• Title/Summary/Keyword: eye-tracking system

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Design of Korean eye-typing interfaces based on multilevel input system (단계식 입력 체계를 이용한 시선 추적 기반의 한글 입력 인터페이스 설계)

  • Kim, Hojoong;Woo, Sung-kyung;Lee, Kunwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.37-44
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    • 2017
  • Eye-typing is one kind of human-computer interactive input system which is implemented by location data of gaze. It is widely used as an input system for paralytics because it does not require physical motions other than the eye movement. However, eye-typing interface based on Korean character has not been suggested yet. Thus, this research aims to implement the eye-typing interface optimized for Korean. To begin with, design objectives were established based on the features of eye-typing: significant noise and Midas touch problem. Multilevel input system was introduced to deal with noise, and an area free from input button was applied to solve Midas touch problem. Then, two types of eye-typing interfaces were suggested on phonological consideration of Korean where each syllable is generated from combination of several phonemes. Named as consonant-vowel integrated interface and separated interface, the two interfaces are designed to input Korean in phases through grouped phonemes. Finally, evaluation procedures composed of comparative experiments against the conventional Double-Korean keyboard interface, and analysis on flow of gaze were conducted. As a result, newly designed interfaces showed potential to be applied as practical tools for eye-typing.

Automatic Depth-of-Field Control for Stereoscopic Visualization (입체영상 가시화를 위한 자동 피사계 심도 조절기법)

  • Kang, Dong-Soo;Kim, Yang-Wook;Park, Jun;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.502-511
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    • 2009
  • In order to simulate a depth-of-field effect in real world, there have been several researches in computer graphics field. It can represent an out-of-focused scene by calculating focal plane. When a point in a 3D coordinate lies on further or nearer than focal plane, the point is presented as a blurred circle on image plane according to the characteristic of the aperture and the lens. We can generate a realistic image by simulating the effect because it provides an out-of-focused scene like human eye dose. In this paper, we propose a method to calculate a disparity value of a viewer using a customized stereoscopic eye-tracking system and a GPU-based depth-of-field control method. They enable us to generate more realistic images reducing side effects such as dizziness. Since stereoscopic imaging system compels the users to fix their focal position, they usually feel discomfort during watching the stereoscopic images. The proposed method can reduce the side effect of stereoscopic display system and generate more immersive images.

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Digital Library Interface Research Based on EEG, Eye-Tracking, and Artificial Intelligence Technologies: Focusing on the Utilization of Implicit Relevance Feedback (뇌파, 시선추적 및 인공지능 기술에 기반한 디지털 도서관 인터페이스 연구: 암묵적 적합성 피드백 활용을 중심으로)

  • Hyun-Hee Kim;Yong-Ho Kim
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.261-282
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    • 2024
  • This study proposed and evaluated electroencephalography (EEG)-based and eye-tracking-based methods to determine relevance by utilizing users' implicit relevance feedback while navigating content in a digital library. For this, EEG/eye-tracking experiments were conducted on 32 participants using video, image, and text data. To assess the usefulness of the proposed methods, deep learning-based artificial intelligence (AI) techniques were used as a competitive benchmark. The evaluation results showed that EEG component-based methods (av_P600 and f_P3b components) demonstrated high classification accuracy in selecting relevant videos and images (faces/emotions). In contrast, AI-based methods, specifically object recognition and natural language processing, showed high classification accuracy for selecting images (objects) and texts (newspaper articles). Finally, guidelines for implementing a digital library interface based on EEG, eye-tracking, and artificial intelligence technologies have been proposed. Specifically, a system model based on implicit relevance feedback has been presented. Moreover, to enhance classification accuracy, methods suitable for each media type have been suggested, including EEG-based, eye-tracking-based, and AI-based approaches.

A Study on the Recognition of the State of Eye for the Patient Monitoring System (환자 감시장치를 위한 눈의 개폐(開閉) 상태 인식에 관한 연구)

  • 김성환;한영환;박승환;장영건;홍승홍
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.11
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    • pp.1455-1463
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    • 1995
  • A new automatic tracking & recognition algorithm which decides the opening & the closing states of subject's eye and isn't affected by the subject's background is proposed. And it was tested in circumstances in which subject's background was not restricted using the developed system, ATRS(Automatic Tracking & Recognition System). The significant characteristic of the ATRS is new movement detection of object that is a body in motion with accelated velocity and it doesn't need any extra hardware except a formal CCD camera and an image grabber but it works so well and so fast. The ATRS would be particularly well suited to a way of communications of patients in a hospital, who can not communicate otherwise.

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Advertisement Analysis System with Eye Tracking VR HMD(Virtual Reality Head Mounted Display (시선추적형 가상현실기기를 통한 광고분석 시스템)

  • Park, Jaeseung;Seok, Yunchan
    • Smart Media Journal
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    • v.5 no.3
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    • pp.62-66
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    • 2016
  • The recent increase in virtual reality (VR) technology around the world has been VR work in cooperation with technology from other sectors to form new trends. In the case of advertising, it is difficult to trace if VR users viewed a certain piece of advertisement because the current technology does not allow them to interact with the screen. Eye tracking technology can act as a solution to the problem of tracing advertisement views as it allows for data extraction in relation to which advertisements were viewed and for how long. The research paper suggests a method of how to track the eyes of users in VR advertising. The suggested method includes communication between a server and VR HMD (virtual reality head mounted display) as well as a screen of output from the server.

