Gaze Behaviour Analysis in Virtual Reality

Published: 2021-09-15 00:35:09
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Category: Computer Science, Technology

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The study has followed a long and winding path along which I meet many people, this formal space to acknowledge their contributions is too less. Yet I would say that the distribution of my gratitude to all these supporters from different places is proportionate and equitable.
I would like to express sincere gratitude to my teachers, friends and colleagues at Queen Mary University, for their help to make this endeavor possible. First and foremost, I would like to thank my guide Dr. Ildar Farkhatdinov for his guidance and encouragement throughout the process.This dissertation is completely dedicated to my parents and my sisters. Their constant love, support and motivation throughout have made this task possible.
Introduction
When one talks about eye tracking, they mean the measurement of the eye activity. Studying what all attracts our attention? What we tend to look at but ignore? How does the pupil respond to different stimuli? Even though the concept seems to be too basic, the process to achieve this can be quite complex. We are well aware of what significance does gaze holds in the virtual experience. Eye tracking unravels “foveated rendering”, a method in which graphical reliability is only prioritized for the tiny portion of the display your pupils are focused on.
Aim
2-3 lines on the long term achievement that will be done through your research. Like iske basis per kya hoga. As far as I am getting maybe something like to trach the eyes moment.
Objective
Here write what you are actually going to do through the project. A shorter goal. Just your point of research. If like its to bring accuracy in the device or whatever
Limitations of the Study
Set a boundary. Write what you’re not covering in the study. Like the manufacturing process or the expenses for the execution of the project. Or whatever it is
Methodology
Your step by step process. Remember the pert chart we made. Week wise something like that. This I can also do if you give me that purine wala file. We’ll discuss this one tomorrow.
The pupil headset device is a light weighted design carefully done to attain an unostentatious product which is easy to use with a plug and play USB mechanism. The strong and flexible frame is the result of 3d printing that holds a 2 cameras. One to record your field of view and the other to capture the eye movement.
It is a portable eye tracking headset is provided with an infrared (IR) spectrum eye camera which recognizes the dark pupil and the other one is for observing the field. Both cameras connect to the display devices via high speed USB 2.0. The video streams are read using Pupil Capture software for real-time pupil detection, gaze mapping, recording, and other functions.
The high speed 2d world camera is provided with two lenses. A 60 degree FOV lens and the other lens of 100 degree FOV for wide angles. The lenses of the world camera are substitutable, so as to give you a choice to set the field of view as per the requirement. In case the lenses are changed, you need to recalibrate the camera to update intrinsic. Otherwise the 3d calibration and accuracy test will not work properly!
The pupil headset device, when ordered is provided with an extendable arm as a part of the package. This arm can be used if you need to adjust the eye cameras further away than the built in regulation range. Slide the current eye camera arm off the headset. Slip the arm extender onto the triangular base rail on the headset frame. Slide the camera onto the extended mount rail. Plug the camera back in. The eye camera arm extender works for all existing 120 and 200 Hz systems.
All the pupil headsets are delivered with 2 different sets of nose pads. These can be customized as per every individuals fit so as the regulate comfort while wearing.
A lot of creative and technical thoughts have been given while designing the headset so as to make it just right for the user. It is designed to fit comfortably and securely. The headset and the cameras can be well customized to assist a wide range of users.
While using the device, one should make sure that all the cameras are in focus to a good field of view, so as to ensure a precise eye tracking performance.
The eye camera is connected to the eye camera arm via a ball joint about which the camera can be rotated. The ball point set screw helps you to secure the position of the camera and making it still, so that it does not moves when you move your head. Although, it is recommended that you keep it slightly loose so that it can be adjusted by your hand if needed.
The source code is open source, and anyone can make changes to enhance the program, also share the work.
The software is compatible to run on Linux, Windows and MacOS operating systems. The function of the pupil detection algorithm is to locate the dark pupil in the IR illumination eye camera image. The algorithm is vigorous against reflections in the pupil area in most of the environments. Moreover, the algorithm does not gets hampered by the corneal reflection for detection of the pupil, and works even if the user is wearing contact lenses and eyeglasses. It first converts the eye camera image in to grayscale. The preliminary region assessment of the pupil is found via the strongest response for a center-surround feature as proposed by Swirski.
Pupil positions from eye to scene space are implemented with a transfer function consisting of two bivariate polynomials of adjustable degree. The user specific polynomial parameters are obtained by running one of the calibration routines using screen markers, manual markers or natural features. Calibration and mapping functions are abstracted and the underlying models can easily be modified and replaced if needed.
Pupil Capture can detect planar reference surfaces in the scene using markers. There are 64 unique markers. A minimum of 1 marker is required to define a surface. Gaze positions are mapped into the reference surface coordinate system using homographic transformations between the scene camera plane and reference surface plane. To run the pupil headset device thought your device you first need to install the pupil app running Linux, MacOS or Windows.
The developers are always working on few features, bug fixing and improvements. Therefore, you should make sure to visit the release page frequently to download the latest versions as on their launch.
By going thought the following data you can get familiar with the workflow of the pupil device. Wear the pupil headset device and plug it on to your computer. Make sure there is gape between your forehead and the pupil device. The headset can be adjusted and also comes with additional parts.
When you’ll look at the eye window, you may notice a red circle around the edge of your pupil and a red dot at the center of the pupil on its detection.
In case the confidence of the algorithm’s detection is high, the circle will be opaque. Whereas, if the confidence weakens, the circle will be converted transparent.
You should experiment with the device by moving you head around a bit while looking at your eye. This way you can make sure that the pupil is effectively detected in various orientation.
Calibrate
To know what the person is looking at, you must establish a mapping gaze and pupil position. This is called as calibration. To start the calibration either click of the “c” on the world screen or press “c” of your keyboard. While keeping your head stationary, follow the marker on the screen.
Record
Pupil capture saves the world video streams along with all this corresponding gaze data to its default location i.e. in a folder in your directory named “recording”.Start recording: to start you can either press the “r” button from your keyboard or on the screen you can find a press key on the left hand side of the world camera. The recording time will appear next to the record button on your screen. Stop recording: to do so, you again need to click on the “r” button on the screen or keyboard.

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