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Eye Mark Pointer in Immersive Projection Display

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Quick Pointing of Objects far away from the User ... Eye-Gaze Use for HCI. Pastoor, et al., 1999. J. P. Rolland, et al., 1998. K. Iwamoto, et al., 1995 ... – PowerPoint PPT presentation

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Title: Eye Mark Pointer in Immersive Projection Display


1
Eye Mark Pointer in Immersive Projection Display
  • K. Asai(1), N. Osawa(1), Y. Y. Sugimoto(1),
  • S. Yamazaki(2), M. Samejima(2), and T. Tanimae(2)
  • (1) National Institute of Multimedia Education,
    JAPAN
  • (2) Solidray Co., Ltd., JAPAN

2
Outline
  • Background
  • TEELeX (Immersive Projection Display)
  • System Configuration
  • Experiment for Evaluation
  • Conclusion and Future Work

3
Background
  • Educational Applications
  • Collaborative work
  • Learning material for physical education
  • Quick Pointing of Objects far away from the User
  • Applicable to the Immersive Projection Display

4
Features of TEELeX
  • Cave-like System with 5.5 Screens
  • Bright Images
  • LCD projector with 1000 ANSI lm
  • Light Stereo Glasses
  • Circular Polarization Method

Multi-Screen Display
Eye Tracking System
5
System Configuration
(SGI ONYX2)
Polhemus FASTRAK
ASL 501
6
Principle
Magnetic Sensor
Eye Camera
Visible Light
Infrared Light
Pupil
Visor
Polarizing Filter
Corneal Reflection
7
Accuracy
  • Eye Tracking System
  • (x,y) position based on the head
  • 5035 deg (lt1 deg)
  • Head Tracker
  • (x,y,z) position, pitch, yaw roll
  • 0.8mm(rms), 0.15deg(rms)

17.5cm at a distance of 10m
8
Geometry
  • Eye Tracking System
  • (255,255) on the screen
  • 12mm12mm for a grid
  • Head Tracker
  • Center on the floor as an orientation

9
Pointing Process
Head Tracker
Display
Observer
Color Change
HT-Filter Offset
Intersection
ET-Filter
Eye Vector
Pointer
Sphere Cursor
Eye Tracking System
Eye
10
Experiment for Evaluation
  • Characteristics
  • Comparison of Eye Mark Pointer and Joystick
  • Subjects
  • 6 Adults with normal vision
  • Stimuli
  • Green spheres on black background
  • Change to yellow
  • Red cursor

11
Procedure
  • Calibration
  • Eliminate 10 Spheres
  • Eye Mark Pointer
  • Joystick
  • 5 Cycles Varying with Diameter of Spheres (80,
    70, 60, 50, and 40 cm).

12
Constraints
  • In the distance range of 10m and the angular
    range of 12080deg
  • Eye Mark Pointer
  • 0.5 sec smoothing filter
  • Joystick
  • Arrow Cursor
  • Hand-lever and finger-lever

10m
120deg
80deg
13
Overview of Experiments
  • Video

14
Experimental Results
Eye Mark Pointer
Joystick
15
Average Time vs. Visible Size
Time sec
Angle rad
16
Questionnaire
Better
Left Eye Pointer Right Joystick
Fatigue
Training
Availability
Operability
Cursor Motion
Responsiveness
Perspective View
17
Discussion
  • Pointing with the Eye Mark Pointer is better than
    that with the Joystick.
  • No need to make practices
  • Difficult to recognize the perspective view for
    the far away objects and select them

The same problem would occur as the ray-casting
in selecting the small objects.
18
Related Works
  • Eye-Gaze Use for HCI
  • Pastoor, et al., 1999
  • J. P. Rolland, et al., 1998
  • K. Iwamoto, et al., 1995
  • R. J. K. Jacob, 1993

19
Future Work
  • Compact Design
  • Light Weight
  • Easy Operation
  • Quick calibration method
  • Compare the other methods
  • Beam Stick (ray-casting)
  • Manipulation of the selected objects
  • Zoom-in and out
  • Move Objects

20
Conclusions
  • Develop the Eye Mark Pointer used in the
    Immersive Projection Display
  • Available for pointing at objects from the user
    over visible angle of 0.1rad

21
Thank you!
  • Contact
  • Email asai_at_nime.ac.jp
  • http //www.nime.ac.jp
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