68 research outputs found
Eye Tracking: A Perceptual Interface for Content Based Image Retrieval
In this thesis visual search experiments are devised to explore the feasibility of an eye gaze driven search mechanism. The thesis first explores gaze behaviour on images possessing different levels of saliency. Eye behaviour was predominantly attracted by salient locations, but appears to also require frequent reference to non-salient background regions which indicated that information from scan paths might prove useful for image search. The thesis then specifically investigates the benefits of eye tracking as an image retrieval interface in terms of speed relative to selection by mouse, and in terms of the efficiency of eye tracking mechanisms in the task of retrieving target images. Results are analysed using ANOVA and significant findings are discussed. Results show that eye selection was faster than a computer mouse and experience gained during visual tasks carried out using a mouse would benefit users if they were subsequently transferred to an eye tracking system. Results on the image retrieval experiments show that users are able to navigate to a target image within a database confirming the feasibility of an eye gaze driven search mechanism. Additional histogram analysis of the fixations, saccades and pupil diameters in the human eye movement data revealed a new method of extracting intentions from gaze behaviour for image search, of which the user was not aware and promises even quicker search performances. The research has two implications for Content Based Image Retrieval: (i) improvements in query formulation for visual search and (ii) new methods for visual search using attentional weighting. Futhermore it was demonstrated that users are able to find target images at sufficient speeds indicating that pre-attentive activity is playing a role in visual search. A current review of eye tracking technology, current applications, visual perception research, and models of visual attention is discussed. A review of the potential of the technology for commercial exploitation is also presented
The Effects of Eye Gaze Based Control on Operator Performance in Monitoring Multiple Displays
This study investigated the utility and efficacy of using eye tracking technology as a method for selecting control of a camera within a multiple display configuration. A task analysis with a Keystroke-Level-Model (KLM) was conducted to acquire an estimated time for switching between cameras. KLM estimates suggest that response times are faster using an eye tracker than manual control -indicating a time savings. To confirm these estimates, and test other hypotheses a 2 × 2 within-subjects factorial design was used to examine the effects of Control (Using an eye tracker, or manual) under different Task Loads (Low, High). Dependent variables included objective performance (accuracy and response times during an identification task) and subjective workload measured by the NASA-TLX. The eye tracker under the specific experimental conditions was not significantly better or worse, however, further research may support that the use of the eye tracker could surpass the use of manual method in terms of operator performance given the time saving data from our initial task analysis using a Keystroke Level Model (KLM). Overall, this study provided great insight into using an eye tracker in a multiple display monitoring system
EYE AND GAZE TRACKING ALGORITHM FOR COLLABORATIVE LEARNING SYSTEM
International audienceOur work focuses on the interdisciplinary field of detailed analysis of behaviors exhibited by individuals during sessions of distributed collaboration. With a particular focus on ergonomics, we propose new mechanisms to be integrated into existing tools to enable increased productivity in distributed learning and working. Our technique is to record ocular movements (eye tracking) to analyze various scenarios of distributed collaboration in the context of computer-based training. In this article, we present a low-cost oculometric device that is capable of making ocular measurements without interfering with the natural behavior of the subject. We expect that this device could be employed anywhere that a natural, non-intrusive method of observation is required, and its low-cost permits it to be readily integrated into existing popular tools, particularly E-learning campus
DeepMetricEye: Metric Depth Estimation in Periocular VR Imagery
Despite the enhanced realism and immersion provided by VR headsets, users
frequently encounter adverse effects such as digital eye strain (DES), dry eye,
and potential long-term visual impairment due to excessive eye stimulation from
VR displays and pressure from the mask. Recent VR headsets are increasingly
equipped with eye-oriented monocular cameras to segment ocular feature maps.
Yet, to compute the incident light stimulus and observe periocular condition
alterations, it is imperative to transform these relative measurements into
metric dimensions. To bridge this gap, we propose a lightweight framework
derived from the U-Net 3+ deep learning backbone that we re-optimised, to
estimate measurable periocular depth maps. Compatible with any VR headset
equipped with an eye-oriented monocular camera, our method reconstructs
three-dimensional periocular regions, providing a metric basis for related
light stimulus calculation protocols and medical guidelines. Navigating the
complexities of data collection, we introduce a Dynamic Periocular Data
Generation (DPDG) environment based on UE MetaHuman, which synthesises
thousands of training images from a small quantity of human facial scan data.
Evaluated on a sample of 36 participants, our method exhibited notable efficacy
in the periocular global precision evaluation experiment, and the pupil
diameter measurement
Efficient multi-task based facial landmark and gesture detection in monocular images
[EN] The communication between persons includes several channels to exchange information between individuals.
The non-verbal communication contains valuable information about the context of the conversation and it is
a key element to understand the entire interaction. The facial expressions are a representative example of this
kind of non-verbal communication and a valuable element to improve human-machine interaction interfaces.
