• Title/Summary/Keyword: eye-tracking method

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A Study on Eyetracking Cursor Control based-on Opencv (Opencv 기반의 Eyetracking Cursor Control에 대한 연구)

  • Park, Hyunghoon;Kim, Hyunwoo;Cha, Jinho;Hwang, Junsu;Kim, Gyyoung;Kim, Youngjong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.664-665
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    • 2019
  • 본 연구는 Eye Tracking을 사용하여 시선에 따라 마우스 커서를 이동시키는 연구이다. 이를 바탕으로 마우스를 사용하기 어려움이 있는 사용자에게도 마우스를 조작할 수 있도록 도움을 줄 목적으로 연구되었다. 본 논문에서 세 가지 기술을 사용한다. Viola-jones algorithm을 사용해 얼굴과 눈을 찾는다. 이후 찾은 부분에서 CDF Method로 동공을 인식해 해당 좌표 값을 윈도우 마우스 드라이버에게 전달한다. 전달한 값을 통해 마우스 커서를 눈의 움직임에 따라 이동시킨다. 추가적으로 마우스와 같은 역할을 할 수 있도록 눈의 깜빡임을 활용하여 클릭 기능도 추가할 것이다.

An Analysis on Learning Effects of Character Animation Based-Mobile Foreign Language Vocabulary Learning App (캐릭터 애니메이션 기반 모바일 외국어 어휘 학습 앱 효과 분석)

  • Kim, Insook;Choi, Minsuh;Ko, Hyeyoung
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1526-1533
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    • 2018
  • This study aims to provide implications for mobile foreign language vocabulary learning app by analyzing the effects of mobile vocabulary learning app based on character animation. For this purpose, we applied the learning application designed with character animation and text, and the application designed with text only to two groups of learners, and analyzed the effect. As a result, we found that application designed with character animation and text was useful in recognition frequency and duration concerning learning. Regarding learning outcomes, we found that it is useful not only in memory but also in learning interest and motivation. This study provides implications for learning method and design development of mobile-based foreign language vocabulary learning application which actively using recently.

A Study on Test method for Web-Cam based Eye Tracking Algorithm (웹캠 기반 시선 추적 알고리즘 테스트 방안에 대한 연구)

  • Kim, Hoe-Min;Chun, Sungkuk;Kim, Un-Yong;Yun, Jeongrok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.275-276
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    • 2022
  • 본 연구는 웹캠을 기반으로한 시선 추적 알고리즘에 대한 성능을 실시간으로 분석함과 동시에 그 결과를 직관적으로 비교해볼 수 있는 프로그램 개발에 대한 것이다. 시선 추적을 위한 훌륭한 알고리즘들과 학습 모델이 개발되고 있으나 개발 대상 어플리케이션에 적합한 알고리즘을 선별하거나 파라미터를 최적화하기 위해서는 알고리즘의 성능을 빠르고 효과적으로 가늠해볼 수 있는 테스트베드 개발이 동반되어야한다. 따라서 본 연구는 웹캠을 기반으로 시선 추적 알고리즘을 구현한 사례와 함께 개발된 알고리즘의 성능을 테스트해볼 수 있는 프로그램 개발에 대한 내용을 기술하였다.

Parametric Imaging with Respiratory Motion Correction for Contrast-Enhanced Ultrasonography (조영증강 초음파 진단에서 호흡에 의한 흔들림을 보정한 파라미터 영상 생성 기법)

  • Kim, Ho-Joon;Cho, Yun-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.2
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    • pp.69-76
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    • 2020
  • In this paper, we introduce a method to visualize the contrast diffusion patterns and the dynamic vascular patterns in a contrast-enhanced ultrasound image sequence. We present an imaging technique to visualize parameters such as contrast arrival time, peak intensity time, and contrast decay time in contrast-enhanced ultrasound data. The contrast flow pattern and its velocity are important for characterizing focal liver lesions. We propose a method for representing the contrast diffusion patterns as an image. In the methods, respiratory motion may degrade the accuracy of the parametric images. Therefore, we present a respiratory motion tracking technique that uses dynamic weights and a momentum factor with respect to the respiration cycle. Through the experiment using 72 CEUS data sets, we show that the proposed method makes it possible to overcome the limitation of analysis by the naked eye and improves the reliability of the parametric images by compensating for respiratory motion in contrast-enhanced ultrasonography.

