Binocular eye tracking calibration during a virtual ball catching task using head mounted display

Kamran Binaee, Gabriel J. Diaz, J. Pelz, F. Phillips
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引用次数: 13

Abstract

When tracking the eye movements of an active observer, the quality of the tracking data is continuously affected by physical shifts of the eye-tracker on an observers head. This is especially true for eye-trackers integrated within virtual-reality (VR) helmets. These configurations modify the weight and inertia distribution well beyond that of the eye-tracker alone. Despite the continuous nature of this degradation, it is common practice for calibration procedures to establish eye-to-screen mappings, fixed over the time-course of an experiment. Even with periodic recalibration, data quality can quickly suffer due to head motion. Here, we present a novel post-hoc calibration method that allows for continuous temporal interpolation between discrete calibration events. Analysis focuses on the comparison of fixed vs. continuous calibration schemes and their effects upon the quality of a binocular gaze data to virtual targets, especially with respect to depth. Calibration results were applied to binocular eye tracking data from a VR ball catching task and improved the tracking accuracy especially in the dynamic case.
在虚拟球捕捉任务中使用头戴式显示器进行双目眼动跟踪校准
当跟踪活跃观察者的眼球运动时,跟踪数据的质量不断受到观察者头部眼动仪物理移动的影响。对于集成在虚拟现实(VR)头盔中的眼动追踪器来说尤其如此。这些配置改变了重量和惯性分布,远远超出了单独的眼动仪。尽管这种退化是连续的,但通常的做法是校准程序建立眼睛到屏幕的映射,在实验的时间过程中固定。即使定期重新校准,数据质量也会很快受到头部运动的影响。在这里,我们提出了一种新的事后校准方法,允许在离散校准事件之间进行连续的时间插值。分析的重点是固定和连续校准方案的比较,以及它们对虚拟目标双目注视数据质量的影响,特别是在深度方面。将标定结果应用于VR球捕捉任务的双目眼动跟踪数据,提高了动态情况下的跟踪精度。
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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