Using images captured by a monocular camera, automatic facial analysis systems can extract facial expressions
to improve human-machine interactions. However, there are several technical factors to consider, including
possible computational limitations (e.g. autonomous robots), or data throughput (e.g. centralized computation
server). Considering the possible limitations, this work presents an efficient method to detect a set of 68
facial feature points and a set of key facial gestures at the same time. The output of this method includes
valuable information to understand the context of communication and improve the response of automatic
human-machine interaction systems
3D face reconstruction and gaze tracking in the HMD for virtual interaction
With the rapid development of virtual reality (VR) technology, VR headsets, a.k.a. Head-Mounted Displays (HMDs), are widely available, allowing immersive 3D content to be viewed. A natural need for truly immersive VR is to allow bidirectional communication: the user should be able to interact with the virtual world using facial expressions and eye gaze, in addition to traditional means of interaction. The typical application scenario includes VR virtual conferencing and virtual roaming, where ideally users are able to see other users expressions and have eye contact with them in the virtual world. In addition, eye gaze also provides a natural means of interaction with virtual objects. Despite significant achievements in recent years for reconstruction of 3D faces from RGB or RGB-D images, it remains a challenge to reliably capture and reconstruct 3D facial expressions including eye gaze when the user is wearing an HMD, because the majority of the face is occluded, especially those areas around the eyes which are essential for recognizing facial expressions and eye gaze. In this paper, we introduce a novel real-time system that is able to capture and reconstruct 3D faces wearing HMDs, and robustly recover eye gaze. We further propose a novel method to map eye gaze directions to the 3D virtual world, which provides a novel and useful interactive mode in VR. We compare our method with state of-the-art techniques both qualitatively and quantitatively, and demonstrate the effectiveness of our system using live capture
3D modeling and motion parallax for improved videoconferencing
We consider a face-to-face videoconferencing system that uses a Kinect camera at each end of the link for 3D modeling and an ordinary 2D display for output. The Kinect camera allows a 3D model of each participant to be transmitted; the (assumed static) background is sent separately. Furthermore, the Kinect tracks the receiver’s head, allowing our system to render a view of the sender depending on the receiver’s viewpoint. The resulting motion parallax gives the receivers a strong impression of 3D viewing as they move, yet the system only needs an ordinary 2D display. This is cheaper than a full 3D system, and avoids disadvantages such as the need to wear shutter glasses, VR headsets, or to sit in a particular position required by an autostereo display. Perceptual studies show that users experience a greater
sensation of depth with our system compared to a typical 2D videoconferencing system
OpenFace: An open source facial behavior analysis toolkit
Over the past few years, there has been an increased
interest in automatic facial behavior analysis and understanding.
We present OpenFace – an open source tool
intended for computer vision and machine learning researchers,
affective computing community and people interested
in building interactive applications based on facial
behavior analysis. OpenFace is the first open source tool
capable of facial landmark detection, head pose estimation,
facial action unit recognition, and eye-gaze estimation.
The computer vision algorithms which represent the core of
OpenFace demonstrate state-of-the-art results in all of the
above mentioned tasks. Furthermore, our tool is capable of
real-time performance and is able to run from a simple webcam
without any specialist hardware. Finally, OpenFace
allows for easy integration with other applications and devices
through a lightweight messaging system.European Community Seventh Framework Programme (FP7/2007-2013) under grant agreement No. 289021 (ASC-Inclusion)
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Gaze Estimation with Graphics
Gaze estimation systems determine where someone is looking. Gaze is used for a wide range of applications including market research, usability studies, and gaze-based interfaces. Traditional equipment uses special hardware. To bring gaze estimation mainstream, researchers are exploring approaches that use commodity hardware alone. My work addresses two outstanding problems in this field: 1) it is hard to collect good ground truth eye images for machine learning, and 2) gaze estimation systems do not generalize well -- once they are trained with images from one scenario, they do not work in another scenario.
In this dissertation I address these problems in two different ways: learning-by-synthesis and analysis-by-synthesis. Learning-by-synthesis is the process of training a machine learning system with synthetic data, i.e. data that has been rendered with graphics rather than collected by hand. Analysis-by-synthesis is a computer vision strategy that couples a generative model of image formation (synthesis) with a perceptive model of scene comparison (analysis). The goal is to synthesize an image that best matches an observed image.
In this dissertation I present three main contributions. First, I present a new method for training gaze estimation systems that use machine learning: learning-by-synthesis using 3D head scans and photorealistic rendering. Second, I present a new morphable model of the eye region. I show how this model can be used to generate large amounts of varied data for learning-by-synthesis. Third, I present a new method for gaze estimation: analysis-by-synthesis. I demonstrate how analysis-by-synthesis can generalize to different scenarios, estimating gaze in a device- and person- independent manner.EPSRC Doctoral Training Grant studentship for Erroll Wood (RG71269
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