頭戴式眼動儀之頭動補償探討
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2015
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Abstract
本研究提出之Rotation可補償2-D Mapping的頭動偏差,還原至Calibration後之預估凝視點(POG),可免去使用者需要頭部固定在支架的困擾。
相關文獻表示,不管是2-D多項式映射或是眼睛3-D Modeling預估方法,其資料大多採用紅外線光源以及所產生之眼角膜反射點特徵,2-D Mapping選用數學多項式計算預估POG,而眼睛3-D Modeling則是找出人眼之視軸方向,視軸與螢幕之交點即為POG。
文獻說明進行預估POG操作前,2-D Mapping需要做簡單的Calibration,請使用者凝視預設的已知點,所得之資料用來計算多項式函數之係數。3-D眼睛模型需要購買昂貴的Stereo-camera,以及取得攝影機系統相關Calibration參數,或是求解眼睛模型之向量,尤其在設定攝影機系統部分,有的使用另一組輔助廣角Stereo-camera,並且搭配3-D掃描儀進行Calibration,相較於2-D Mapping之Calibration步驟,使用者操作會複雜許多。
本研究是使用兩臺PS3攝影機,進而製作一套低於100美元頭戴式眼動儀,軟體部分採用免費的開放原始碼,使用者可以精確地完成目標鍵盤輸入(Eye Controlled Typing)之操作,用於癱瘓人士的溝通是最為廣泛的應用,相較於昂貴的市售眼動儀(成本大於10000美元),本研究眼動儀之精確度可滿足實驗和應用的需求,在硬體成本部分,其優勢顯而易見。
本研究團隊使用自製之頭戴式眼動儀,基於2-D Mapping進行心理學實驗之應用,例如以凝視熱區(Hot-zone)、感興趣區域(Region of Interest)、凝視軌跡(Scan- path),並應用在目標螢幕鍵盤輸入,希望未來研究3-D Modeling之POG預估,有效地應用於實際環境。
This paper proposed an approach, by using a 3-D rotation matrix, the errors caused by head movements in 2-D mapping, which mapped the glint-pupil difference vector obtained from the eye image on to a screen for estimating the Point of Gaze (POG), could be kept under a predefined accuracy even the head was moving away from the original calibration position. Hence, it could free the tracker user from uncomfortably confined his head in a chin rest during eye tracking. By the analyze of recent eye tracking techniques, either 2-D polynomial mapping or 3-D modeling basically was tracking the glints of eye images, a bright reflected point of the light source from the eye surface, and the rapidly moving pupil, to find the POG. 2-D mapping used the selected polynomial functions to compute the POG on screen as mentioned above while 3-D modeling is actually measured as well as computed the pupil center and the glint in 3-D position such that the visual axis of the eye could be reconstructed; POG was then found when visual axis was intersecting on a screen or any other subject in the real world Before eye tracking started, a simple calibration procedure was performed in 2-D mapping by using several predefined points on screen to estimate the coefficients of the selected polynomial functions to be used during tracking while in 3-D models, the calibrations are complicated depending on different system configurations, such as Mono-camera measurements, stereo vision measurements. They were also expensive because some models needed additional auxiliary wide angle Stereo-cameras, and 3-D digitizer for system calibration. This approach used two PS3 cameras, one for eye and one for scene, with open source software to construct a low cost (under $100) wearable eye tracker capable of performing eye-controlled typing with quite satisfactory accuracy. Eye-controlled typing is one of the important Human Computer Interface (HCI) applications, especially for disable people. Currently, some commercial wearable eye trackers are available with the price at least over $10,000. The homemade eye tracker in our laboratory was mainly based on 2-D tracking with some self-developed application software, such as Scan-path Trace, Hot-zone Display, Interest-region Search, and Eye-controlled Typing. In addition to modify 2-D mapping with rotation matrix, the 3-D based tracking is planned to be developed and hopefully is capable of working in the real world tracking environment instead of screen only for wider applications.
This paper proposed an approach, by using a 3-D rotation matrix, the errors caused by head movements in 2-D mapping, which mapped the glint-pupil difference vector obtained from the eye image on to a screen for estimating the Point of Gaze (POG), could be kept under a predefined accuracy even the head was moving away from the original calibration position. Hence, it could free the tracker user from uncomfortably confined his head in a chin rest during eye tracking. By the analyze of recent eye tracking techniques, either 2-D polynomial mapping or 3-D modeling basically was tracking the glints of eye images, a bright reflected point of the light source from the eye surface, and the rapidly moving pupil, to find the POG. 2-D mapping used the selected polynomial functions to compute the POG on screen as mentioned above while 3-D modeling is actually measured as well as computed the pupil center and the glint in 3-D position such that the visual axis of the eye could be reconstructed; POG was then found when visual axis was intersecting on a screen or any other subject in the real world Before eye tracking started, a simple calibration procedure was performed in 2-D mapping by using several predefined points on screen to estimate the coefficients of the selected polynomial functions to be used during tracking while in 3-D models, the calibrations are complicated depending on different system configurations, such as Mono-camera measurements, stereo vision measurements. They were also expensive because some models needed additional auxiliary wide angle Stereo-cameras, and 3-D digitizer for system calibration. This approach used two PS3 cameras, one for eye and one for scene, with open source software to construct a low cost (under $100) wearable eye tracker capable of performing eye-controlled typing with quite satisfactory accuracy. Eye-controlled typing is one of the important Human Computer Interface (HCI) applications, especially for disable people. Currently, some commercial wearable eye trackers are available with the price at least over $10,000. The homemade eye tracker in our laboratory was mainly based on 2-D tracking with some self-developed application software, such as Scan-path Trace, Hot-zone Display, Interest-region Search, and Eye-controlled Typing. In addition to modify 2-D mapping with rotation matrix, the 3-D based tracking is planned to be developed and hopefully is capable of working in the real world tracking environment instead of screen only for wider applications.
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Keywords
頭戴式眼動儀, 角膜亮點, 光軸, 視軸, 2-D Mapping, 3-D Modeling, Wearable eye tracker, Glint, Optic axis, Visual axis, 2-D mapping, 3-D modeling