• Title/Summary/Keyword: head & eye field

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Visual Fields Reflecting Effects of Target Size, Color and Meridian in Visual Tasks (시각작업의 설계와 평가를 위한 표적의 크기, 색과 위치에 따른 시각영역)

  • Kee, Do-Hyung
    • Journal of Korean Institute of Industrial Engineers
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    • v.27 no.2
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    • pp.190-196
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    • 2001
  • This study aims to develop three types of the visual fields: stationary field, eye field, and head field, which are classified depending upon the eye and head movements. A visual experiment taking target size, target color, and meridian into account was conducted, in which the L32 orthogonal array was employed. The results showed that target size and meridian were significant at ${\alpha}$=0.01 in all three visual fields. Contrary to expectation, target color was significant at ${\alpha}$=0.10 only in the head field. Furthermore, the differences in size of the head field depending upon four target colors were negligibly small. Three linear regression models were provided to generate visual fields which are appropriate for given visual task's characteristics. In addition, a simple method using adjusting factor was also proposed so that anyone without knowledge for human factors/ergonomics can easily generate and use them when designing or evaluating visual tasks. It is expected that the visual fields presented in this study can be easily used even by non-ergonomic experts in real situations due to their simplicity.

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배경조건에 따른 Visual Field에서의 Stationary Field의 변화

  • 기도형;정의승;신용탁
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1994.04a
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    • pp.375-384
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    • 1994
  • Depending upon the eye and head movement, the visual field is often classified into three categories; stationary field, eye field and head field. To investigate the effect of background condition on the size of stationary field, an experiment was conducted, in which the subject was instructed to search a target with distinct orientations. In each trial, a single target was presented on the rear-view screen projected by the two-field tachistoscope, with the visual angle subtended 4.3.deg. vertically and horizontally. Density, meridian and subject showed a significant effect on stationary field at .alpha.=0.01, where density was inversely proportional to the size of stationary field. The size of the stationary field on horizontal axis was larger than that on vertical axis, and that on right and below meridian also larger than on left and lower meridian. The shape was found to be horizontally oriented oval and statistically asymmetric with respect to horizontal and vertical axes. The regression equation to predict stationary field on the given background condition was suggested. These results were expected to be used as a designing guideline when arranging displays and controls on panels such as automobile display panels, cockpits, etc. In addition, it can be inferred from the results that eye field and head field are also subjected to the influence of background condition.

Generation of Visual Field Considering 8 Meridians and Background Conditions of Visual Tasks (시각작업의 배경 조건과 8개 Meridian을 고려한 시각영역의 생성)

  • Kee, Do-Hyung;Kim, Hyung-Su;Jung, Eui-S.;Kang, Dong-Seok
    • Journal of Korean Institute of Industrial Engineers
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    • v.23 no.3
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    • pp.533-544
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    • 1997
  • Among numerous factors that have an effect on visual field, the effects of background condition on the size of the visual field were investigated to obtain more practical visual field that can be readily applicable to industrial settings. A visual experiment was conducted, in which the subject was instructed to search a target with distinct orientations. Size contrast, meridian, nontarget density, and subject's gender showed a significant effect on the size of the visual field at $\alpha=0.01$. The size of the visual field was linearly proportional to size contrast, and inversely proportional to density. Female's visual fields were found to be significantly larger than male subjects', The size of the visual field on horizontal axis was larger than that on vertical axis, and the size of the head & eye field on right meridian was also larger than that on left meridian. The shape was found to be horizontally oriented oval and statistically asymmetric with respect to horizontal and vertical axes. The regression equations to predict the visual fields on the given background condition were suggested. The visual fields suggested in this study would be valuable to the design of visual displays and the panel layout of various displays and controls.

