Making stand-alone PS-OG technology tolerant to the equipment shifts

R. Zemblys, Oleg V. Komogortsev
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引用次数: 6

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.
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使独立的PS-OG技术能够适应设备的变化
在虚拟现实耳机中跟踪用户的目光,可以与虚拟化身和虚拟物体进行自然而直观的交互。此外,一种称为注视点渲染的技术可以帮助节省计算资源,并实现高分辨率但轻量级的虚拟现实技术。现代VR头显中的眼动追踪硬件主要由红外摄像头和led组成。这样的硬件和图像处理软件消耗了大量的能量,而且,如果需要高速凝视检测,可能会非常昂贵。克服这些问题的一种很有前途的技术是光传感器眼动术(PS-OG),它可以实现高采样率和低功耗的眼动追踪。然而,以前的PS-OG系统的主要限制是它们无法补偿设备的移动。在本研究中,我们使用一个简单的多层感知器神经网络将原始传感器数据映射到凝视位置,并报告其移位补偿性能。建模和评估是通过仿真完成的。
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