165 research outputs found

    Fast and Accurate Algorithm for Eye Localization for Gaze Tracking in Low Resolution Images

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    Iris centre localization in low-resolution visible images is a challenging problem in computer vision community due to noise, shadows, occlusions, pose variations, eye blinks, etc. This paper proposes an efficient method for determining iris centre in low-resolution images in the visible spectrum. Even low-cost consumer-grade webcams can be used for gaze tracking without any additional hardware. A two-stage algorithm is proposed for iris centre localization. The proposed method uses geometrical characteristics of the eye. In the first stage, a fast convolution based approach is used for obtaining the coarse location of iris centre (IC). The IC location is further refined in the second stage using boundary tracing and ellipse fitting. The algorithm has been evaluated in public databases like BioID, Gi4E and is found to outperform the state of the art methods.Comment: 12 pages, 10 figures, IET Computer Vision, 201

    GaVe: A webcam-based gaze vending interface using one-point calibration

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    Gaze input, i.e., information input via eye of users, represents a promising method for contact-free interaction in human-machine systems. In this paper, we present the GazeVending interface (GaVe), which lets users control actions on a display with their eyes. The interface works on a regular webcam, available on most of today's laptops, and only requires a short one-point calibration before use. GaVe is designed in a hierarchical structure, presenting broad item cluster to users first and subsequently guiding them through another selection round, which allows the presentation of a large number of items. Cluster/item selection in GaVe is based on the dwell time, i.e., the time duration that users look at a given Cluster/item. A user study (N=22) was conducted to test optimal dwell time thresholds and comfortable human-to-display distances. Users' perception of the system, as well as error rates and task completion time were registered. We found that all participants were able to quickly understand and know how to interact with the interface, and showed good performance, selecting a target item within a group of 12 items in 6.76 seconds on average. We provide design guidelines for GaVe and discuss the potentials of the system

    A Review and Analysis of Eye-Gaze Estimation Systems, Algorithms and Performance Evaluation Methods in Consumer Platforms

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    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 201

    Development Of Eye Gaze Estimation System Using Two Cameras

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    Eye Gaze is the direction where a person is looking at. It is suitable to be used as a type of natural Human Computer Interface (HCI). Current researches uses infrared or LED to locate the iris of the user to have better gaze estimation accuracy compared to researches that does not. Infrared and LED are intrusive to human eyes and might cause damage to the cornea and the retina of the eye. This research suggests a non-intrusive approach to locate the iris of the user. By using two remote cameras to capture the images of the user, a better accuracy gaze estimation system can be achieved. The system uses Haar cascade algorithms to detect the face and eye regions. The iris detection uses Hough Circle Transform algorithm to locate the position of the iris, which is critical for the gaze estimation calculation. To enable the system to track the eye and the iris location of the user in real time, the system uses CAMshift (Continuously Adaptive Meanshift) to track the eye and iris of the user. The parameters of the eye and iris are then collected and are used to calculate the gaze direction of the user. The left and right camera achieves 70.00% and 74.67% accuracy respectively. When two cameras are used to estimate the gaze direction, 88.67% accuracy is achieved. This shows that by using two cameras, the accuracy of gaze estimation is improved

    Unobtrusive and pervasive video-based eye-gaze tracking

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    Eye-gaze tracking has long been considered a desktop technology that finds its use inside the traditional office setting, where the operating conditions may be controlled. Nonetheless, recent advancements in mobile technology and a growing interest in capturing natural human behaviour have motivated an emerging interest in tracking eye movements within unconstrained real-life conditions, referred to as pervasive eye-gaze tracking. This critical review focuses on emerging passive and unobtrusive video-based eye-gaze tracking methods in recent literature, with the aim to identify different research avenues that are being followed in response to the challenges of pervasive eye-gaze tracking. Different eye-gaze tracking approaches are discussed in order to bring out their strengths and weaknesses, and to identify any limitations, within the context of pervasive eye-gaze tracking, that have yet to be considered by the computer vision community.peer-reviewe