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Generation of a practical visual field for the design and evaluation (제품설계와 평가를 위한 시각영역의 생성)

  • 기도형
    • Journal of the Ergonomics Society of Korea
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    • v.14 no.1
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    • pp.59-67
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    • 1995
  • Depending upon the eye and head movement, the visual field is often classified into three categories ; stationary field, eye field and head and eye field. To investigate the effect of background condition on the size of the visual field, an experiment was conducted, in which the subject was instructed to search a target with distinct orientations. In each trial, a single target was presented on the perimeter modified to cover the range of 330 .deg. around the fixation point, with the visual angle subtended 1.4 .deg. vertically and horizontally. Nontarget density, meridian, size contrast and subject showed a significant effect on the visual field at .alpha. =0.01, where density was inversely proportional to the size of the visual field, and size contrast linearly proportional to the size of the visual field. The size of the visual field on horizontal axis was larger than that on vertical axis, and that on right and upper meridian was also larger than on left and lower meridian. The shape was found to be horizontally oriented oval and statistically asymmetric with respect to horizontal and vertical axes. In addition, the regression equations to predict the visual field on the given background condition were suggested. These results were expected to be used as a design guideline when arranging displays and controls on panels such as automobile display panels, cockpits, etc.

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A Study on an Infrared Illumination Stabilization Method in a Head Mounted Eye Tracking System for Sport Applications (착용형 시선 추적 장치의 스포츠 분야 적용을 위한 적외선 조명 변화 최소화에 관한 연구)

  • Lee, Sang-Cheol
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.3
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    • pp.265-272
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    • 2009
  • In this paper, a simple optical method that uses an infrared(IR) cut filter is proposed to minimize variation of eye image by external infrared(IR) sources in a video based head mounted eye tracking system that is used in the field of sports. For this, the IR cut filter is attached to a head mount of the eye tracking system, and the camera with an IR LED is located between the IR cut filter and eye. In this structure, external IR is blocked by the IR cut filter, and the IR intensity on the eye can be controlled by the IR LED. Therefore, the illumination condition of the camera to capture the eye can be stable without being affected by external IR illuminations. To verify the proposed idea, variation of the eye image and intensity of the IR with/without the IR cut filter is measured under various illumination conditions. The measured data show that the IR cut filter method can block external IR effectively, and complex pupil detection algorithms can be replaced by a simple binarized method.

A Human-Robot Interface Using Eye-Gaze Tracking System for People with Motor Disabilities

  • Kim, Do-Hyoung;Kim, Jae-Hean;Yoo, Dong-Hyun;Lee, Young-Jin;Chung, Myung-Jin
    • Transactions on Control, Automation and Systems Engineering
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    • v.3 no.4
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    • pp.229-235
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    • 2001
  • Recently, service area has been emerging field f robotic applications. Even though assistant robots play an important role for the disabled and the elderly, they still suffer from operating the robots using conventional interface devices such as joysticks or keyboards. In this paper we propose an efficient computer interface using real-time eye-gaze tracking system. The inputs to the proposed system are images taken by a camera and data from a magnetic sensor. The measured data is sufficient to describe the eye and head movement because the camera and the receiver of a magnetic sensor are stationary with respect to the head. So the proposed system can obtain the eye-gaze direction in spite of head movement as long as the distance between the system and the transmitter of a magnetic position sensor is within 2m. Experimental results show the validity of the proposed system in practical aspect and also verify the feasibility of the system as a new computer interface for the disabled.

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Research on Virtual Simulator Sickness Using Field of View Restrictor According to Human Factor levels (FOV Restrictor를 활용한 가상 멀미 저감 요소 기술연구)

