A head-mounted display (HMD) is a portable and interactive display device. With the development of 5G technology, it may become a general-purpose computing platform in the future. Human-computer interaction (HCI) technology for HMDs has also been of significant interest in recent years. In addition to tracking gestures and speech, tracking human eyes as a means of interaction is highly effective. In this paper, we propose two UnityEyes-based convolutional neural network models, UEGazeNet and UEGazeNet*, which can be used for input images with low resolution and high resolution, respectively. These models can perform rapid interactions by classifying gaze trajectories (GTs), and a GTgestures dataset containing data for 10,200 "eye-painting gestures" collected from 15 individuals is established with our gaze-tracking method. We evaluated the performance both indoors and outdoors and the UEGazeNet can obtaine results 52\% and 67\% better than those of state-of-the-art networks. The generalizability of our GTgestures dataset using a variety of gaze-tracking models is evaluated, and an average recognition rate of 96.71\% is obtained by our method.
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
3D gaze information is important for scene-centric attention analysis but accurate estimation and analysis of 3D gaze in real-world environments remains challenging. We present a novel 3D gaze estimation method for monocular head-mounted eye trackers. In contrast to previous work, our method does not aim to infer 3D eyeball poses but directly maps 2D pupil positions to 3D gaze directions in scene camera coordinate space. We first provide a detailed discussion of the 3D gaze estimation task and summarize different methods, including our own. We then evaluate the performance of different 3D gaze…
The People's Gaze: Co-Designing and Refining Gaze Gestures with General Users and Gaze Interaction Experts
University of St Andrews(圣安德鲁斯大学);University of Essex(埃塞克斯大学);King’s College London(伦敦国王学院);Dalian Maritime University(大连海事大学);University of Glasgow(格拉斯哥大学)
University of Science and Technology of China(中国科学技术大学);Carnegie Mellon University(卡内基梅隆大学)
In recent years, head-mounted near-eye display devices have become the key hardware foundation for virtual reality and augmented reality. Thus head-mounted gaze tracking technology has received attention as an essential part of human-computer interaction. However, unavoidable slippage of head-mounted devices (HMD) often results higher gaze tracking errors and hinders the practical usage of HMD. To tackle this problem, we propose a slippage-robust gaze tracking for near-eye display method based on the aspheric eyeball model and accurately compute the eyeball optical axis and rotation center. We…
This paper proposes a controlled experiment to further investigate the usefulness of gaze awareness and gesture recognition in the support of collaborative work at a distance. We propose to redesign experiments conducted several years ago with more recent technology that would: a) enable to better study of the integration of communication modalities, b) allow users to freely move while collaborating at a distance and c) avoid asymmetries of communication between collaborators.
We introduce a new gaze tracker for Head Mounted Displays (HMDs). We modify two off-the-shelf HMDs to be gaze-aware using Light Emitting Diodes (LEDs). Our key contribution is to exploit the sensing capability of LEDs to create low-power gaze tracker for virtual reality (VR) applications. This yields a simple approach using minimal hardware to achieve good accuracy and low latency using light-weight supervised Gaussian Process Regression (GPR) running on a mobile device. With our hardware, we show that Minkowski distance measure based GPR implementation outperforms the commonly used radial bas…
Head gesture is a natural means of face-to-face communication between people but the recognition of head gestures in the context of virtual reality and use of head gesture as an interface for interacting with virtual avatars and virtual environments have been rarely investigated. In the current study, we present an approach for real-time head gesture recognition on head-mounted displays using Cascaded Hidden Markov Models. We conducted two experiments to evaluate our proposed approach. In experiment 1, we trained the Cascaded Hidden Markov Models and assessed the offline classification perform…
Austrian Research Institute for Artificial Intelligence (OFAI)(奥地利人工智能研究所(OFAI));RITMO Centre for Interdisciplinary Studies in Rhythm, Time and Motion, University of Oslo(奥斯陆大学RITMO节奏、时间与运动跨学科研究中心);Dept. of Music Acoustics–Wiener Klanstil, University of Music and Performing Arts Vienna(维也纳音乐与表演艺术大学音乐声学系-维也纳克兰斯提尔(Wiener Klanstil))
In this chapter, we focus on two main categories of visual interaction: body gestures and gaze direction. Our focus on body gestures is motivated by research showing that gesture patterns often change during joint action tasks to become more predictable (van der Wel et al., 2016). Moreover, coordination sometimes emerges between musicians at the level of body sway (Chang et al., 2017). Our focus on gaze direction was motivated by the fact that gaze can serve simultaneously as a means of obtaining information about the world and as a means of communicating one's own attention and intent.
