{"title":"使独立的PS-OG技术能够适应设备的变化","authors":"R. Zemblys, Oleg V. Komogortsev","doi":"10.1145/3208031.3208035","DOIUrl":null,"url":null,"abstract":"Tracking users' gaze in virtual reality headsets allows natural and intuitive interaction with virtual avatars and virtual objects. Moreover, a technique known as foveated rendering can help save computational resources and enable hi-resolution but lightweight virtual reality technologies. Predominantly, eye-tracking hardware in modern VR headsets consist of infrared camera(s) and LEDs. Such hardware, together with image processing software consumes a substantial amount of energy, and, provided that hi-speed gaze detection is needed, might be very expensive. A promising technique to overcome these issues is photo-sensor oculography (PS-OG), which allows eye-tracking with high sampling rate and low power consumption. However, the main limitation of the previous PS-OG systems is their inability to compensate for the equipment shifts. In this study, we employ a simple multi-layer perceptron neural network to map raw sensor data to gaze locations and report its performance for shift compensation. Modeling and evaluation is done via a simulation.","PeriodicalId":212413,"journal":{"name":"Proceedings of the 7th Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction","volume":"130 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Making stand-alone PS-OG technology tolerant to the equipment shifts\",\"authors\":\"R. Zemblys, Oleg V. Komogortsev\",\"doi\":\"10.1145/3208031.3208035\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Tracking users' gaze in virtual reality headsets allows natural and intuitive interaction with virtual avatars and virtual objects. Moreover, a technique known as foveated rendering can help save computational resources and enable hi-resolution but lightweight virtual reality technologies. Predominantly, eye-tracking hardware in modern VR headsets consist of infrared camera(s) and LEDs. Such hardware, together with image processing software consumes a substantial amount of energy, and, provided that hi-speed gaze detection is needed, might be very expensive. A promising technique to overcome these issues is photo-sensor oculography (PS-OG), which allows eye-tracking with high sampling rate and low power consumption. However, the main limitation of the previous PS-OG systems is their inability to compensate for the equipment shifts. In this study, we employ a simple multi-layer perceptron neural network to map raw sensor data to gaze locations and report its performance for shift compensation. Modeling and evaluation is done via a simulation.\",\"PeriodicalId\":212413,\"journal\":{\"name\":\"Proceedings of the 7th Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction\",\"volume\":\"130 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-06-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 7th Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3208031.3208035\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 7th Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3208031.3208035","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Making stand-alone PS-OG technology tolerant to the equipment shifts
Tracking users' gaze in virtual reality headsets allows natural and intuitive interaction with virtual avatars and virtual objects. Moreover, a technique known as foveated rendering can help save computational resources and enable hi-resolution but lightweight virtual reality technologies. Predominantly, eye-tracking hardware in modern VR headsets consist of infrared camera(s) and LEDs. Such hardware, together with image processing software consumes a substantial amount of energy, and, provided that hi-speed gaze detection is needed, might be very expensive. A promising technique to overcome these issues is photo-sensor oculography (PS-OG), which allows eye-tracking with high sampling rate and low power consumption. However, the main limitation of the previous PS-OG systems is their inability to compensate for the equipment shifts. In this study, we employ a simple multi-layer perceptron neural network to map raw sensor data to gaze locations and report its performance for shift compensation. Modeling and evaluation is done via a simulation.