Estimating Focused Object using Smooth Pursuit Eye Movements and Interest Points in the Real World

Yuto Tamura, K. Takemura
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引用次数: 4

Abstract

User calibration is a significant problem in eye-based interaction. To overcome this, several solutions, such as the calibration-free method and implicit user calibration, have been proposed. Pursuits-based interaction is another such solution that has been studied for public screens and virtual reality. It has been applied to select graphical user interfaces (GUIs) because the movements in a GUI can be designed in advance. Smooth pursuit eye movements (smooth pursuits) occur when a user looks at objects in the physical space as well and thus, we propose a method to identify the focused object by using smooth pursuits in the real world. We attempted to determine the focused objects without prior information under several conditions by using the pursuits-based approach and confirmed the feasibility and limitations of the proposed method through experimental evaluations.
在真实世界中使用平滑追踪眼球运动和兴趣点估计聚焦对象
用户校准是眼交互中的一个重要问题。为了克服这一问题,人们提出了几种解决方案,如无需校准法和隐式用户校准法。基于追求的互动是另一个这样的解决方案,已经研究了公共屏幕和虚拟现实。由于图形用户界面中的动作可以预先设计,因此已应用于选择图形用户界面(GUI)。当用户看物理空间中的物体时,也会发生平滑追求眼动(平滑追求),因此,我们提出了一种通过在现实世界中使用平滑追求来识别聚焦物体的方法。我们尝试使用基于追踪的方法在几种情况下在没有先验信息的情况下确定聚焦对象,并通过实验评估证实了所提出方法的可行性和局限性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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