    Experimental analysis of camera calibration techniques used for eye tracking

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    This paper discusses the calibration phase required prior to working of any gesture recognition or eye tracking devices. The calibration phase is an starting phase of eye tracking system. Prior to tracking phase, calibration (for eye detection) is required.Four methods have been tried in this paper, namely: using a box, multiple frames, laser and neural networks.The results of implementing each of these methods are compared to conclude the optimum solution to lead to eye detection and trackin

    Robust Eye Gaze Estimation

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    Eye gaze detection under challenging lighting conditions is a non-trivial task. Pixel intensity and the shades around the eye region may change depending on the time of day, location, or due to artificial lighting. This paper introduces a lighting-adaptive solution for robust eye gaze detection. First, we propose a binarization and cropping technique to limit our region of interest. Then we develop a gradient-based method for eye-pupil detection; and finally, we introduce an adaptive eye-corner detection technique that altogether lead to robust eye gaze estimation. Experimental results show the outperformance of the proposed method compared with related techniques

    A deep learning palpebral fissure segmentation model in the context of computer user monitoring

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    The intense use of computers and visual terminals is a daily practice for many people. As a consequence, there are frequent complaints of visual and non-visual symptoms, such as headaches and neck pain. These symptoms make up Computer Vision Syndrome and among the factors related to this syndrome are: the distance between the user and the screen, the number of hours of use of the equipment and the reduction in the blink rate, and also the number of incomplete blinks while using the device. Although some of these items can be controlled by ergonomic measures, controlling blinks and their efficiency is more complex. A considerable number of studies have looked at measuring blinks, but few have dealt with the presence of incomplete blinks. Conventional measurement techniques have limitations when it comes to detecting and analyzing the completeness of blinks, especially due to the different eye and blink characteristics of individuals, as well as the position and movement of the user. Segmenting the palpebral fissure can be a first step towards solving this problem, by characterizing individuals well regardless of these factors. This work investigates with the development of Deep Learning models to perform palpebral fissure segmentation in situations where the eyes cover a small region of the images, such as images from a computer webcam. The segmentation of the palpebral fissure can be a first step in solving this problem, characterizing individuals well regardless of these factors. Training, validation and test sets were generated based on the CelebAMask-HQ and Closed Eyes in the Wild datasets. Various machine learning techniques are used, resulting in a final trained model with a Dice Coefficient metric close to 0.90 for the test data, a result similar to that obtained by models trained with images in which the eye region occupies most of the image.A utilização intensa de computadores e terminais visuais é algo cotidiano para muitas pessoas. Como consequência, queixas com sintomas visuais e não visuais, como dores de cabeça e no pescoço, são frequentes. Esses sintomas compõem a Síndrome da visão de computador e entre os fatores relacionados a essa síndrome estão: a distância entre o usuário e a tela, o número de horas de uso do equipamento e a redução da taxa de piscadas, e, também, o número de piscadas incompletas, durante a utilização do dispositivo. Ainda que alguns desses itens possam ser controlados por medidas ergonômicas, o controle das piscadas e a eficiência dessas é mais complexo. Um número considerável de estudos abordou a medição de piscadas, porém, poucos trataram da presença de piscadas incompletas. As técnicas convencionais de medição apresentam limitações para detecção e análise completeza das piscadas, em especial devido as diferentes características de olhos e de piscadas dos indivíduos, e ainda, pela posição e movimentação do usuário. A segmentação da fissura palpebral pode ser um primeiro passo na resolução desse problema, caracterizando bem os indivíduos independentemente desses fatores. Este trabalho aborda o desenvolvimento de modelos de Deep Learning para realizar a segmentação de fissura palpebral em situações em que os olhos cobrem uma região pequena das imagens, como são as imagens de uma webcam de computador. Foram gerados conjuntos de treinamento, validação e teste com base nos conjuntos de dados CelebAMask-HQ e Closed Eyes in the Wild. São utilizadas diversas técnicas de aprendizado de máquina, resultando em um modelo final treinado com uma métrica Coeficiente Dice próxima a 0,90 para os dados de teste, resultado similar ao obtido por modelos treinados com imagens nas quais a região dos olhos ocupa a maior parte da imagem
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