A Study on Multiplication Expression Method by Visual Model (시각적 모델에 따른 곱셈식 표현 방법에 대한 연구)

  • Kim, Juchang;Lee, Kwnagho
    • Education of Primary School Mathematics
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    • v.22 no.1
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    • pp.65-82
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    • 2019
  • In this study, students' multiplication expression method according to visual model was analyzed through paper test and eye tracking test. As a result of the paper-pencil test, students were presented with multiplication formula. In the group model (number of individual pieces in a group) ${\times}$ (number of group) in the array model (column) ${\times}$ (row), but in the array model, the proportion of students who answered the multiplication formula in the (row) ${\times}$ (column). From these results, we derived the appropriate model presentation method for multiplication instruction and the multiplication expression method for visual model.

Analysis of the User's Visual Attention Frequency for UX Design of Online Markets (온라인마켓의 UX설계를 위한 사용자의 주시빈도 분석)

  • Ha, JongSoo;Ban, ChaeHoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2079-2084
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    • 2016
  • When designing the interface of the web site, we must consider what users want and need in the design, because design trends are recently changing from user interface design to user experience design. In this paper, we present the method to apply the user experience design when designing the main page of the web site. We select representative online markets and analyze the information elements which compose the main page. Using the eye tracking method which measure user's visual attention frequency, we compare the main page with the wire-frame and analyze changes of the visual attention frequency over time. As a result of experiments, it is efficient to allocate the important information as the image or the moving image to the center of main page for use's visual attention at the time of designing the main page of the online market.

Development of Youngwoo Keyboard for Dysarthria Patients (구음장애 환자용 영우글자판 개발)

  • Yun, Hyun-Jin;Kim, Young-Chul
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.341-350
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    • 2022
  • In this paper, we propseded the Youngwoo keyboard to help the communication disorders experienced by patients with dysarthria. Existing methods for communication by patients with dysarthria include a letter board with consonants and vowels, a mouse using eye tracking, and communication assistance applications. However, there was a delay of more than 5 minutes per sentence, so there were many difficulties in communication. However, unlike the existing method, the proposed method has been improved so that the patient with dysarthria can communicate by completing the sentences with eye movements. In the conclusion and future work of this paper, the educational use value for Yeongwoo keyboard was analyzed, and it was shown that this training can be of great help to families with ALS patients. The proposed keyboard will be able to improve the difficulties of families by facilitating communication of patients with dysarthria.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

W3C based Interoperable Multimodal Communicator (W3C 기반 상호연동 가능한 멀티모달 커뮤니케이터)

  • Park, Daemin;Gwon, Daehyeok;Choi, Jinhuyck;Lee, Injae;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.140-152
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    • 2015
  • HCI(Human Computer Interaction) enables the interaction between people and computers by using a human-familiar interface called as Modality. Recently, to provide an optimal interface according to various devices and service environment, an advanced HCI method using multiple modalities is intensively studied. However, the multimodal interface has difficulties that modalities have different data formats and are hard to be cooperated efficiently. To solve this problem, a multimodal communicator is introduced, which is based on EMMA(Extensible Multimodal Annotation Markup language) and MMI(Multimodal Interaction Framework) of W3C(World Wide Web Consortium) standards. This standard based framework consisting of modality component, interaction manager, and presentation component makes multiple modalities interoperable and provides a wide expansion capability for other modalities. Experimental results show that the multimodal communicator is facilitated by using multiple modalities of eye tracking and gesture recognition for a map browsing scenario.

A Study on Visual Attention on Color Perception by Visitors of Children's Hospital (어린이병원 방문자의 색채지각에 나타난 시각적 주의에 관한 연구)

  • Cho, Eun-Kil;Son, Kwang-Ho
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.50-58
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    • 2016
  • The design of children's hospitals is highly dependent on color schemes. As a space shared together by both adults and children, the design of children's hospitals require color coordination that takes account of the users' characteristics. Visual perception tracking experiment was conducted on the 2 chosen experimental images with a target group made up of adults and children, the following results were found. First, visual attention characteristics of spatial elements' colors were found. The contrast of colors were discovered to effect attention, especially the information desk region showed highest attention. Pillars are subjected to a higher attention relative to other spatial elements, it is suggested when using accent colors to use it only when it is absolutely necessary in partial areas. In contrast, floor patterns were found to be subjected to very low attention relative to other elements. Second, effects of color contrast on visual attention were uncovered. Although color contrast effects attention for both adults and children, children were found to be more effected by color contrast than adults. Especially, children's tendency to rely on color contrast for visual recognition was higher than adults. Since when using only one type on a wide surface children show higher attention on the < vivid > colors than adults, when planning a color coordination for children using < pale > colors instead of < vivid > ones in background for a large surface is seen as a more desired method to increase attention by putting emphasis on the [sharply contrasting] colors.