• 제목/요약/키워드: Eye input device

검색결과 24건 처리시간 0.032초

Comparison of Vertical and Horizontal Eye Movement Times in the Selection of Visual Targets by an Eye Input Device

  • Hong, Seung Kweon
    • 대한인간공학회지
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    • 제34권1호
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    • pp.19-27
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    • 2015
  • Objective: The aim of this study is to investigate how well eye movement times in visual target selection tasks by an eye input device follows the typical Fitts' Law and to compare vertical and horizontal eye movement times. Background: Typically manual pointing provides excellent fit to the Fitts' Law model. However, when an eye input device is used for the visual target selection tasks, there were some debates on whether the eye movement times in can be described by the Fitts' Law. More empirical studies should be added to resolve these debates. This study is an empirical study for resolving this debate. On the other hand, many researchers reported the direction of movement in typical manual pointing has some effects on the movement times. The other question in this study is whether the direction of eye movement also affects the eye movement times. Method: A cursor movement times in visual target selection tasks by both input devices were collected. The layout of visual targets was set up by two types. Cursor starting position for vertical movement times were in the top of the monitor and visual targets were located in the bottom, while cursor starting positions for horizontal movement times were in the right of the monitor and visual targets were located in the left. Results: Although eye movement time was described by the Fitts' Law, the error rate was high and correlation was relatively low ($R^2=0.80$ for horizontal movements and $R^2=0.66$ for vertical movements), compared to those of manual movement. According to the movement direction, manual movement times were not significantly different, but eye movement times were significantly different. Conclusion: Eye movement times in the selection of visual targets by an eye-gaze input device could be described and predicted by the Fitts' Law. Eye movement times were significantly different according to the direction of eye movement. Application: The results of this study might help to understand eye movement times in visual target selection tasks by the eye input devices.

실시간 시선 추적기반 스마트 의료기기 고찰 (Technical Survey on the Real Time Eye-tracking Pointing Device as a Smart Medical Equipment)

  • 박정훈;임강빈
    • 스마트미디어저널
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    • 제10권1호
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    • pp.9-15
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    • 2021
  • 본 논문에서 고안된 시선추적 시스템은 루게릭(Lou Gehrig's)이나 각종 근육 관련 질환으로 신체가 부자연스러운 분들을 위해 쉽게 접근할 수 있도록 고안된 안구기반 컴퓨터 입력 장치로, 약 1,700명 정도로 추산되는 국내 루게릭 환자 수와 각종사고나 질환에 의해 몸을 움직이기 힘든 환자의 수를 합쳐 잠재적 수요만 국내 3만 명에 이르는 사용자를 위한 안구입력 장치이다. 이 안구 입력 장치는 소수의 사용자를 위한 장치이기 때문에 시중에서는 수많은 종류의 상용기기가 제공되고 있어, 이 잠재적 사용자들이 사용하기에는 가격도 비싸고 사용방법도 어려워, 접근성이 많이 떨어지고 있다. 그 이유로는, 각 개인의 경제사정과 스마트 디바이스에 대한 개별 사용 경험도 조금씩 달라 시중 시선추적 시스템을 사용해보기에는 비용 면이나 사용성 면에서 접근하기가 어려운 경우가 대부분이라 할 수 있다. 이에 따라, 저가의 기기지만 엄선된 부품과 사용하기 편리한 기술을 통해 IT 기기로의 접근성을 개선하여 사용자들에게 쉬운 접근이 가능하도록 하는 시도는 반드시 필요하다. 이에, 본 논문에서는 여러 종류의 시선추적 시스템을 사용했던 사용자들의 자발적 VoC(Voice of Customer)를 통해 기존 시스템의 부족한 점을 개선하고, 사용성 테스트를 통해 이를 만족하는 시스템을 보완/설계함으로써 훨씬 더 많은 사람 및 환자들이 편리하게 사용할 수 있게하고, 기존 PCCR 시스템 대비 계산량을 15배 이상 줄이는 동시에, 시선 오차도 0.5~1도 이내로 보완된 우수한 성능의 시선추적 시스템을 제안한다.

