Simulated Gaze Tracking using Computer Vision for Virtual Reality

T. N. Huy, M. Carlon, J. Cross
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Abstract

As Virtual Reality (VR) is becoming more viable for creating immersive learning environments, a promising area of study is in monitoring and assessing learner’s engagement. Several related works in this area have used gaze tracking. Unfortunately, gaze tracking in VR is currently limited by hardware availability. This paper presents an approach for engagement monitoring that does not require the traditional costs of more sophisticated hardware setup. A simple combination of video processing techniques was used to show which contents capture the user’s attention, similar to the information current gaze trackers provide. However, success with this method was only evident with a sample video; refinements are still needed to cater to unpredictable changes in field of view. After fine-tuning the process, this approach may potentially benefit instructional VR content developers in determining which content grabs their learners’ attention effectively.
基于虚拟现实的计算机视觉模拟凝视跟踪
随着虚拟现实(VR)在创造沉浸式学习环境方面变得越来越可行,监测和评估学习者的参与度是一个很有前景的研究领域。这一领域的一些相关工作已经使用了凝视跟踪。不幸的是,VR中的注视追踪目前受到硬件可用性的限制。本文提出了一种不需要更复杂的硬件设置的传统成本的交战监测方法。一个简单的视频处理技术组合被用来显示哪些内容吸引了用户的注意力,类似于当前的注视追踪器提供的信息。然而,这种方法的成功只体现在一个样本视频上;还需要改进,以适应视野的不可预测的变化。在对过程进行微调之后,这种方法可能会使教学VR内容开发者在确定哪些内容能有效地吸引学习者的注意力方面受益。
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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