Design and Implementation of Real-time three dimensional Tracking system of gazing point (삼차원 응시 위치의 실 시간 추적 시스템 구현)

  • 김재한
    • Proceedings of the IEEK Conference
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    • 2003.07c
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    • pp.2605-2608
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    • 2003
  • This paper presents design and implementation methods of the real-time three dimensional tracking system of the gazing point. The proposed method is based on three dimensional data processing of eye images in the 3D world coordinates. The system hardware consists of two conventional CCD cameras for acquisition of stereoscopic image and computer for processing. And in this paper, the advantages of the proposed algorithm and test results ate described.

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Real Time Eye and Gaze Tracking

  • Park Ho Sik;Nam Kee Hwan;Cho Hyeon Seob;Ra Sang Dong;Bae Cheol Soo
    • Proceedings of the IEEK Conference
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    • 2004.08c
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    • pp.857-861
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    • 2004
  • This paper describes preliminary results we have obtained in developing a computer vision system based on active IR illumination for real time gaze tracking for interactive graphic display. Unlike most of the existing gaze tracking techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person, our gaze tracker can perform robust and accurate gaze estimation without calibration and under rather significant head movement. This is made possible by a new gaze calibration procedure that identifies the mapping from pupil parameters to screen coordinates using the Generalized Regression Neural Networks (GRNN). With GRNN, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. Furthermore, the mapping function can generalize to other individuals not used in the training. The effectiveness of our gaze tracker is demonstrated by preliminary experiments that involve gaze-contingent interactive graphic display.

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A Study on Students' Learning Process in Practical Education using an Equipment (장비활용 실습에서 피교육자의 학습과정에 관한 연구)

  • Jung, Kwang-Tae
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.1
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    • pp.165-172
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    • 2012
  • For practical education, many practices using various practical equipments have to be provided to students. In this study, the application of learning curve to represent student's learning process in a practical education using a equipment was studied. Learning curve model was originally developed in production management and based on human performance in human factors aspects. In this study, the application of learning curve model was studied on the eye tracking system, which is used to evaluate the usability of a product in design area. As a case study for its applicability, practical education for eye tracking system was provided to three students and then task completion times were measured for hardware system setup and gaze image recording. Learning curves were estimated for two tasks and then task completion times were predicted using the learning curves. Through ANOVA(analysis of variance) and correlation analysis, the applicability of learning curve to practical education was analysed. As the result, learning curve could be effectively applied to practical eduacation using equipment.

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UGR Detection and Tracking in Aerial Images from UFR for Remote Control (비행로봇의 항공 영상 온라인 학습을 통한 지상로봇 검출 및 추적)

  • Kim, Seung-Hun;Jung, Il-Kyun
    • The Journal of Korea Robotics Society
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    • v.10 no.2
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    • pp.104-111
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    • 2015
  • In this paper, we proposed visual information to provide a highly maneuverable system for a tele-operator. The visual information image is bird's eye view from UFR(Unmanned Flying Robot) shows around UGR(Unmanned Ground Robot). We need UGV detection and tracking method for UFR following UGR always. The proposed system uses TLD(Tracking Learning Detection) method to rapidly and robustly estimate the motion of the new detected UGR between consecutive frames. The TLD system trains an on-line UGR detector for the tracked UGR. The proposed system uses the extended Kalman filter in order to enhance the performance of the tracker. As a result, we provided the tele-operator with the visual information for convenient control.

A Study on Key Arrangement of Virtual Keyboard based on Eyeball Input system (안구 입력 시스템 기반의 화상키보드 키 배열 연구)

  • Sa Ya Lee;Jin Gyeong Hong;Joong Sup Lee
    • Smart Media Journal
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    • v.13 no.4
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    • pp.94-103
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    • 2024
  • The eyeball input system is a text input system designed based on 'eye tracking technology' and 'virtual keyboard character-input technology'. The current virtual keyboard structure used is a rectangular QWERTY array optimized for a multi-input method that simultaneously utilizes all 10 fingers on both hands. However, since 'eye-tracking technology' is a single-input method that relies solely on eye movement, requiring only one focal point for input, problems arise when used in conjunction with a rectangular virtual keyboard structure designed for multi-input method. To solve this problem, first of all, previous studies on the shape, type, and movement of muscles connected to the eyeball were investigated. Through the investigation, it was identified that the principle of eye movement occurs in a circle rather than in a straight line. This study, therefore, proposes a new key arrangement wherein the keys are arranged in a circular structure suitable for rotational motion rather than the key arrangement of the current virtual keyboard which is arranged in a rectangular structure and optimized for both-hand input. In addition, compared to the existing rectangular key arrangement, a performance verification experiment was conducted on the circular key arrangement, and through the experiment, it was confirmed that the circular arrangement would be a good replacement for the rectangular arrangement for the virtual keyboard.