815 research outputs found

    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

    Objective estimation of visual Acuity with preferential looking

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    Purpose: A novel Preferential Looking (PL) procedure that uses quantitative analysis of visual scanning parameters is presented. Methods: Nine adult subjects were presented with a set of 14 visual stimuli (stimuli included 3 uniform grey fields and 1 field with black and white square wave gratings) spanning the range of spatial frequencies from 1.5 cycles/degree to 35.1 cycles/degree (1.3 logMAR to -0.07 logMAR). A remote gaze-tracking system was used to monitor the subject's eye movements and the relative fixation time (RFT) on the grating target. Subsequently, a four alternative forced-choice psychophysical test (4AFC) was performed with the same visual stimuli. Results: For visual stimuli for which the gratings' positions in the 4AFC test were identified correctly in 100% of the trials ("reliably discriminated"), the mean RFT was 72.5% ± 9.0%. For stimuli for which the spatial frequencies were higher than the subject's psychophysically determined VA threshold ("non-discriminated"), the mean RFT was 25.3% ± 8.5%. Using three repeated trials at each spatial frequency and a VA detector that is based on the conditional probability density functions of the RFT, the average VA was underestimated by 0.06 logMAR (range: 0.00 logMAR to 0.20 logMAR). Conclusions: In adults, automated quantitative analysis of visual scanning patterns can be used to estimate objectively and rapidly (210 seconds) VA with a mean error of 0.06 logMAR. The novel approach may form the basis for PL procedures that are more objective and accurate than the traditional clinical PL procedures

    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

    Access to Eye-Gaze Control Technology for Children with Cerebral Palsy

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    Children with cerebral palsy (CP), whose disability may limit speech production and motor skills, are often considered good candidates for the use of eye-gaze technology to access communication, learning and play. At present, little is known about the skills needed to control this technology, which can make it difficult for clinicians to make decisions, or to manage expectations around progress. This is further complicated by the emergence of “teaching” software packages, claiming to improve basic skills such as cause and effect. Children with CP are known to be at a higher risk of vision disorders, including those related to functional vision – how a child functions in vision related activities. These skills (in particular fixation and gaze switching) are similar to those required to make use of eye-gaze technology, so are likely to impact on children’s performance. This thesis uses typically developing children to provide baseline information and to observe how they respond to tasks which were incrementally lowered in terms of cognitive demand. Over three rounds of experiments a pattern emerged that children aged 32 months were able to use it with only minimal instruction. The impact of teaching on performance was also investigated in this section of the study. A group of children with CP were recruited to investigate the most effective way of assessing functional vision skills in this group, with results indicating behavioural measures were most effective. A final study with children with CP used the activities above to look at the performance of this group on eye-gaze tasks. Results suggested good functional gaze control skills were related to better performance on a novel eye-gaze task. The findings suggest that some children may be at a “developmental advantage” if their functional vision and cognitive skills are more developed

    Exploration of factors affecting webcam-based automated gaze coding

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    The version of record of this article, first published in Behavior Research Methods, is available online at Publisher’s website: https://doi.org/10.3758/s13428-024-02424-1.Online experiments have been transforming the field of behavioral research, enabling researchers to increase sample sizes, access diverse populations, lower the costs of data collection, and promote reproducibility. The field of developmental psychology increasingly exploits such online testing approaches. Since infants cannot give explicit behavioral responses, one key outcome measure is infants’ gaze behavior. In the absence of automated eyetrackers in participants’ homes, automatic gaze classification from webcam data would make it possible to avoid painstaking manual coding. However, the lack of a controlled experimental environment may lead to various noise factors impeding automatic face detection or gaze classification. We created an adult webcam dataset that systematically reproduced noise factors from infant webcam studies which might affect automated gaze coding accuracy. We varied participants’ left-right offset, distance to the camera, facial rotation, and the direction of the lighting source. Running two state-of-the-art classification algorithms (iCatcher+ and OWLET) revealed that facial detection performance was particularly affected by the lighting source, while gaze coding accuracy was consistently affected by the distance to the camera and lighting source. Morphing participants’ faces to be unidentifiable did not generally affect the results, suggesting facial anonymization could be used when making online video data publicly available, for purposes of further study and transparency. Our findings will guide improving study design for infant and adult participants during online experiments. Moreover, training algorithms using our dataset will allow researchers to improve robustness and allow developmental psychologists to leverage online testing more efficiently

    Human-Centric Machine Vision

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    Recently, the algorithms for the processing of the visual information have greatly evolved, providing efficient and effective solutions to cope with the variability and the complexity of real-world environments. These achievements yield to the development of Machine Vision systems that overcome the typical industrial applications, where the environments are controlled and the tasks are very specific, towards the use of innovative solutions to face with everyday needs of people. The Human-Centric Machine Vision can help to solve the problems raised by the needs of our society, e.g. security and safety, health care, medical imaging, and human machine interface. In such applications it is necessary to handle changing, unpredictable and complex situations, and to take care of the presence of humans

    Eye-tracking assistive technologies for individuals with amyotrophic lateral sclerosis

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    Amyotrophic lateral sclerosis, also known as ALS, is a progressive nervous system disorder that affects nerve cells in the brain and spinal cord, resulting in the loss of muscle control. For individuals with ALS, where mobility is limited to the movement of the eyes, the use of eye-tracking-based applications can be applied to achieve some basic tasks with certain digital interfaces. This paper presents a review of existing eye-tracking software and hardware through which eye-tracking their application is sketched as an assistive technology to cope with ALS. Eye-tracking also provides a suitable alternative as control of game elements. Furthermore, artificial intelligence has been utilized to improve eye-tracking technology with significant improvement in calibration and accuracy. Gaps in literature are highlighted in the study to offer a direction for future research
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