Parallel computing architecture for eye tracking systems

Author(s):  
Wen-Chung Kao ◽  
Jui-Che Tsai ◽  
Yi-Chin Chiu
Vision ◽  
2018 ◽  
Vol 2 (3) ◽  
pp. 35 ◽  
Author(s):  
Braiden Brousseau ◽  
Jonathan Rose ◽  
Moshe Eizenman

The most accurate remote Point of Gaze (PoG) estimation methods that allow free head movements use infrared light sources and cameras together with gaze estimation models. Current gaze estimation models were developed for desktop eye-tracking systems and assume that the relative roll between the system and the subjects’ eyes (the ’R-Roll’) is roughly constant during use. This assumption is not true for hand-held mobile-device-based eye-tracking systems. We present an analysis that shows the accuracy of estimating the PoG on screens of hand-held mobile devices depends on the magnitude of the R-Roll angle and the angular offset between the visual and optical axes of the individual viewer. We also describe a new method to determine the PoG which compensates for the effects of R-Roll on the accuracy of the POG. Experimental results on a prototype infrared smartphone show that for an R-Roll angle of 90 ° , the new method achieves accuracy of approximately 1 ° , while a gaze estimation method that assumes that the R-Roll angle remains constant achieves an accuracy of 3.5 ° . The manner in which the experimental PoG estimation errors increase with the increase in the R-Roll angle was consistent with the analysis. The method presented in this paper can improve significantly the performance of eye-tracking systems on hand-held mobile-devices.


Author(s):  
Amelia McCurley ◽  
Dan Nathan-Roberts

Eye-tracking technologies for computer navigation assist those with mobility and verbal impairments in interacting with the world around them. Studies found that these technologies have a profound positive impact on the lives of these individuals and those who care for them. This proceeding explores the popular features of eye-tracking systems and the challenges they present. Specifically, this proceeding evaluates camera configurations, camera types, and command selections through the lenses of cost, ease of use, and comfort. Current and future design guidelines based on these criteria are recommended to best aid individuals with these impairments.


Author(s):  
I. Scott MacKenzie

When a human uses an eye tracker for computer control, the eye is called upon to do ‘double duty’. Not only is it an important sensory input channel, it also provides motor responses to control the computer. This chapter discusses methods of evaluating the interaction. When an eye tracker is used for computer input, how well does the interaction function? Can common tasks be carried out efficiently, quickly, accurately? What is the user’s experience? How are alternative interaction methods evaluated and compared to identify those that work well, and deserve further study, and those that work poorly, and should be discarded? These are the sorts of questions that can be answered with a valid and robust methodology for evaluating eye trackers for computer input.


Author(s):  
Luis-Alberto Casado-Aranda ◽  
Juan Sánchez-Fernández ◽  
Arminda Paço

From a marketing perspective, storytelling involves creating, through advertising and communication strategies, an image of the company, brand, and products that makes it different from the competition. Advertising literature has shown that good stories have a way of inspiring, entertaining, explaining, and convincing, and can engage the emotional, attentional, and cognitive schemes of the customers. This is the first research that defines and makes an overview of the evolution of eye-tracking systems in the field of advertising which employs storytelling techniques. Particularly, the current chapter identifies the evolution of topics and relations between them, within the field of advertising research. The current study, therefore, advances an agenda for future research and constitutes a starting point for academics and professionals working in the field of advertising who intend to resort to eye-tracking techniques.


2018 ◽  
Vol 29 (5) ◽  
pp. 845-860 ◽  
Author(s):  
Ion Martinikorena ◽  
Rafael Cabeza ◽  
Arantxa Villanueva ◽  
Iñaki Urtasun ◽  
Andoni Larumbe

2014 ◽  
Vol 1003 ◽  
pp. 239-244
Author(s):  
Jing Cun Bi ◽  
Cheng Guang Zhang ◽  
Yan Fei Liu ◽  
Wen Hui Dou

Compared with CPU, GPU has a stronger parallel architecture and with specific API, the powerful potential contained in GPU can be released to become GPGPU. High computational capability of GPGPU can be used in scientific computation and data processing. This paper focuses on the research of the high frequency collision crack for normal Windows NTLM-Hash by resorting to CUDA API. The result shows that the computation capability of low-end graphic cards could be almost 100 times that of the normal dual-core CPUs, which could greatly lift the efficiency of encryption cracking.


2012 ◽  
Vol 4 (3) ◽  
pp. 161-172 ◽  
Author(s):  
A. M. Adeshina ◽  
R. Hashim ◽  
N. E. A. Khalid ◽  
S. Z. Z. Abidin

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