Body actions and head gestures are natural interfaces for interaction in virtual environments. Existing methods for in-place body action recognition often require hardware more than a head-mounted display (HMD), making body action interfaces difficult to be introduced to ordinary virtual reality (VR) users as they usually only possess an HMD. In addition, there lacks a unified solution to recognize in-place body actions and head gestures. This potentially hinders the exploration of the use of in-place body actions and head gestures for novel interaction experiences in virtual environments. We …
Eye gaze controlled interfaces allow us to directly manipulate a graphical user interface just by looking at it. This technology has great potential in military aviation, in particular, operating different displays in situations where pilots hands are occupied with flying the aircraft. This paper reports studies on analyzing accuracy of eye gaze controlled interface inside aircraft undertaking representative flying missions. We reported that pilots can undertake representative pointing and selection tasks at less than 2 secs on average. Further, we evaluated the accuracy of eye gaze tracking g…
University of California Berkeley(加州大学伯克利分校);Stanford University(斯坦福大学);KTH Royal Institute of Technology(瑞典皇家理工学院)
The cameras in modern gaze-tracking systems suffer from fundamental bandwidth and power limitations, constraining data acquisition speed to 300 Hz realistically. This obstructs the use of mobile eye trackers to perform, e.g., low latency predictive rendering, or to study quick and subtle eye motions like microsaccades using head-mounted devices in the wild. Here, we propose a hybrid frame-event-based near-eye gaze tracking system offering update rates beyond 10,000 Hz with an accuracy that matches that of high-end desktop-mounted commercial trackers when evaluated in the same conditions. Our s…
Recent advancements in eye tracking technology are driving the adoption of gaze-assisted interaction as a rich and accessible human-computer interaction paradigm. Gaze-assisted interaction serves as a contextual, non-invasive, and explicit control method for users without disabilities; for users with motor or speech impairments, text entry by gaze serves as the primary means of communication. Despite significant advantages, gaze-assisted interaction is still not widely accepted because of its inherent limitations: 1) Midas touch, 2) low accuracy for mouse-like interactions, 3) need for repeate…
The study of human gaze behavior in natural contexts requires algorithms for gaze estimation that are robust to a wide range of imaging conditions. However, algorithms often fail to identify features such as the iris and pupil centroid in the presence of reflective artifacts and occlusions. Previous work has shown that convolutional networks excel at extracting gaze features despite the presence of such artifacts. However, these networks often perform poorly on data unseen during training. This work follows the intuition that jointly training a convolutional network with multiple datasets lear…
Embodied Conversational Agents that make use of co-speech gestures can enhance human-machine interactions in many ways. In recent years, data-driven gesture generation approaches for ECAs have attracted considerable research attention, and related methods have continuously improved. Real-time interaction is typically used when researchers evaluate ECA systems that generate rule-based gestures. However, when evaluating the performance of ECAs based on data-driven methods, participants are often required only to watch pre-recorded videos, which cannot provide adequate information about what a pe…
There are currently limited guidelines on designing user interfaces (UI) for immersive augmented reality (AR) applications. Designers must reflect on their experience designing UI for desktop and mobile applications and conjecture how a UI will influence AR users' performance. In this work, we introduce a predictive model for determining users' performance for a target UI without the subsequent involvement of participants in user studies. The model is trained on participants' responses to objective performance measures such as consumed endurance (CE) and pointing time (PT) using hierarchical d…
Hand gestures are an intuitive, socially acceptable, and a non-intrusive interaction modality in Mixed Reality (MR) and smartphone based applications. Unlike speech interfaces, they tend to perform well even in shared and public spaces. Hand gestures can also be used to interact with smartphones in situations where the user's ability to physically touch the device is impaired. However, accurate gesture recognition can be achieved through state-of-the-art deep learning models or with the use of expensive sensors. Despite the robustness of these deep learning models, they are computationally hea…
German Research Center for Artificial Intelligence (DFKI)(德国人工智能研究中心 (DFKI))
