Abstract
Despite the extensive research into 3D eye-tracking methods, such methods remain dependent on many additional factors such as the processing time, pose, illumination, image resolution, and calibration procedure. In this paper, we propose a 3D eye-tracking method using the HD face model of Kinect v2. Because the proposed method uses accurate 3D ocular feature positions and a 3D human eye scheme, it can track an eye gaze position more accurately and promptly than previous methods. In an image captured using a Kinect v2, the two eye-corner points of one eye are obtained using the device’s high-definition face model. The 3D rotational center of the eyeball is estimated based on these two eye-corner points. After the center of the iris is obtained, the 3D gaze vector that passes through the rotational center and the center of the iris is defined. Finally, the intersection point between the 3D gaze vector and the actual display plane is calculated and transformed into pixel coordinates as the gaze position. Angle kappa, which is the gap between the actual gaze vector and the pupillary vector, is compensated through a user-dependent calibration. Experiment results show that the gaze estimation error was an average of 47 pixels from the desired position.
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Acknowledgments
This research was supported by the Ministry of Science, ICT and Future Planning (MSIP), Korea, under the Information Technology Research Center (ITRC) support program (IITP-2015-H8501-15-1014) supervised by the Institute for Information & Communications Technology Promotion (IITP).
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© 2016 Springer Science+Business Media Singapore
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Kim, B.C., Lee, E.C. (2016). 3D Eye-Tracking Method Using HD Face Model of Kinect v2. In: Park, J., Jin, H., Jeong, YS., Khan, M. (eds) Advanced Multimedia and Ubiquitous Engineering. Lecture Notes in Electrical Engineering, vol 393. Springer, Singapore. https://doi.org/10.1007/978-981-10-1536-6_32
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DOI: https://doi.org/10.1007/978-981-10-1536-6_32
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Publisher Name: Springer, Singapore
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Online ISBN: 978-981-10-1536-6
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