A non-contact device for tracking gaze in a human computer interface

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Abstract

This paper presents a novel design for a non-contact eye detection and gaze tracking device. It uses two cameras to maintain real-time tracking of a person’s eye in the presence of head motion. Image analysis techniques are used to obtain accurate locations of the pupil and corneal reflections. All the computations are performed in software and the device only requires simple, compact optics and electronics attached to the user’s computer. Three methods of estimating the user’s point of gaze on a computer monitor are evaluated. The camera motion system is capable of tracking the user’s eye in real-time (9 fps) in the presence of natural head movements as fast as 100°/s horizontally and 77°/s vertically. Experiments using synthetic images have shown its ability to track the location of the eye in an image to within 0.758 pixels horizontally and 0.492 pixels vertically. The system has also been tested with users with different eye colors and shapes, different ambient lighting conditions and the use of eyeglasses. A gaze accuracy of 2.9° was observed.

Introduction

Tracking and recording a person’s eye movements has been shown to be useful in diverse applications [1], [2], [3], [4], [5]. However, speed, accuracy, cost, and ease of use have so far limited its widespread use in a human computer interface beyond narrow research markets. The research reported in this paper attempts to overcome these limitations.

Background physiology and neurology of eye movements used to define design specifications are covered in [1], [6], [7]. Useful characteristics of the eye include corneal reflections (glint) [6] and the maximum angular velocity of head movement (100°/s). While physiologically, fixations during reading are about 200 ms long, a fixation as defined here extends that period to 350 ms to include tremors, microsaccades, and slow drifts. The 3D location of a point on the object that falls within the foveal center during this period is considered to be the point of gaze (POG). The angle of gaze (AOG) has been defined (see Fig. 1) as the angle between the line of sight and either the user’s frontal plane (θ1) or, as used here, the normal to the viewing plane (θ2).

Section snippets

Previous work

Video-oculography (VOG) [6], [8], [9] is a minimally intrusive or completely non-contact technique commonly used for tracking and recording eye movements. In this paper, VOG is used to track the eyes and determine a user’s gaze. In a complete VOG system that determines where an unconstrained user is looking, there are three basic tasks [10]. The first task is to compensate for natural head movements to ensure that the user’s eye is always in the field of view of the camera(s) tracking the eye.

Tracking approach

To permit natural head movements, a two camera system is used, as in Fig. 2 (see also Fig. 6). A fixed wide angle (WA) camera facing the user (i.e., in the positive z direction) is used to locate the eyes. A second narrow angle (NA) camera is mounted on a frame that rotates about the x-axis (tilt) and holds a mirror that rotates about the y-axis (pan) and reflects light rays into the NA camera. Rotating the lightweight panning mirror requires less torque from the stepper motors than tilting the

Detection and parameterization

This section reports the accuracy, speed, and reliability of the algorithms used for detecting and parameterizing the pupil in both cameras and the glint in the NA camera. Both synthetic and real data were used. The tests used to obtain the measurements were performed on a a 1.2 GHz AMD Athlon processor, using an image size of 640 × 480 pixels for each camera.

Discussion

The results of experiments with the GTD system indicate that it is capable of tracking the pupil and glint of the eye of a user in real-time (9 fps) in the presence of natural head movements. Specifically, the tracking algorithm positions the two motors correctly so that the left eye of the user falls within the field of view of the NA camera. It is also able to track the pupil with sub-pixel accuracy, and is tolerant to changes in eye color and shape, and lighting conditions (indicated by a

Conclusions

A novel design for a VOG-based eye tracking device for use in a human computer interface has been presented and the performance of a particular implementation of that design reported. The main contribution of this paper is the design of a complete video-based eye tracker. The device is able to accurately (with less than one pixel error in synthetic images) track the eyes in the presence of normal head motion. The system also tracks gaze but with more limited accuracy. An indirect approach to

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    This work was supported by the Precarn IRIS NCE and the Natural Sciences and Engineering Research Council of Canada.

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