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Evaluation of Flow Level through Pupil Size, Blink Rate and Blink Duration in Different Types of Smartphone Games

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dc.contributor.author민승남-
dc.contributor.author김정룡-
dc.contributor.authorMurali Subramaniyam-
dc.contributor.author김동준-
dc.contributor.author정주현-
dc.contributor.author이경선-
dc.date.accessioned2021-06-22T12:41:25Z-
dc.date.available2021-06-22T12:41:25Z-
dc.date.created2021-01-22-
dc.date.issued2018-
dc.identifier.issn1229-1684-
dc.identifier.urihttps://scholarworks.bwise.kr/erica/handle/2021.sw.erica/7335-
dc.description.abstractObjective: This study examines the variables related to eye-activity which could calculate and quantify a user's flow level in three types of smartphone games. Background: The issue of flow level or addiction related to digital media has mushroomed. Method: A total of 25 subjects participated in this experiment. Three different types of smartphone games, utilizing the different flow experiences as defined by user questionnaire, were used for the experiments in this study. We measured the pupil size, blink rate and blink duration of the experiments' participants using an eyetracking device called FaceLab. Deeper flow experiences corresponded with bigger pupil sizes. Results: The results showed that pupil size and blink rate differed statistically by game type and game time. Puzzle game showed a higher pupil size than dot-to-dot and coloring games. Pupil size showed differed by game time (p <0.05) and large pupil size showed in the final period. Blink rate differed statistically by game time (p <0.01) except game type. Blink duration did not differ statistically by independent variables. Conclusion: A quantitative study of the flow experience could help solve the problem in a measure of media flow level. Despite the spread of digital-media flow level, there have not been many studies on the actual effects of these flow level. Application: To prevent this issue from getting too far out of hand, this study examines different types of mobile games addiction using variables of eye-activity: pupil size, blink rate, and blink duration.-
dc.language영어-
dc.language.isoen-
dc.publisher대한인간공학회-
dc.titleEvaluation of Flow Level through Pupil Size, Blink Rate and Blink Duration in Different Types of Smartphone Games-
dc.typeArticle-
dc.contributor.affiliatedAuthor김정룡-
dc.identifier.doi10.5143/JESK.2018.37.5.563-
dc.identifier.bibliographicCitation대한인간공학회지, v.37, no.5, pp.563 - 573-
dc.relation.isPartOf대한인간공학회지-
dc.citation.title대한인간공학회지-
dc.citation.volume37-
dc.citation.number5-
dc.citation.startPage563-
dc.citation.endPage573-
dc.type.rimsART-
dc.identifier.kciidART002400580-
dc.description.journalClass2-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthorFlow level-
dc.subject.keywordAuthorPupil size-
dc.subject.keywordAuthorBlink rate-
dc.subject.keywordAuthorBlink duration-
dc.subject.keywordAuthorSmartphone-
dc.identifier.urlhttps://www.kci.go.kr/kciportal/ci/sereArticleSearch/ciSereArtiView.kci?sereArticleSearchBean.artiId=ART002400580-
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