Over the past decades, the addition of hundreds of sensors to modern vehicles has led to an exponential increase in their capabilities. This allows for novel approaches to interaction with the vehicle that go beyond traditional touch-based and voice command approaches, such as emotion recognition, head rotation, eye gaze, and pointing gestures. Although gaze and pointing gestures have been used before for referencing objects inside and outside vehicles, the multimodal interaction and fusion of these gestures have so far not been extensively studied. We propose a novel learning-based multimodal…
Pupil Labs UG(Pupil Labs公司);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
Commercial head-mounted eye trackers provide useful features to customers in industry and research but are expensive and rely on closed source hardware and software. This limits the application areas and use of mobile eye tracking to expert users and inhibits user-driven development, customisation, and extension. In this paper we present Pupil -- an accessible, affordable, and extensible open source platform for mobile eye tracking and gaze-based interaction. Pupil comprises 1) a light-weight headset with high-resolution cameras, 2) an open source software framework for mobile eye tracking, as…
Sophisticated user interaction in the automotive industry is a fast emerging topic. Mid-air gestures and speech already have numerous applications for driver-car interaction. Additionally, multimodal approaches are being developed to leverage the use of multiple sensors for added advantages. In this paper, we propose a fast and practical multimodal fusion method based on machine learning for the selection of various control modules in an automotive vehicle. The modalities taken into account are gaze, head pose and finger pointing gesture. Speech is used only as a trigger for fusion. Single mod…
In this paper a review is presented of the research on eye gaze estimation techniques and applications, that has progressed in diverse ways over the past two decades. Several generic eye gaze use-cases are identified: desktop, TV, head-mounted, automotive and handheld devices. Analysis of the literature leads to the identification of several platform specific factors that influence gaze tracking accuracy. A key outcome from this review is the realization of a need to develop standardized methodologies for performance evaluation of gaze tracking systems and achieve consistency in their specific…
University of Dayton(代顿大学);University of North Georgia(北乔治亚大学)
We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and gaming, we hypothesize that our proposed system would be particularly beneficial to education by offering rich visual contents and interactivity. One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously. This functionality enables the instruct…
Eye-tracking technology is an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques exploiting eye patterns to gaze-contingent digital content creation. However, system latency is still a significant issue in many of these applications because it breaks the synchronization between the current and measured gaze positions. Consequently, it may lead to unwanted visual artifacts and degradation of user experience. In this work, we focus on foveated rendering applications where the quality of …
In this paper, we propose an approach to track the progression of eye-gaze while reading a block of text on computer screen. The proposed approach will help to accurately quantify reading, e.g., identifying the lines of text that were read/skipped and estimating the time spent on each line, based on commercially available inexpensive eye-tracking devices. The proposed approach is based on a novel Slip Kalman filter that is custom designed to track the progression of reading. The performance of the proposed method is demonstrated using 25 pages eye-tracking data collected using a commercial des…
This is the preprint version of our paper on 2015 International Conference on Virtual Rehabilitation (ICVR2015). In this paper, we described the imagination scenarios of a touch-less interaction technology for hemiplegia, which can support either hand or foot interaction with the smartphone or head mounted device (HMD). The computer vision interaction technology is implemented in our previous work, which provides a core support for gesture interaction by accurately detecting and tracking the hand or foot gesture. The patients interact with the application using hand/foot gesture motion in the …
Human interactions are characterized by explicit as well as implicit channels of communication. While the explicit channel transmits overt messages, the implicit ones transmit hidden messages about the communicator (e.g., his/her intentions and attitudes). There is a growing consensus that providing a computer with the ability to manipulate implicit affective cues should allow for a more meaningful and natural way of studying particular non-verbal signals of human-human communications by human-computer interactions. In this pilot study, we created a non-dynamic human-computer interaction while…
