27 research outputs found

    GazeDrone: Mobile Eye-Based Interaction in Public Space Without Augmenting the User

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    Gaze interaction holds a lot of promise for seamless human-computer interaction. At the same time, current wearable mobile eye trackers require user augmentation that negatively impacts natural user behavior while remote trackers require users to position themselves within a confined tracking range. We present GazeDrone, the first system that combines a camera-equipped aerial drone with a computational method to detect sidelong glances for spontaneous (calibration-free) gaze-based interaction with surrounding pervasive systems (e.g., public displays). GazeDrone does not require augmenting each user with on-body sensors and allows interaction from arbitrary positions, even while moving. We demonstrate that drone-supported gaze interaction is feasible and accurate for certain movement types. It is well-perceived by users, in particular while interacting from a fixed position as well as while moving orthogonally or diagonally to a display. We present design implications and discuss opportunities and challenges for drone-supported gaze interaction in public

    EyeScout: Active Eye Tracking for Position and Movement Independent Gaze Interaction with Large Public Displays

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    While gaze holds a lot of promise for hands-free interaction with public displays, remote eye trackers with their confined tracking box restrict users to a single stationary position in front of the display. We present EyeScout, an active eye tracking system that combines an eye tracker mounted on a rail system with a computational method to automatically detect and align the tracker with the user's lateral movement. EyeScout addresses key limitations of current gaze-enabled large public displays by offering two novel gaze-interaction modes for a single user: In "Walk then Interact" the user can walk up to an arbitrary position in front of the display and interact, while in "Walk and Interact" the user can interact even while on the move. We report on a user study that shows that EyeScout is well perceived by users, extends a public display's sweet spot into a sweet line, and reduces gaze interaction kick-off time to 3.5 seconds -- a 62% improvement over state of the art solutions. We discuss sample applications that demonstrate how EyeScout can enable position and movement-independent gaze interaction with large public displays

    Tracking Gaze and Visual Focus of Attention of People Involved in Social Interaction

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    The visual focus of attention (VFOA) has been recognized as a prominent conversational cue. We are interested in estimating and tracking the VFOAs associated with multi-party social interactions. We note that in this type of situations the participants either look at each other or at an object of interest; therefore their eyes are not always visible. Consequently both gaze and VFOA estimation cannot be based on eye detection and tracking. We propose a method that exploits the correlation between eye gaze and head movements. Both VFOA and gaze are modeled as latent variables in a Bayesian switching state-space model. The proposed formulation leads to a tractable learning procedure and to an efficient algorithm that simultaneously tracks gaze and visual focus. The method is tested and benchmarked using two publicly available datasets that contain typical multi-party human-robot and human-human interactions.Comment: 15 pages, 8 figures, 6 table

    Geometry Issues of Gaze Estimation

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    Robust Gaze Estimation Based on Adaptive Fusion of Multiple Cameras

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    Gaze movements play a crucial role in human-computer interaction (HCI) applications. Recently, gaze tracking systems with a wide variety of applications have attracted much interest by the industry as well as the scientific community. The state-of-the-art gaze trackers are mostly non-intrusive and report high estimation accuracies. However, they require complex setups such as camera and geometric calibration in addition to subject-specific calibration. In this paper, we introduce a multi-camera gaze estimation system which requires less effort for the users in terms of the system setup and calibration. The system is based on an adaptive fusion of multiple independent camera systems in which the gaze estimation relies on simple cross-ratio (CR) geometry. Experimental results conducted on real data show that the proposed system achieves a significant accuracy improvement, by around 25%, over the traditional CR-based single camera systems through the novel adaptive multi-camera fusion scheme. The real-time system achieves less than 0.9 degrees accuracy error with very few calibration data (5 points) under natural head movements, which is competitive with more complex systems. Hence, the proposed system enables fast and user-friendly gaze tracking with minimum user effort without sacrificing too much accuracy

    Models for gaze tracking systems

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    One of the most confusing aspects that one meets when introducing oneself into gaze tracking technology is the wide variety, in terms of hardware equipment, of available systems that provide solutions to the same matter, that is, determining the point the subject is looking at. The calibration process permits generally adjusting nonintrusive trackers based on quite different hardware and image features to the subject. The negative aspect of this simple procedure is that it permits the system to work properly but at the expense of a lack of control over the intrinsic behavior of the tracker. The objective of the presented article is to overcome this obstacle to explore more deeply the elements of a video-oculographic system, that is, eye, camera, lighting, and so forth, from a purely mathematical and geometrical point of view. The main contribution is to find out the minimum number of hardware elements and image features that are needed to determine the point the subject is looking at. A model has been constructed based on pupil contour and multiple lighting, and successfully tested with real subjects. On the other hand, theoretical aspects of video-oculographic systems have been thoroughly reviewed in order to build a theoretical basis for further studies
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