Development of compact environment control system using eye-ball movement

  • Shin, Young-Kyun;Muhammad, Arif;Hikaru, Inooka
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2002년도 ICCAS
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    • pp.77.4-77
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    • 2002
  • Communicating devices for the seriously disabled using eye-ball movement or some body movement are proposed. The first one is a device to use image processing, whose input signal is eyeball movement, A feature of this device is that the device can be readily realized using a note-book computer with USB (Universal Serial Bus) interface bus. This device is incorporated with a word processing software called Nearly Ladder. The second one is an emergency call switch which is used by a patient who can move his finger slightly. The patients can switch on the emergency switch only by touching a switch with his finger. The essence of this sensor is a touch sensor. The sensor can be realized using onl...

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시각정보 유입 특성에 따른 정적 기립균형 분석 (Analysis of the Static Uprighting Balance in the Visual Input Characteristics)

  • 남건우;하미숙
    • 대한물리치료과학회지
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    • 제22권1호
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    • pp.11-17
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    • 2015
  • Purpose : The current study examines changes of static uprighting balance in the visual input characteristics. Method : Total 50 person(male 16, female 34) were participated in this study. They were tested with 'hole in the card' for identification of dominant eye's side, then they were divided 3 groups(both visual input group, dominant visual input group, and non-dominant visual input group). 3 groups were measured with Romberg test on the force platform device to compare the static uprighting balance characteristics ; moving distance, mean velocity, and sway area of the CoM(center of mass), during 20 seconds. Results : The results by one-way repeated measure ANOVA were as follows. In moving distance and mean velocity of CoM, non-dominant visual input group was unstable than dominant visual group and both visual input group(p<0.05). But, in sway area of CoM, significant difference was not existed statistically. Conclusion : These result can be applied to design the static uprighting balance program using visual input mediation.

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Eye-Gaze Interaction On Computer Screen Evaluation

  • Ponglangka, Wirot;Sutakcom, Udom
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.84-88
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    • 2005
  • Eye gaze positions evaluation on computer screen uses the human eye as an input device for computer systems is that it gives low resolution. We proposes a method to determine the eye gaze positions on the screen by using two-eye displacements as the information for mapping, and the perspective projection is applied to map the displacements to a position on a computer screen. The experiments were performed on 20 persons and a 17-inch monitor is used with the screen resolution of 1024x768 pixels. Gaze detection error was 3.18 cm (RMS error), with screen is divided into 5x8 and 7x10 positions on a 17-inch monitor. The results showed 100% and 96% correction, respectively.

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EOG를 사용한 가상현실 HMD용 키보드 구현 (Keyboard for Virtual Reality Head Mounted Display using Electro-oculogram)

  • 김병준;권기철;양용만;김남
    • 한국콘텐츠학회논문지
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    • 제18권1호
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    • pp.1-9
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    • 2018
  • 본 논문에서는 눈을 깜빡(eye-blink)일 때 발생하는 안전도(EOG, electro-oculogram) 신호를 이용하여 손을 사용하지 않는 가상현실 HMD(head mounted display)용 키보드 시스템을 제안하였다. 본 시스템은 디스플레이 소자, 자이로스코프센서, 중력센서, 뇌전도(EEG, electro-encephalogram) 센서 등으로 구성되며, 시스템의 제어 및 그래픽 처리 등을 위한 Unity3D 엔진으로 가상현실 HMD용 키보드 시스템을 구현하였다. 구현된 키보드의 방식은 한글의 경우 천지인 키보드 방식을 사용하였으며 영어, 숫자, 기호의 경우 $3{\times}4$ 방식을 사용하여 공간상의 문제를 해결하였다. 구현된 시스템을 통해 손을 사용하지 않고 목의 움직임과 안전도만으로 가상현실 HMD의 키보드 입력이 가능함을 확인하였다.

