| Literature DB >> 27589768 |
Weiyuan Pan1, Dongwook Jung2, Hyo Sik Yoon3, Dong Eun Lee4, Rizwan Ali Naqvi5, Kwan Woo Lee6, Kang Ryoung Park7.
Abstract
Gaze tracking is the technology that identifies a region in space that a user is looking at. Most previous non-wearable gaze tracking systems use a near-infrared (NIR) light camera with an NIR illuminator. Based on the kind of camera lens used, the viewing angle and depth-of-field (DOF) of a gaze tracking camera can be different, which affects the performance of the gaze tracking system. Nevertheless, to our best knowledge, most previous researches implemented gaze tracking cameras without ground truth information for determining the optimal viewing angle and DOF of the camera lens. Eye-tracker manufacturers might also use ground truth information, but they do not provide this in public. Therefore, researchers and developers of gaze tracking systems cannot refer to such information for implementing gaze tracking system. We address this problem providing an empirical study in which we design an optimal gaze tracking camera based on experimental measurements of the amount and velocity of user's head movements. Based on our results and analyses, researchers and developers might be able to more easily implement an optimal gaze tracking system. Experimental results show that our gaze tracking system shows high performance in terms of accuracy, user convenience and interest.Entities:
Keywords: accuracy; empirical study; gaze tracking; optimal viewing angle and DOF of camera lens; user convenience and interest
Mesh:
Year: 2016 PMID: 27589768 PMCID: PMC5038674 DOI: 10.3390/s16091396
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Experimental environment of our method: (a) conceptual diagram; and (b) example of setup of web-camera and ultrasonic sensor on the 19-inch monitor.
Comparison of previous and proposed methods for designing a gaze tracking camera.
| Category | Method | Advantages | Disadvantage |
|---|---|---|---|
| Without a ground truth information for determining the viewing angle and DOF of the camera lens [ | Wearable gaze tracking system [ | Implementation time is short because the additional procedures of measuring the amount and velocity of user’s head movements are not necessary | Without determining the optimal viewing angle and DOF of the camera lens through empirical study, gaze tracking accuracy can be reduced or user’s head movement can be limited |
| With a ground truth information for determining the viewing angle and DOF of the camera lens (Proposed method) | The accurate amount and velocity of user’s head movements are measured with a web-camera and ultrasonic sensor for designing a non-wearable gaze tracking system with a single camera | Gaze tracking accuracy can be enhanced without limiting user’s head movements by determining the optimal viewing angle and DOF of the camera lens | Additional procedures for measuring the amount and velocity of user’s head movements are required |
Figure 2Overall procedure of the proposed method.
Figure 3The measurement of z-distance with an ultrasonic sensor.
Figure 4Example of a captured image.
Figure 5Example of the detected face region (z-distance: 61 cm, center coordinate of face region: (859, 627)).
Figure 6Measuring the amount of head movement in 3D space based on pinhole camera model and z-distance.
The numbers of images during experiments.
| Tasks | Numbers of Images |
|---|---|
| Playing game | 28,579 |
| Surfing the web | 28,742 |
| Typing | 26,529 |
| Watching a movie | 26,279 |
| Total | 110,129 |
Figure 7z-distance distributions of subjects measured by ultrasonic sensor when subjects were: (a) playing a game; (b) surfing the web; (c) typing; and (d) watching a movie. (e) The average distribution of all the z-distances from (a) to (d).
Figure 8Subjects’ head movements on the x- and y-axes in 3D space when: (a) playing a game; (b) surfing the web; (c) typing; and (d) watching a movie. (e) Total distribution result that contains data from (a) to (d).
The summarized results of Figure 7 and Figure 8 (in °).
| Tasks | Maximum Angle of View on | Maximum Angle of View on |
|---|---|---|
| Game | 13.73 | 17.69 |
| Web surfing | 20.72 | 18.84 |
| Typing | 19.42 | 19.09 |
| Movie watching | 16.54 | 20.39 |
The angles of camera view for each camera and lens (in °).
| Focal Length of Lens | Gazelle | Grasshopper3 | Flea3 | C600 Web-Camera |
|---|---|---|---|---|
| 50 mm | 10.63 | 10.96 | 3.89 | 4.51 |
| 35 mm | 16.5 | 16.83 | 6.01 | 6.52 |
| 25 mm | 23.83 | 24.16 | 8.58 | 9.27 |
| 22 mm | 25.25 | 25.59 | 9.44 | 10.57 |
| 17 mm | 32.5 | 32.85 | 12.24 | 13.56 |
| 9 mm | 61.12 | 61.47 | 22.91 | 25.21 |
Figure 9Subjects’ head movement velocities in successive captured images while: (a) playing a game; (b) surfing the web; (c) typing; and (d) watching a movie; (e) The average velocity distribution from (a) to (d).
Figure 10Subjects’ head movement velocities in 3D space while: (a) playing a game; (b) surfing the web; (c) typing; and (d) watching a movie; (e) The average velocity distribution from (a) to (d).
The velocities of head movement in successive images through the analysis based on Gaussian fitting (in pixels/s).
| Tasks | ||||
|---|---|---|---|---|
| Game | 11 | 49.39 | 87.78 | 126.18 |
| Web surfing | 11 | 47.57 | 84.15 | 120.72 |
| Typing | 21 | 60.13 | 99.25 | 138.38 |
| Movie watching | 19 | 43.91 | 68.82 | 93.73 |
| Average | 11 | 49.66 | 88.32 | 126.98 |
Head movement velocities in 3D space based on Gaussian fitting analysis (in cm/s).
| Tasks | ||||
|---|---|---|---|---|
| Game | 0.55 | 2.17 | 3.78 | 5.40 |
| Web surfing | 0.45 | 1.94 | 3.44 | 4.94 |
| Typing | 0.95 | 2.53 | 4.11 | 5.69 |
| Movie watching | 0.55 | 1.97 | 3.39 | 4.81 |
| Average | 0.55 | 2.14 | 3.74 | 5.33 |
Figure 11Images captured by our gaze tracking camera: (a) before head movement in the vertical direction; (b) after movement in the vertical direction; (c) before head movement in the z-direction; and (d) after movement in the z-direction (approaching to the camera).
Figure 12Experimental setup of our gaze tracking system.
Comparisons of gaze tracking accuracies and iris diameter in captured image.
| Various Cameras with Lenses | Gaze Detection Accuracy (°) | Iris Diameter (Pixels) |
|---|---|---|
| Gazelle with 35 mm lens | 0.57 | 117 |
| Gazelle with 25 mm lens | 0.84 | 82 |
| Grasshopper3 with 35 mm lens | 0.56 | 121 |
| Grasshopper3 with 25 mm lens | 0.9 | 87 |
Figure 13Comparisons of gaze tracking accuracies using: (a) gazelle camera with 35 mm lens; (b) gazelle camera with 25 mm lens; (c) Grasshopper3 camera with 35 mm lens; and (d) Grasshopper3 camera with 25 mm lens.
Figure 14Comparisons of user convenience and interest with our system and conventional system: (a) user convenience; and (b) user interest.