목적 : 본 연구는 시선추적 분야에 사용되는 적외선 동공 검출 기법을 기반으로 동공 크기 변화와 동공 간 거리 변화 분석을 통해 양안시기능을 타각적으로 측정하는 방법에 관해서 연구하고자 한다.
방법 : 남녀 23명(평균연령 27.27±8.84세)을 대상으로 원거리(3 m) 및 근거리(0.4 m)에서 적외선 필터를 사 용하여 만든 차폐렌즈(이하 차폐렌즈)로 커버테스트를 실시하여 편위량을 측정하였다. 또한, 근거리에서 눈앞에 각각 ±1.00 D의 렌즈를 부가한 상태에서 커버테스트를 실시하여 AC/A 비 측정을 하였다. 적외선 카메라를 사용 하여 위의 과정들을 모두 촬영하였고, OpenCV(Open Source Computer Vision)를 사용하여 영상 프레임별 동 공 간 거리와 동공 면적을 계산하였다.
결과 : 원거리 및 근거리 커버테스트 측정값의 T-검정 결과 원거리 및 근거리 커버테스트 모두 통계적으로 유 의한 차이(p<0.050)가 없는 것으로 나타났고, Bland-Altman 일치도 평가에서도 대부분의 값이 두 측정법 사이 95% 신뢰구간 내에 존재하였다. 경사 AC/A 비는 -1.00 D를 가입했을 때 p=0.015, +1.00 D를 가입했을 때 p=0.823으로 –1.00 D 렌즈를 가입했을 때 유의미한 차이가 발생하였고, 계산 AC/A 비는 유의한 차이가 나타나 지 않았다. AC/A 비의 일치도 평가 역시 두 검사법 간 평균 차이가 0.9 △로 나타났고, 산점도 역시 평균 차이 선 에 균일하게 배열하여 비교적 높은 일치도를 보였다.
결론 : 본 연구에서는 시선추적 기술에 활용되는 적외선 동공 검출 기법을 기반으로 양안시기능의 타각적 검사 법을 개발하였다. 동공 크기 변화와 동공 간 거리 변화 양상 분석을 통한 타각적 양안시기능 검사 방법이 실제 임 상에 적용된다면, 자각적 검사 방법의 한계를 극복할 수 있을 것으로 생각된다.
In the case of experiments through survey methods, accurate measurements were difficult because they were influenced by the feelings of participants in the experimentation. Thus, in this paper, using eye-tracking technology, the shortcomings of existing survey methods were supplemented and quantitative assessments were made possible. A new method was presented to analyze the player's eye tracking based on the specific points on the mobile screen. The player's eye contact information is accurate because it appears immediately. A more accurate and reliable measurement is possible by comparing and analyzing the eye-tracking data and survey methods proposed in this paper.
As well as all other branches of trade, so retail trade itself undergoes various changes and trends with regard to the development of information and communication technologies which affect not only traders themselves but also their customers. It is the retail store environment itself which is one of the decisive aspects of purchase because more than 70% of consumer decisions take place directly at the point of sale. It is the last place which can reverse the purchasing decision. A final customers´ decision is influenced not only by price, quality but also by in-store communication and visual aspects of each store. That is the reason for continuous gathering of feedback on the effectiveness and efficiency of these means of communication in real environment. Besides traditional research techniques there are situations which require the involvement of relatively new research methods. Thanks to the innovative interdisciplinary approach with the use of neuromarketing, it is possible to create effective marketing strategies and thus stimulate the customer attention and emotions. By these emotions, it is possible to achieve better motivation toward purchase and an increase in the number of sales and subsequent raise in income. The paper deals with a complex, interdisciplinary examination of the in-store communication impact on customer visual attention, emotions and related spatial behaviour of customers in grocery stores. Research integrates measurements of mobile eye camera (Eye tracker), mobile electroencephalograph (EEG), face reading technology (FA) and internal position system in real conditions of retail store. The purpose of this research is to recognise the attention, emotional response and spatial customer preferences by means of selected in-store communication tools. At the end of the paper we explain how the neuromarketing methods can be used for better understanding of consumer behaviour at the point of sale.
The objective is to explore how fashion websites affect consumers’ perception and evaluation of footwear. Mixed methodologies including eye-tracking experiments, field note and semi-structured interviews were conducted. According to our results, the relationship between pupil dilation and fixation count is related. Many participants were more concerned about the style and comfort of the product.
Many researches have been performed on eye tracking technology and its major researches include mobile UI measurement, navigation, internet web measurement, measurement of TV concentration. However, a research on evaluating concentration of mobile gamer has not been performed so far. In this study, a possibility of being able to provide mobile game designer with data for concentration measurement was verified by measuring concentration of mobile gamer based on GazePlot, HeatMap, Cluster by utilizing eye tracking technology. In addition, based on the result of measuring eye tracking experiment, several advantages for objectivity, differentiation and complementarities of eye tracking technology were suggested. In order to measure suggested experiment result, an experiment was performed by using eye tracking system software (Tobii Mobile Device Stand for 2x2) and data, graph that could be utilized as reference data at the time of game development in the future were presented by identifying concentrated part and not concentrated part in playing a game after measuring concentration by each age group.