to effectively correct the images containing faces.

Automated Improvement of RapidEye 1-B Geo-referencing Accuracy Using 1:25,000 Digital Maps (1:25,000 수치지도를 이용한 RapidEye 위성영상의 좌표등록 정확도 자동 향상)

  • Oh, Jae Hong;Lee, Chang No
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.5
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    • pp.505-513
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    • 2014
  • The RapidEye can acquire the 6.5m spatial resolution satellite imagery with the high temporal resolution on each day, based on its constellation of five satellites. The image products are available in two processing levels of Basic 1B and Ortho 3A. The Basic 1B image have radiometric and sensor corrections and include RPCs (Rational Polynomial Coefficients) data. In Korea, the geometric accuracy of RapidEye imagery can be improved, based on the scaled national digital maps that had been built. In this paper, we present the fully automated procedures to georegister the 1B data using 1:25,000 digital maps. Those layers of map are selected if the layers appear well in the RapidEye image, and then the selected layers are RPCs-projected into the RapidEye 1B space for generating vector images. The automated edge-based matching between the vector image and RapidEye improves the accuracy of RPCs. The experimental results showed the accuracy improvement from 2.8 to 0.8 pixels in RMSE when compared to the maps.

The Relationship between Use of Sunblocks and Dry Eye (자외선 차단제 사용과 건성안의 연관성)

  • Yoo, Hyun;Lee, Eun-Hee
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.347-353
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    • 2016
  • Dry eye symptoms can occur by various environmental exposure. This study aimed to investigate the relationship between eye symptom especially dry eye and sunblocks. Study subjects were total 30 (28 male, 2 female) and NIBUT, McMonnies dry eye questionnaire, subjective questionnaire were performed. NIBUT after rubbing sunblocks was decreased compared to that of not-rubbing. Sunblocks C showed the largest difference of NIBUT value and was chosen most uncomfortable sunblocks in subjective questionnaire. Half of the subjects (15) felt eyes discomfort after rubbing sunblocks and showed larger McMonnies dry eye questionnaire score than other subjects. The same result was founded about dry eye suspect criterion. Both showed borderline significant relation(p=0.049, p=0.051). This study suggested that sunblock could cause damage to the eyes and related to dry eye when rubbing sunblock around eyes. Because digital environmental factors could affect stimulus and modify the eyes, a convergence study will be required for additional research.

The effect of Empathy in Eye vision to users in Facebook using an Eye Tracker (Eye Tracker를 활용한 페이스북상에서 공감 정도가 사용자 시선에 미치는 영향)

  • Kim, Soowan;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.387-393
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    • 2014
  • This study investigates the worlds most favorite SNS, the Facebook, with the theory of Empathy, that there will be an effect to users due to their characteristics. We approach the data scientifically with using an Eye tracker, by analyzing the vision and attention of users of Facebook with stimuli of whether it's an image or text filled contents in newsfeed of Facebook. With the result of an eye tracker, we cross analyzed with General Empathy Scale to compare that users limit of feeling of empathy gave effect on contents of Facebook. Discussion and implications are discussed in terms of empathy.

A Study on The Gamification Elements of Eye-tracker for Improving Attention Concentration of Children with Quadratic Palsy with Intellectual Disability (지적장애를 동반한 사지마비형 뇌성마비 아동의 주의집중력 향상을 위한 아이트래커기반 게임화 요소 연구)

  • Jeong, Yoona;Woo, Tack
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.57-66
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    • 2020
  • In this paper, we analyze the interaction features using eye-tracker and the characteristics of attention concentration of children with intellectual disabilities, and present gamification elements that can be used when designing digital contents for them. For children with quadriplegic cerebral palsy, eye-trackers will increase the accessibility of digital contents. Foreground gamification can be used for selective attention concentration, background gamification and intrinsic motivation to sustain attention concentration, and foreground gamification and extrinsic motivation for mobility.

A Study on The Expression of Digital Eye Contents for Emotional Communication (감성 커뮤니케이션을 위한 디지털 눈 콘텐츠 표현 연구)

  • Lim, Yoon-Ah;Lee, Eun-Ah;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.563-571
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    • 2017
  • The purpose of this paper is to establish an emotional expression factors of digital eye contents that can be applied to digital environments. The emotion which can be applied to the smart doll is derived and we suggest guidelines for expressive factors of each emotion. For this paper, first, we research the concepts and characteristics of emotional expression are shown in eyes by the publications, animation and actual video. Second, we identified six emotions -Happy, Angry, Sad, Relaxed, Sexy, Pure- and extracted the emotional expression factors. Third, we analyzed the extracted factors to establish guideline for emotional expression of digital eyes. As a result, this study found that the factors to distinguish and represent each emotion are classified four categories as eye shape, gaze, iris size and effect. These can be used as a way to enhance emotional communication effects such as digital contents including animations, robots and smart toys.

The Eye-Opening Conditions for the Minimum Bandwidth Signaling (최소대역폭 전송에서의 개안 조건)

  • Baek, Je-In
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.27 no.9
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    • pp.1321-1326
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    • 1990
  • In this paper, the eye-opening conditions are investigated for the minimum bandwidth digital transmission systems where the sinc functions is used as a basic pulse so that only the Nyquist bandwidth is required for the channel. In order for these systems to be tolerant to the timing jitter in the receiver, the eye pattern should be open horizontally. It is proved that an eye opening condition which has been understood only as a sufficiency becomes a necessity as well. As its result, having a spectral null at teh Nyquist frequency is shown to have the same meaning as eye opening.

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Eye Shape based Digital Eye Makeup (형태 기반 디지털 눈 화장 방법)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.325-327
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    • 2013
  • 일반적으로 눈 화장은 화장을 처음 하는 사람뿐만 아니라 화장에 능숙한 사람에게도 어려운 일이다. 또한 눈 형태는 사람마다 다르고, 형태에 따라 어울리는 눈 화장 방법 역시 다양하다. 본 논문에서는 눈 형태를 기반으로 효과적인 눈 화장 방법을 제안한다. 효과적인 눈 형태에 따른 검색을 하기 위해 에지(edge)를 기반으로 데이터베이스 영상과 입력영상의 눈 형태를 비교하여 유사한 눈 형태를 검색한다. 검색된 눈 화장 영상을 입력 영상의 눈 형태로 와핑(Warping)하여 눈 화장 스타일을 적용한다.