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EEG 생체신호 기반 3D 시각피로 측정방법에 대한 타당화 연구
이형철 ( Hyung Chul Li ),문경애 ( Kyung Ae Moon ) 한국감성과학회 2012 감성과학 Vol.15 No.1
최근의 디스플레이 기술은 2차원 디스플레이에 제시된 영상으로부터 3차원 깊이감을 지각하는 것을 가능하게 하였다. 이런은 디스플레이와 콘텐츠 기술의 발전에도 불구하고, 사용자는 실생활에서 경험하지 않는 시각피로의 문제를 경험하는데, 이 문제를 해결하기 위해서는 시각피로를 안정적이고 타당하게 측정하는 것이 필요하다. 본 연구의 목적은 EEG(Electroencephalography)신호에 기반한 시각피로 측정의 프로토콜을 개발하고 타당성을 검증하는 것이었다. ERP(Event related potential) 성분 중에서 시각피로를 반영하는 성분을 찾아내기 위해 2D 조건과 3D 조건에서 탐색적 실험을 수행하였고, 탐색적 실험에서 발견된 ERP 성분이 양안시차의 차이 에 따라 상이한 특성을 보이는지 검증하기 위하여 확인적 실험을 수행하였다. 실험결과, Cz와 Pz 영역에서 P3성분의 정점 강도가 2D 조건보다는 3D 조건에서 감소하였으며, 양안시차가 증가할수록 일관되게 P3 성분의 강도가 통계적으로 유의하게 감소하는 것을 확인하였다. 양안시차가 증가함에 따라서 주관적인 시각피로가 통계적으로 유의하게 증가함을 검증하였는데, 이 실험결과는 Cz와 Pz 영역에서의 P3 성분의 정점 강도가 3D 시각피로에 대한 인덱스로 사용할 수 있음을 시사한다. Recent development of 3D technologies made it possible that observers perceive 3D depth from two dimensional images. Despite this kind of technological development, when observers watch 3D display they experience 3D visual fatigue that they do not usually experience in real life. It is critical to measure visual fatigue in order to overcome the problem of 3D visual fatigue. The purpose of the present study was to develop a protocol to measure 3D visual fatigue based on an EEG signal and to examine its validity. The first experiment explored the possible ERP components that reflected visual fatigue in 2D and 3D conditions. The second experiment examined whether the feature of the component found in the first experiment was affected by the amount of binocular disparity. Both in Cz and Pz channels, the peak amplitude of P3 component was much lower in 3D rather than in 2D conditions, and it decreased as the amount of binocular disparity increased. The subjective 3D visual fatigue also increased with the amount of binocular disparity. These results imply that the peak amplitude of P3 component at Cz and Pz channels can be used as an index of 3D visual fatigue.
주관적인 3차원 피로감 측정 방법에 대한 휴먼팩터 연구
이형철(Hyung-Chul O. Li) 한국방송·미디어공학회 2010 방송공학회논문지 Vol.15 No.5
The methods developed to measure visual fatigue so far are quite few and lack of validity, and more importantly, they do not figure out the complex properties of the visual fatigue. The purpose of the research was to analyze the factors comprising the visual fatigue and to develop the method to measure it validly. The results are summarized as follows. First, we found that the 3D visual fatigue was comprised of four independent factors (visual stress, eye pain, body pain and image blurring factors). Second, we developed 29 items that measure four factors of 3D visual fatigue. Finally, the watching duration and binocular disparities affected the visual fatigue as had been expected. These results imply that the developed method does measure the three dimensional fatigue validly.
이형철(Hyung-Chul O. Li) 한국방송·미디어공학회 2009 방송공학회논문지 Vol.14 No.2
The 3D shape as well as the depth of an object presented on a 3D display is perceptually distorted depending on viewing distance. It is quite undesirable that different observers perceive different depth and shape from an object displayed on a 3D monitor. To resolve the problem of perceptual distortion of 3D depth and shape, the degree of the distortion should be measured appropriately. As a basis for resolving these problems, the present research suggests an instrument for measuring the degree of the perceptual distortion of 3D depth and shape.