A custom head-mounted system to track smooth eye movements for control of a mouse cursor is implemented and evaluated. The system comprises a head-mounted infrared camera, an infrared light source, and a computer. Software-based image processing techniques, implemented in Microsoft Visual Studio, OpenCV, and Pupil, detect the pupil position and direction of pupil movement in near real-time. The identified direction is used to determine the desired positioning of the cursor, and the cursor moves towards the target. Two users participated in three tests to quantify the differences between increm…
Imperial College London(帝国理工学院);Data Science Institute(数据科学研究所)
Eye movements have long been studied as a window into the attentional mechanisms of the human brain and made accessible as novelty style human-machine interfaces. However, not everything that we gaze upon, is something we want to interact with; this is known as the Midas Touch problem for gaze interfaces. To overcome the Midas Touch problem, present interfaces tend not to rely on natural gaze cues, but rather use dwell time or gaze gestures. Here we present an entirely data-driven approach to decode human intention for object manipulation tasks based solely on natural gaze cues. We run data co…
With eye tracking being increasingly integrated into virtual and augmented reality (VR/AR) head-mounted displays, preserving users' privacy is an ever more important, yet under-explored, topic in the eye tracking community. We report a large-scale online survey (N=124) on privacy aspects of eye tracking that provides the first comprehensive account of with whom, for which services, and to what extent users are willing to share their gaze data. Using these insights, we design a privacy-aware VR interface that uses differential privacy, which we evaluate on a new 20-participant dataset for two p…
Mode-switching supports multilevel operations using a limited number of input methods. In Virtual Reality (VR) head-mounted displays (HMD), common approaches for mode-switching use buttons, controllers, and users' hands. However, they are inefficient and challenging to do with tasks that require both hands (e.g., when users need to use two hands during drawing operations). Using head gestures for mode-switching can be an efficient and cost-effective way, allowing for a more continuous and smooth transition between modes. In this paper, we explore the use of head gestures for mode-switching esp…
Eyewear devices, such as augmented reality displays, increasingly integrate eye tracking but the first-person camera required to map a user's gaze to the visual scene can pose a significant threat to user and bystander privacy. We present PrivacEye, a method to detect privacy-sensitive everyday situations and automatically enable and disable the eye tracker's first-person camera using a mechanical shutter. To close the shutter in privacy-sensitive situations, the method uses a deep representation of the first-person video combined with rich features that encode users' eye movements. To open th…
SIAgent: Spatial Interaction Agent via LLM-powered Eye-Hand Motion Intent Understanding in VR
State Key Laboratory of Virtual Reality Technology and Systems, School of Computer Science and Engineering, Beihang University(虚拟现实技术与系统国家重点实验室,计算机科学与工程学院,北京航空航天大学)
Exploring Above-neck Unimanual Swipe Gestures for Off-Device Earable Interaction
University of Waterloo(滑铁卢大学);Ontario Tech University(安大略理工大学);Ningbo Institute of Digital Twin(宁波数字孪生研究院);Huawei Technologies Canada Co., Ltd.(华为加拿大技术有限公司)
Hand-based interaction, such as using a handheld controller or making hand gestures, has been widely adopted as the primary method for interacting with both virtual reality (VR) and augmented reality (AR) head-mounted displays (HMDs). In contrast, hands-free interaction avoids the need for users' hands and although it can afford additional benefits, there has been limited research in exploring and evaluating hands-free techniques for these HMDs. As VR HMDs become ubiquitous, people will need to do text editing, which requires selecting text segments. Similar to hands-free interaction, text sel…
Efficient motion intent communication is necessary for safe and collaborative work environments with collocated humans and robots. Humans efficiently communicate their motion intent to other humans through gestures, gaze, and social cues. However, robots often have difficulty efficiently communicating their motion intent to humans via these methods. Many existing methods for robot motion intent communication rely on 2D displays, which require the human to continually pause their work and check a visualization. We propose a mixed reality head-mounted display visualization of the proposed robot …