• Title/Summary/Keyword: Gaze guidance

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A study on the relationship between gaze guidance and cybersickness using Eyetracking (시선 추적기법을 활용한 시선 유도와 사이버 멀미 관계 연구)

  • Lee, TaeGu;Ahn, ChanJe
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.167-173
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    • 2022
  • The size of the virtual reality market is growing every year, but cybersickness that occurs in virtual reality has not been resolved yet. In this paper, results were derived through experiments on the relationship between cybersickness and gaze guidance occurring in virtual reality contents. Using eye tracking technique, the relationship of gaze movement with cybersickness was identified. The experiment was divided into two groups to find out whether visual induction affects cyber sickness. In addition, the results were analyzed by dividing the two groups to check whether cyber sickness showed different results according to gender. We also analyzed using the SSQ questionnaire to measure cybersickness. We tried to understand the relationship between gaze guidance and cybersickness through two methods. As a result of the experiment, it was found that the induction of a clear gaze caused the concentration of the gaze, and it was effective in cybersickness through the rotation of the camera. In order to alleviate cyber sickness, it has been confirmed that concentrating one's eyes through gaze-guided production is effective for cyber sickness. It is hoped that this result will be used as a way to alleviate cyber sickness for producers who want to use virtual reality to produce content.

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.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Deriving the Role of Sign Facilities Recognized by Autonomous Vehicles (자율주행차량이 인식 가능한 표지 시설의 역할 도출)

  • Young-Jae JEON;Jin-Woo KIM;Chan-Oh KWON;Jun-Hyuk LEE
    • Journal of the Korean Association of Geographic Information Studies
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    • v.26 no.1
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    • pp.1-10
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    • 2023
  • With the advent of the 4th industrial revolution era, interest in autonomous driving technology is increasing. Accordingly it is necessary to seek safe driving by recognizing surrounding situations using sensors attached to autonomous vehicles along with the applicability of existing traffic facilities to autonomous driving lanes and the utilization of HD maps. In this study, in order to deduce the role of sensor only physical facilities which recognized through a laser scanner on an autonomous vehicle developed to improve road and traffic infrastructure, through comparative analysis with existing road facilities such as road signs, safety signs, and gaze guidance facilities. Sign facilities can promote driving safety by allowing autonomous vehicles to perform specific actions directly. In order to promote safe driving by recognizing sign facilities by using sensors for autonomous vehicles, it is necessary to prepare standards for installation, management, and use, and it is considered that management and supervision should be carried out continuously according to the standards.

Empirical Research on Improving Traffic Cone Considering LiDAR's Characteristics (LiDAR의 특성을 고려한 자율주행 대응 교통콘 개선 실증 연구)

  • Kim, Jiyoon;Kim, Jisoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.5
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    • pp.253-273
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    • 2022
  • Automated vehicles rely on information collected through sensors to drive. Therefore, the uncertainty of the information collected from a sensor is an important to address. To this end, research is conducted in the field of road and traffic to solve the uncertainty of these sensors through infrastructure or facilities. Therefore, this study developed a traffic cone that can maintaing the gaze guidance function in the construction site by securing sufficient LiDAR detection performance even in rainy conditions and verified its improvement effect through demonstration. Two types of cones were manufactured, a cross-type and a flat-type, to increase the reflective performance compared to an existing cone. The demonstration confirms that the flat-type traffic cone has better detection performance than an existing cone, even in 50 mm/h rainfall, which affects a driver's field of vision. In addition, it was confirmed that the detection level on a clear day was maintained at the 20 mm/h rain for both cones. In the future, improvement measures should be developed so that the traffic cones, that can improve the safety of automated driving, can be applied.