Real-time head-based deep-learning model for gaze probability regions in collaborative VR

Riccardo Bovo, D. Giunchi, Ludwig Sidenmark, Hans-Werner Gellersen, E. Costanza, T. Heinis
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引用次数: 3

Abstract

Eye behavior has gained much interest in the VR research community as an interactive input and support for collaboration. Researchers used head behavior and saliency to implement gaze inference models when eye-tracking is missing. However, these solutions are resource-demanding and thus unfit for untethered devices, and their angle accuracy is around 7°, which can be a problem in high-density informative areas. To address this issue, we propose a lightweight deep learning model that generates the probability density function of the gaze as a percentile contour. This solution allows us to introduce a visual attention representation based on a region rather than a point. In this way, we manage the trade-off between the ambiguity of a region and the error of a point. We tested our model in untethered devices with real-time performances; we evaluated its accuracy, outperforming our identified baselines (average fixation map and head direction).
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协同VR中注视概率区域的实时头部深度学习模型
眼行为作为一种互动输入和协作支持在VR研究界引起了很大的兴趣。研究人员利用头部行为和显著性来实现眼动追踪缺失时的凝视推理模型。然而,这些解决方案对资源要求很高,因此不适合非系绳设备,而且它们的角度精度在7°左右,这在高密度信息区域可能是一个问题。为了解决这个问题,我们提出了一个轻量级的深度学习模型,该模型生成凝视的概率密度函数作为百分位数轮廓。这个解决方案允许我们引入基于区域而不是点的视觉注意力表示。通过这种方式,我们可以在区域的模糊性和点的误差之间进行权衡。我们在具有实时性能的非束缚设备上测试了我们的模型;我们评估了它的准确性,优于我们确定的基线(平均注视图和头部方向)。
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