1,099 research outputs found
A Review and Analysis of Eye-Gaze Estimation Systems, Algorithms and Performance Evaluation Methods in Consumer Platforms
In this paper a review is presented of the research on eye gaze estimation
techniques and applications, that has progressed in diverse ways over the past
two decades. Several generic eye gaze use-cases are identified: desktop, TV,
head-mounted, automotive and handheld devices. Analysis of the literature leads
to the identification of several platform specific factors that influence gaze
tracking accuracy. A key outcome from this review is the realization of a need
to develop standardized methodologies for performance evaluation of gaze
tracking systems and achieve consistency in their specification and comparative
evaluation. To address this need, the concept of a methodological framework for
practical evaluation of different gaze tracking systems is proposed.Comment: 25 pages, 13 figures, Accepted for publication in IEEE Access in July
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Leveraging Eye Structure and Motion to Build a Low-Power Wearable Gaze Tracking System
Clinical studies have shown that features of a person\u27s eyes can function as an effective proxy for cognitive state and neurological function. Technological advances in recent decades have allowed us to deepen this understanding and discover that the actions of the eyes are in fact very tightly coupled to the operation of the brain. Researchers have used camera-based eye monitoring technology to exploit this connection and analyze mental state across across many different metrics of interest. These range from simple things like attention and scene processing, to impairments such as a fatigue or substance use, and even significant mental disorders such as Parkinson\u27s, autism, and schizophrenia.
While there is a wealth of knowledge and social benefit to be gained from eye tracking, the field has historically been restricted to laboratory use by crippling technological limitations - most notably, device size and power consumption. These issues primarily stem from the use of high-resolution cameras and heavyweight video-processing algorithms, both of which induce extremely high performance overhead on the eye tracker. To address this problem, we have constructed a lightweight, ultra-low-power eye monitoring device in the form factor of a pair of eyeglasses. The key guiding design principle for its construction was saliency-aware resource minimization. Specifically, our design leverages the fact that close-up images of the eye are characterized by large salient features which provide a high degree of redundant information; we exploit this to heavily subsample the eye image and reduce resource utilization while performing effective eye tracking.
In the first part of this thesis, we present an initial design of a wearable system to enable ubiquitous eye tracking. By exploiting the fact that the eye has several large, visually redundant features such as the iris and pupil, we were able to develop a neural-network-based adaptive-sampling algorithm for predicting the gaze point while sampling a minimal number of pixels from the image. This enabled us to realize a power savings using specialized imaging hardware that would sample only those most salient pixels, which proportionally reduced the power and time cost of reading images for eye tracking. With these optimizations we were able to build a first-of-of its kind wearable eye tracker that consumed 40 mW of power and demonstrated a gaze tracking error of only 3 degrees across multiple subjects. We refer to this device as the iShadow platform.
The second contribution and section of this thesis is a significant improvement upon the original iShadow design for the purpose of improving both power utilization and eye tracking performance. We constructed a new pupil-tracking algorithm based on lightweight computer vision features, which leverages the smoothness of the eye\u27s motion to reduce even further the amount of camera sampling needed. To guard against very infrequent discontinuities resulting from blinks or reflections off the eye, we integrated this model with the previously-used one-shot neural network algorithm. Because the common case (smooth, uninterrupted eye motion) occurs 90% of the time, we were able to realize a dramatic increase in performance due to the efficiency of the smooth tracking algorithm. The new and improved system, labeled CIDER, enabled much more accurate eye tracking - 0.4 degree error - with power consumption as low as 7 mW. This design also enabled a tradeoff between power consumption and eye tracking rate, in which it was also possible to draw higher power of ~30 mW in order to do eye tracking at rates of up to 240 frames per second.
The final contribution of this thesis is a re-designed version of the iShadow glasses hardware that is suitable for ``in-the-wild\u27\u27 studies on subjects in their daily living environment. A wearable device, especially one that is worn on the head, must be minimally obtrusive in order to be accepted and used in the field by subjects. This design goal conflicts with the ideal placement of cameras that is needed for achieving consistent eye tracking fidelity. We present multiple possible methods we explored for addressing these competing design challenges, and discuss the reasons that many proved infeasible. To conclude, we present a working design solution that appears to optimally trade off user comfort and convenience and against the technical requirements of the system
A longitudinal study of text entry by gazing and smiling
Face Interface is a wearable device that combines the use of voluntary gaze direction and facial activations, for pointing and selecting objects on a computer screen, respectively. In this thesis a longitudinal study for entering text using Face Interface is presented. The aim of the study was to investigate entering text with Face Interface within a longer period of time. Twelve voluntary participants took part in an experiment that consisted of ten 15-minutes long sessions. The task of the participant in each session was to write text in fifteen minutes with Face Interface and an onscreen keyboard. Writing was done by pointing at the characters by gaze and selected by smiling. The results showed that the overall mean text entry rate for all sessions was 5.39 words per minute (wpm). In the first session the overall mean text entry rate was 3.88 wpm, and in the tenth session 6.59 wpm. The overall mean minimum string distance (MSD) error rate for all sessions was 0.25. In the first session the overall mean MSD error rate was 0.50 and in the tenth session 0.05. The overall mean keystrokes per character (KSPC) value for all sessions was 1.18. In the first session the overall mean KSPC value was 1.26 and in the tenth session 1.2. Subjective ratings showed that Face Interface was easy to use. The rating of the overall operation of Face Interface was 5.9/7.0 in the tenth session. Subjective ratings were positive in all categories in the tenth session
Influence Factors for Customer Acceptance of Data-Driven Contracts in Insurance Ecosystems
Datafication offers several benefits to the insurance sector, but the success of data-driven insurance depends very much on customer acceptance. Thus, this study examines factors that influence customer acceptance of data-driven car and health insurance. These two types of data-driven insurance are based on fitness and driving data, both of which require access to sensor and geo-localization data. The results of an online study with 217 participants using advertisements for data-driven insurances showed that highlighting monetary incentives leads to a higher acceptance than highlighting health or safety incentives. Data-driven insurances allow for individualized tariffs, and accordingly, it is more likely that people who rate their driving skills above-average will take out a datadriven car insurance. Privacy concerns are another important influence factor. The findings demonstrate that customer acceptance of data-driven insurance can be influenced to some extent by framing decision-relevant information material
Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?
The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications
Eyewear Computing \u2013 Augmenting the Human with Head-Mounted Wearable Assistants
The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric
vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry
researchers from Europe, the US, and Asia with a diverse background, including wearable and
ubiquitous computing, computer vision, developmental psychology, optics, and human-computer
interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to
reduce the time of talks to one half-day and to leave the rest of the week for hands-on sessions,
group work, general discussions, and socialising. The key results of this seminar are 1) the
identification of key research challenges and summaries of breakout groups on multimodal eyewear
computing, egocentric vision, security and privacy issues, skill augmentation and task guidance,
eyewear computing for gaming, as well as prototyping of VR applications, 2) a list of datasets and
research tools for eyewear computing, 3) three small-scale datasets recorded during the seminar, 4)
an article in ACM Interactions entitled \u201cEyewear Computers for Human-Computer Interaction\u201d,
as well as 5) two follow-up workshops on \u201cEgocentric Perception, Interaction, and Computing\u201d
at the European Conference on Computer Vision (ECCV) as well as \u201cEyewear Computing\u201d at
the ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)
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