  • Kim, Chang-seop;Kim, So-Yeon;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.49-59
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    • 2018
  • Simulator sickness is one of the important side effect of virtual reality. Simulator sickness is influenced by various factors, and field of view (FOV) is one of them. The FOV is a viewing angle limited by the screen, and when the FOV is reduced, the simulator sickness is reduced, and the presence is lowered. Previous study developed a Dynamic FOV Restrictor (Center-fixed FOV Restrictor) to reduce simulator sickness while maintaining presence. It is a method that limits the FOV dynamically by reflecting the speed and angular velocity of the avatar. We also developed Eye-tracking Based Dynamic FOV Restrictor (Eye-tracking FOV Restrictor) by adding head rotations and eye movements. This study attempts to compare the simulator sickness and the presence of the No FOV Restrictor condition, the Center-fixed FOV Restrictor condition, and the Eye-tracking FOV Restrictor condition. The results showed that the simulator sickness of the Center-fixed FOV Restrictor condition is significantly lower than other two conditions. The results also showed that there were no significant differences in presence in three conditions. The interpretations and limitations of this study are discussed in this paper.

Eye Gaze Tracking System Under Natural Head Movements (머리 움직임이 자유로운 안구 응시 추정 시스템)

  • ;Matthew, Sked;Qiang, Ji
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.41 no.5
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    • pp.57-64
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    • 2004
  • We proposed the eye gaze tracking system under natural head movements, which consists of one narrow-view field CCD camera, two mirrors which of reflective angles are controlled and active infra-red illumination. The mirrors' angles were computed by geometric and linear algebra calculations to put the pupil images on the optical axis of the camera. Our system allowed the subjects head to move 90cm horizontally and 60cm vertically, and the spatial resolutions were about 6$^{\circ}$ and 7$^{\circ}$, respectively. The frame rate for estimating gaze points was 10~15 frames/sec. As gaze mapping function, we used the hierarchical generalized regression neural networks (H-GRNN) based on the two-pass GRNN. The gaze accuracy showed 94% by H-GRNN improved 9% more than 85% of GRNN even though the head or face was a little rotated. Our system does not have a high spatial gaze resolution, but it allows natural head movements, robust and accurate gaze tracking. In addition there is no need to re-calibrate the system when subjects are changed.

Depth-fused-type Three-dimensional Near-eye Display Using a Birefringent Lens Set

  • Baek, Hogil;Min, Sung-Wook
    • Current Optics and Photonics
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    • v.4 no.6
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    • pp.524-529
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    • 2020
  • We propose a depth-fused-type three-dimensional (3D) near-eye display implemented using a birefringent lens set that is made of calcite. By using a birefringent lens and image source (28.70 mm × 21.52 mm), which has different focal lengths according to the polarization state of the incident light, the proposed system can present depth-fused three-dimensional images at 4.6 degrees of field of view (FOV) within 1.6 Diopter (D) to 0.4 D, depending on the polarization distributed depth map. The proposed method can be applied to near-eye displays like head-mounted display systems, for a more natural 3D image without vergence-accommodation conflict.

Optimization of optical design for Eye Glass Display using hybrid aspheric lens (Hybrid 비구면 렌즈를 이용한 Eye glass Display용 광학시스템의 최적화)

  • Kim, T.H.;Park, K.B.;Park, Y.S.;Kim, H.W.;Seok, J.M.;Moon, H.C.
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2005.05a
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    • pp.123-126
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    • 2005
  • Eye Glass Display (EGD) with microdisplay to realize the virtual display can make the large screen, so virtual image has been developed by using microdisplay panel. This paper shows study of low cost lens design and simulation for microdisplay system with 0.6"LCoS panel. Lens design optimized consider to spherical aberration, astigmatism, distortion, and chromatic aberration. Code V is used and it designed an aspheric lens about exit pupil 6mm, eye relief 20mm and 35 degree of field of view (FOV). With the application this aspheric lens to liquid crystal on silicon (LCOS) type's microdisplay, virtual image showed 50 inch at 2m. One side of the aspheric lens was constituted from diffractive optical element (DOE) for the improvement in a performance. It had less than 2.5% of distortion value and modulation transfer function in axial had 20% of resolution with 32 lp/mm spatial frequency. The optical system is suitable for display of 15.6 mm-diagonal with SVGA.

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