Development of a Non-contact Input System Based on User's Gaze-Tracking and Analysis of Input Factors

  • Jiyoung LIM;Seonjae LEE;Junbeom KIM;Yunseo KIM;Hae-Duck Joshua JEONG
    • 한국인공지능학회지
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    • 제11권1호
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    • pp.9-15
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    • 2023
  • As mobile devices such as smartphones, tablets, and kiosks become increasingly prevalent, there is growing interest in developing alternative input systems in addition to traditional tools such as keyboards and mouses. Many people use their own bodies as a pointer to enter simple information on a mobile device. However, methods using the body have limitations due to psychological factors that make the contact method unstable, especially during a pandemic, and the risk of shoulder surfing attacks. To overcome these limitations, we propose a simple information input system that utilizes gaze-tracking technology to input passwords and control web surfing using only non-contact gaze. Our proposed system is designed to recognize information input when the user stares at a specific location on the screen in real-time, using intelligent gaze-tracking technology. We present an analysis of the relationship between the gaze input box, gaze time, and average input time, and report experimental results on the effects of varying the size of the gaze input box and gaze time required to achieve 100% accuracy in inputting information. Through this paper, we demonstrate the effectiveness of our system in mitigating the challenges of contact-based input methods, and providing a non-contact alternative that is both secure and convenient.

룩업 테이블 및 서브필드 맵핑을 이용한 계조 레벨 간 3D 크로스토크 저감 기술 구현 (Implementation of Gray-to-Gray 3D Crosstalk Reduction using Look-Up Table and Sub-Field Mapping)

  • 홍재근;정해
    • 한국통신학회논문지
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    • 제38C권10호
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    • pp.928-936
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    • 2013
  • 3D crosstalk (크로스토크)는 입체영상 인지를 방해하는 요소 중의 하나이다. 입력 영상의 좌안에 반영되어야 하는 영상이 디스플레이 매체의 특성으로 인해 완전하게 분리되지 못하고 우안으로 나와 생기는 현상과 우안에 반영되어야 할 영상이 좌안에 반영되어 생기는 현상이다. 본 논문은 능동형 셔터 안경 방식을 사용하고 있는 PDP(plasma display panel)에서의 3D 동작 구조와 크로스토크 측정 방법 및 3D 크로스토크의 발생 원인을 살펴보고, 풀 화이트와 풀 블랙으로 측정하는 기존 3D 크로스토크를 계조 레벨 간 3D 크로스토크로 확장하였다. 본 논문은 PDP에서 입력 영상에 대한 룩업 테이블과 서브필드 맵핑을 조절하는 방법으로 계조 레벨 간 3D 크로스토크 줄이는 방법을 제시한다. 실험영상과 수치결과를 통하여 계조 레벨 간 3D 크로스토크의 감소 정도를 측정함으로써 제시된 방법을 검증한다.

주시선을 이용한 입력기기의 수행도 모델링 (Performance Modelling in an Eye-gaze Controlled Input Device)

  • 박경수;반영환;이경태
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1997년도 추계학술대회논문집
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    • pp.346-350
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    • 1997
  • Index of performance is dervied from consideration of movement times in routine selection tasks. The discrete movement task employed in this study consisted of moving a cursor from the home position to targets located 6.8, 15.9, 25.0, and 34.0 cm. The target widths were 2.3, 4.5, and 6.8cm. Eight subjects with nomovement disabilities took part in the experiment. Fitts' law is found to be applicable in this experiment.

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움직이는 관찰자의 두 눈 위치 검출 알고리즘 (The Position Tracking Algorithm of Moving Viewer's Two-Eyes)

  • 허경무;박영빈
    • 제어로봇시스템학회논문지
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    • 제6권7호
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    • pp.544-550
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    • 2000
  • Among the several types of 3D display methods the autostereoscopic method has an advantage that we can enjoy a 3D image without any additional device but the method has a disadvantage of a narrow viewing zone so that the moving viewer coannot see the 3D image continuously. This disadvantage can be overcome with the detectioni of viewer's positional movement by head tracking. In this paper we suggest a method of detecting the position of the moving viewer's two eyes by using images obtained through a color CCD camera, The suggested method consists of the preprocessing process and the eye-detection process. Through the experiment of applying the suggested method we were able to find the accurate two-eyes position for 78 images among 80 sample input images of 8 different men with the processing speed of 0.39 second/frame using a personal computer.

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