• Title/Summary/Keyword: eye gaze

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Compensation for Fast Head Movements on Non-intrusive Eye Gaze Tracking System Using Kalman Filter (Kalman filter를 이용한 비접촉식 응시점 추정 시스템에서의 빠른 머리 이동의 보정)

  • Kim, Soo-Chan;Yoo, Jae-Ha;Kim, Deok-Won
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.44 no.6
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    • pp.35-41
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    • 2007
  • We proposed an eye gaze tracking system under natural head movements. The system consists of one CCD(charge-coupled device) camera and two front-surface mirrors. The mirrors rotate to follow head movements in order to keep the eye within the view of the camera. However, the mirror controller cannot guarantee the fast head movements, because the frame rate is generally 30Hz. To overcome this problem, we applied Kalman filter to estimate next eye position from the current eye image. In the results, our system allowed the subjects head to move 60cm horizontally and 40cm vertically, with the head movement speed about 55cm/sec and 45cm/sec, respectively. And spatial gate resolutions were about 4.5 degree and 5.0 degree, respectively, and the gaze estimation accuracy was 92% under natural head movements.

A New Ergonomic Interface System for the Disabled Person (장애인을 위한 새로운 감성 인터페이스 연구)

  • Heo, Hwan;Lee, Ji-Woo;Lee, Won-Oh;Lee, Eui-Chul;Park, Kang-Ryoung
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.229-235
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    • 2011
  • Objective: Making a new ergonomic interface system based on camera vision system, which helps the handicapped in home environment. Background: Enabling the handicapped to manipulate the consumer electronics by the proposed interface system. Method: A wearable device for capturing the eye image using a near-infrared(NIR) camera and illuminators is proposed for tracking eye gaze position(Heo et al., 2011). A frontal viewing camera is attached to the wearable device, which can recognize the consumer electronics to be controlled(Heo et al., 2011). And the amount of user's eye fatigue can be measured based on eye blink rate, and in case that the user's fatigue exceeds in the predetermined level, the proposed system can automatically change the mode of gaze based interface into that of manual selection. Results: The experimental results showed that the gaze estimation error of the proposed method was 1.98 degrees with the successful recognition of the object by the frontal viewing camera(Heo et al., 2011). Conclusion: We made a new ergonomic interface system based on gaze tracking and object recognition Application: The proposed system can be used for helping the handicapped in home environment.

Human-Computer Interface using the Eye-Gaze Direction (눈의 응시 방향을 이용한 인간-컴퓨터간의 인터페이스에 관한 연구)

  • Kim, Do-Hyoung;Kim, Jea-Hean;Chung, Myung-Jin
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.6
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    • pp.46-56
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    • 2001
  • In this paper we propose an efficient approach for real-time eye-gaze tracking from image sequence and magnetic sensory information. The inputs to the eye-gaze tracking system are images taken by a camera and data from a magnetic sensor. The measuring data are sufficient to describe the eye and head movement, because the camera and the receiver of a magnetic sensor are stationary with respect to the head. Experimental result shows the validity of real time application aspect of the proposed system and also shows the feasibility of the system as using a new computer interface instead of the mouse.

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Object Magnification and Voice Command in Gaze Interface for the Upper Limb Disabled (상지장애인을 위한 시선 인터페이스에서의 객체 확대 및 음성 명령 인터페이스 개발)

  • Park, Joo Hyun;Jo, Se-Ran;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.903-912
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    • 2021
  • Eye tracking research for upper limb disabilities is showing an effect in the aspect of device control. However, the reality is that it is not enough to perform web interaction with only eye tracking technology. In the Eye-Voice interface, a previous study, in order to solve the problem that the existing gaze tracking interfaces cause a malfunction of pointer execution, a gaze tracking interface supplemented with a voice command was proposed. In addition, the reduction of the malfunction rate of the pointer was confirmed through a comparison experiment with the existing interface. In this process, the difficulty of pointing due to the small size of the execution object in the web environment was identified as another important problem of malfunction. In this study, we propose an auto-magnification interface of objects so that people with upper extremities can freely click web contents by improving the problem that it was difficult to point and execute due to the high density of execution objects and their arrangements in web pages.

Real Time Eye and Gaze Tracking (실시간 눈과 시선 위치 추적)

  • Hwang, suen ki;Kim, Moon-Hwan;Cha, Sam;Cho, Eun-Seuk;Bae, Cheol-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.3
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    • pp.61-69
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    • 2009
  • In this paper, to propose a new approach to real-time eye tracking. Existing methods of tracking the user's attention to the little I move my head was not going to get bad results for each of the users needed to perform the calibration process. Infrared eye tracking methods proposed lighting and Generalized Regression Neural Networks (GRNN) By using the calibration process, the movement of the head is large, even without the reliable and accurate eye tracking, mapping function was to enable each of the calibration process by the generalization can be omitted, did not participate in the study eye other users tracking was possible. Experimental results of facial movements that an average 90% of cases, other users on average 85% of the eye tracking results were shown.

