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- Point-of-gaze estimation in three dimensions
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Point-of-gaze estimation in three dimensions Hennessey, Craig
Abstract
Binocular eye-gaze tracking can be used to estimate the point-of-gaze (POG) of a subject in real-world three-dimensional (3D) space using the vergence of the eyes. In this thesis, a novel non-contact, model-based technique for 3D POG estimation is presented. The non-contact system allows people to select real-world objects in 3D physical space using their eyes, without the need for head-mounted equipment. Using a model-based POG estimation algorithm allows for free head motion and a single stage of calibration. The users were free to naturally move and reorient their heads while operating the system, within an allowable headspace of 3.2 x 9.2 x 14 cm. A rela tively high precision, as measured by the standard deviation of the 3D POG estimates, was measured to be 0.26 cm and was achieved with the use of high speed sampling and digital filtering techniques. When observing points in a 3D volume, large head and eye rotations are far more common than when observing a 2D screen. A novel corneal reflection pattern matching algorithm is presented for increasing image feature tracking reliability in the presence of large eye rotations. It is shown that an average accuracy of 3.93 cm was achieved over seven different subjects and a workspace volume of 30 x 23 x 25 cm (width x height x depth). An example application is presented illustrating the use of the 3D POG as a human computer interface in a 3D game of Tic-Tac-Toe on a 3 x 3 x 3 volumetric display.
Item Metadata
Title |
Point-of-gaze estimation in three dimensions
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Creator | |
Publisher |
University of British Columbia
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Date Issued |
2008
|
Description |
Binocular eye-gaze tracking can be used to estimate the point-of-gaze (POG)
of a subject in real-world three-dimensional (3D) space using the vergence
of the eyes. In this thesis, a novel non-contact, model-based technique for
3D POG estimation is presented. The non-contact system allows people to
select real-world objects in 3D physical space using their eyes, without the
need for head-mounted equipment. Using a model-based POG estimation
algorithm allows for free head motion and a single stage of calibration. The
users were free to naturally move and reorient their heads while operating
the system, within an allowable headspace of 3.2 x 9.2 x 14 cm. A rela
tively high precision, as measured by the standard deviation of the 3D POG
estimates, was measured to be 0.26 cm and was achieved with the use of
high speed sampling and digital filtering techniques. When observing points
in a 3D volume, large head and eye rotations are far more common than
when observing a 2D screen. A novel corneal reflection pattern matching
algorithm is presented for increasing image feature tracking reliability in the
presence of large eye rotations. It is shown that an average accuracy of 3.93
cm was achieved over seven different subjects and a workspace volume of 30
x 23 x 25 cm (width x height x depth). An example application is presented
illustrating the use of the 3D POG as a human computer interface in a 3D
game of Tic-Tac-Toe on a 3 x 3 x 3 volumetric display.
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Extent |
3548978 bytes
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Genre | |
Type | |
File Format |
application/pdf
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Language |
eng
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Date Available |
2008-12-04
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Provider |
Vancouver : University of British Columbia Library
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Rights |
Attribution-NonCommercial-NoDerivatives 4.0 International
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DOI |
10.14288/1.0066824
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URI | |
Degree | |
Program | |
Affiliation | |
Degree Grantor |
University of British Columbia
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Graduation Date |
2008-11
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Campus | |
Scholarly Level |
Graduate
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Rights URI | |
Aggregated Source Repository |
DSpace
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Item Media
Item Citations and Data
Rights
Attribution-NonCommercial-NoDerivatives 4.0 International