scholarly journals Model-based real-time visualization of realistic three-dimensional heat maps for mobile eye tracking and eye tracking in virtual reality

Author(s):  
Thies Pfeiffer ◽  
Cem Memili
Author(s):  
James Simpson

The mobilization of eye-tracking for use outside of the laboratory provides new opportunities for the assessment of pedestrian visual engagement with their surroundings. However, the development of data representation techniques that visualize the dynamics of pedestrian gaze distribution upon the environment they are situated within remains limited. The current study addresses this through highlighting how mobile eye-tracking data, which captures where pedestrian gaze is focused upon buildings along urban street edges, can be mapped as three-dimensional gaze projection heat-maps. This data processing and visualization technique is assessed during the current study along with future opportunities and associated challenges discussed. 


1998 ◽  
Author(s):  
Vladimir V. Savelyev ◽  
Peter E. Tverdokhleb ◽  
Anatoly V. Trubetskoy ◽  
Yury A. Shchepetkin

2018 ◽  
Vol 9 (6) ◽  
pp. 2825 ◽  
Author(s):  
Mark Draelos ◽  
Brenton Keller ◽  
Christian Viehland ◽  
Oscar M. Carrasco-Zevallos ◽  
Anthony Kuo ◽  
...  

2017 ◽  
Vol 5 (4) ◽  
pp. 449-457 ◽  
Author(s):  
Ryo Takahashi ◽  
Hiromasa Suzuki ◽  
Jouh Yeong Chew ◽  
Yutaka Ohtake ◽  
Yukie Nagai ◽  
...  

Abstract Eye tracking is a technology that has quickly become a commonplace tool for evaluating package and webpage design. In such design processes, static two-dimensional images are shown on a computer screen while a subject's gaze where he or she looks is measured via an eye tracking device. The collected gaze fixation data are then visualized and analyzed via gaze plots and heat maps. Such evaluations using two-dimensional images are often too limited to analyze gaze on three-dimensional physical objects such as products because users look at them not from a single point of view but rather from various angles. Therefore in this study we propose methods for collecting gaze fixation data for a three-dimensional model of a given product and visualizing corresponding gaze plots and heat maps also in three dimensions. To achieve our goals, we used a wearable eye-tracking device, i.e., eye-tracking glasses. Further, we implemented a prototype system to demonstrate its advantages in comparison with two-dimensional gaze fixation methods. Highlights Proposing a method for collecting gaze fixation data for a three-dimensional model of a given product. Proposing two visualization methods for three dimensional gaze data; gaze plots and heat maps. Proposed system was applied to two practical examples of hair dryer and car interior.


2012 ◽  
Vol 588-589 ◽  
pp. 1320-1323
Author(s):  
Li Xia Wang

This paper takes the virtual reality technology as a core, has established the housing virtual reality roaming display system, Under the premise of the detailed analysis of system architecture, We focus on how to form the terrain database and the scenery three-dimensional database by using the MultiGen Creator, and call OpenGVS through MSVC to carry on the real-time scene control and the method of the complex special effect realization.


Author(s):  
Michael Burch ◽  
Andrei Jalba ◽  
Carl van Dueren den Hollander

Face alignment and eye tracking for interactive applications should be performed with very low latency or users will notice the delay. In this chapter, a face alignment method for real-time applications is introduced featuring a convolutional neural network architecture for face and pose alignment. The performance of the novel method is compared to a face alignment algorithm included in the freely available OpenFace toolkit, which also focuses on real-time applications. The approach exceeds OpenFace's performance on both our own and the 300W test sets in terms of accuracy and robustness but requires significant parallel processing power, currently provided by the GPU. For the eye tracking application, stereo cameras are used as input to determine the position of a user's eyes in three-dimensional space. It does not require synchronized recordings, which may contain redundant information, and instead prefers staggered recordings, which maximize the number of possible model updates.


2017 ◽  
Vol 3 (1) ◽  
pp. 53-56 ◽  
Author(s):  
Otto Hans-Martin Lutz ◽  
Charlotte Burmeister ◽  
Luara Ferreira dos Santos ◽  
Nadine Morkisch ◽  
Christian Dohle ◽  
...  

Abstract:Using eye-tracking to assess visual attention in head-mounted devices (HMD) opens up many possibilities for virtual reality (VR)-based therapy. Existing therapy concepts where attention plays a major role can be transferred to VR. Furthermore, they can be expanded to a precise real-time attention assessment, which can serve as a foundation for new therapy approaches. Utilizing HMDs and eye-tracking in a clinical environment is challenging because of hygiene issues and requirements of patients with heterogeneous cognitive and motor impairments. In this paper, we provide an overview of those challenges, discuss possible solutions and present preliminary results of a study with patients.


2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.


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