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3D First Person Shooting Game by Using Eye Gaze Tracking (눈동자 시선 추적에 의한 3차원 1인칭 슈팅 게임)

  • Lee, Eui-Chul;Park, Kang-Ryoung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.465-472
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMB. The proposed method is composed of 3 parts. At first, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, when the user gaze on the monitor plane, the geometric relationship between the gazing position of monitor and the detected position of pupil center is determined. In the last part, the final gaze position on the HMD monitor is tracked and the 3D view in game is controlled by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his(or her) hand. Also, it can Increase the interest and the immersion by synchronizing the gaze direction of game player and the view direction of game character.

3D Gaze-based Stereo Image Interaction Technique (3차원 시선기반 입체영상 인터랙션 기법)

  • Ki, Jeong-Seok;Jeon, Kyeong-Won;Jo, Sang-Woo;Kwon, Yong-Moo;Kim, Sung-Kyu
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.512-517
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    • 2007
  • There are several researches on 2D gaze tracking techniques for the 2D screen for the Human-Computer Interaction. However, the researches for the gaze-based interaction to the stereo images or contents are not reported. The 3D display techniques are emerging now for the reality service. Moreover, the 3D interaction techniques are much more needed in the 3D contents service environments. This paper addresses gaze-based 3D interaction techniques on stereo display, such as parallax barrier or lenticular stereo display. This paper presents our researches on 3D gaze estimation and gaze-based interaction to stereo display.

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The Comparison of Eye Movement in Measuring Tasks between the Underachievers and the Overachievers (측정과제에서 학습부진아와 학습우수아의 안구운동 비교)

  • Choi, Hyun-Dong;Shin, Won Sub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.33 no.1
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    • pp.181-194
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    • 2014
  • The purpose of this study was to analyze the difference between eye movements according to science achievement of elementary school students on measuring tasks. Science achievement was graded by the results of Korea national achievement test conducted in 2012. As an assessment tool to check measuring task, two measuring measure problems from TSPS(Test of Science Process Skill; developed in 1994) which were suitable for eye tracking system were adopted. The subjects of this study were 3 underachievers and 3 overachievers from 6th grade who agreed to participate in the research. SMI was used to collect EMD (eye movement data). Experiment 3.2 and BeGaze 3.2 programs were used to plan experiment and analyze EMD. As a result, eye movements of participants in measuring task did not show the path to the common gaze by groups. To solve the problem of using specific measuring strategies related to the correct answer. Underachiever who failed in measuring tasks don't have enough measurement capabilities and lack eye movement through the area of interest for cognitive thinking. These results show that elementary school science curriculum dealing with measuring have to reflect a lot of step-by-step learning requires.

Immediate Operation in Pediatric White-eye Blowout Fracture (소아의 안와바닥골절(white-eye blowout fracture)에 있어 조기 정복술)

  • Park, Ji Hoon;Yang, Ho Jik;Kim, Jong Hwan
    • Archives of Craniofacial Surgery
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    • v.11 no.1
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    • pp.7-12
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    • 2010
  • Purpose: 'White-eye blowout' fracture is often occur in young patients and defined as blow out fracture with little or no clinical sign of soft tissue trauma such as edema, ecchymosis, but with marked motility restrictions in vertical gaze. In this conditions, immediate operation is essential. We reported the clinical investigation study of these cases about clinical symptoms and radiologic findings and introduce our experiences about immediate operations in 'white-eye blowout' fractures. Methods: From January 2008 to December 2009, nine pediatric patients who were diagnosed as pure white-eye blowout fractures were involved this study. Patients with other facial bone fractures or with poor general medical condition were excluded. In all cases, we performed immediate operation within 48 hours. Results: All patients had diplopia, vertical gaze restriction or systemic symptoms. Six patients had nausea, vomiting and syncope caused by oculocardiac reflex. In all patients, preoperative symptoms were improved after immediate operation. There were no postoperative complications such as infection, hematoma or wound dehiscence. Conclusion: When we meet the young patients with history of periocular trauma, with little or no soft tissue trauma signs, but with marked vertical gaze restriction or general symptoms caused by oculocardiac reflex, we should immediately examine by facial bone computed tomography and refer the patient to ophthalmologist for ophthalmic evaluations. If patient is diagnosed as orbital floor fracture with entrapped muscle or soft tissue, the earlier surgical reduction get better clinical outcomes.

Resolution Estimation Technique in Gaze Tracking System for HCI (HCI를 위한 시선추적 시스템에서 분해능의 추정기법)

  • Kim, Ki-Bong;Choi, Hyun-Ho
    • Journal of Convergence for Information Technology
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    • v.11 no.1
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    • pp.20-27
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    • 2021
  • Eye tracking is one of the NUI technologies, and it finds out where the user is gazing. This technology allows users to input text or control GUI, and further analyzes the user's gaze so that it can be applied to commercial advertisements. In the eye tracking system, the allowable range varies depending on the quality of the image and the degree of freedom of movement of the user. Therefore, there is a need for a method of estimating the accuracy of eye tracking in advance. The accuracy of eye tracking is greatly affected by how the eye tracking algorithm is implemented in addition to hardware variables. Accordingly, in this paper, we propose a method to estimate how many degrees of gaze changes when the pupil center moves by one pixel by estimating the maximum possible movement distance of the pupil center in the image.