2,695 research outputs found

    Learning to Find Eye Region Landmarks for Remote Gaze Estimation in Unconstrained Settings

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    Conventional feature-based and model-based gaze estimation methods have proven to perform well in settings with controlled illumination and specialized cameras. In unconstrained real-world settings, however, such methods are surpassed by recent appearance-based methods due to difficulties in modeling factors such as illumination changes and other visual artifacts. We present a novel learning-based method for eye region landmark localization that enables conventional methods to be competitive to latest appearance-based methods. Despite having been trained exclusively on synthetic data, our method exceeds the state of the art for iris localization and eye shape registration on real-world imagery. We then use the detected landmarks as input to iterative model-fitting and lightweight learning-based gaze estimation methods. Our approach outperforms existing model-fitting and appearance-based methods in the context of person-independent and personalized gaze estimation

    A theoretical eye model for uncalibrated real-time eye gaze estimation

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    Computer vision systems that monitor human activity can be utilized for many diverse applications. Some general applications stemming from such activity monitoring are surveillance, human-computer interfaces, aids for the handicapped, and virtual reality environments. For most of these applications, a non-intrusive system is desirable, either for reasons of covertness or comfort. Also desirable is generality across users, especially for humancomputer interfaces and surveillance. This thesis presents a method of gaze estimation that, without calibration, determines a relatively unconstrained user’s overall horizontal eye gaze. Utilizing anthropometric data and physiological models, a simple, yet general eye model is presented. The equations that describe the gaze angle of the eye in this model are presented. The procedure for choosing the proper features for gaze estimation is detailed and the algorithms utilized to find these points are described. Results from manual and automatic feature extraction are presented and analyzed. The error observed from this model is around 3± and the error observed from the implementation is around 6±. This amount of error is comparable to previous eye gaze estimation algorithms and it validates this model. The results presented across a set of subjects display consistency, which proves the generality of this model. A real-time implementation that operates around 17 frames per second displays the efficiency of the algorithms implemented. While there are many interesting directions for future work, the goals of this thesis were achieved

    Appearance-Based Gaze Estimation in the Wild

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    Appearance-based gaze estimation is believed to work well in real-world settings, but existing datasets have been collected under controlled laboratory conditions and methods have been not evaluated across multiple datasets. In this work we study appearance-based gaze estimation in the wild. We present the MPIIGaze dataset that contains 213,659 images we collected from 15 participants during natural everyday laptop use over more than three months. Our dataset is significantly more variable than existing ones with respect to appearance and illumination. We also present a method for in-the-wild appearance-based gaze estimation using multimodal convolutional neural networks that significantly outperforms state-of-the art methods in the most challenging cross-dataset evaluation. We present an extensive evaluation of several state-of-the-art image-based gaze estimation algorithms on three current datasets, including our own. This evaluation provides clear insights and allows us to identify key research challenges of gaze estimation in the wild

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior
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