Line of Sight Estimation for Interacting with Large Screens Virtual Environments

Large-screen virtual environments are an option to Head-Mounted Displays. However, head and gaze tracking are not always incorporated into these devices or require additional equipment to increase immersion sense. This work proposes estimating gaze by detecting face and irises points to compute the ocular plane and its normal. These values are used as an estimation of the line of sight. To compute the region or objects seen by the user, it is required, on one hand, the 3D position of the head in reference to the screen, which is provided by an RGB-D camera; and on the other hand, the knowledge of the scene being displayed. To incorporate these data an implementation over ROS and Gazebo simulator. Preliminary tests have been done to validate the proposal, and it is planned to evaluate immersion sense with external people in the future.

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Publication Details

Published
2024-12-05
DOI
https://doi.org/10.1109/icir64558.2024.10976890
Primary Topic
Ergonomics and Musculoskeletal Disorders
Type
article
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article

Line of Sight Estimation for Interacting with Large Screens Virtual Environments

Jesus Eduardo Hermosilla-Diaz, Antonio Marı́n-Hernández, Jeeangh Jennessi Reyes-Montiel, Jorge Aramburo-Aguilar et al.
Ergonomics and Musculoskeletal Disorders
article

Line of Sight Estimation for Interacting with Large Screens Virtual Environments

Jesus Eduardo Hermosilla-Diaz, Antonio Marı́n-Hernández, Jeeangh Jennessi Reyes-Montiel, Jorge Aramburo-Aguilar, Atalia Yael Hernandez-Sanchez
article en

Abstract

Large-screen virtual environments are an option to Head-Mounted Displays. However, head and gaze tracking are not always incorporated into these devices or require additional equipment to increase immersion sense. This work proposes estimating gaze by detecting face and irises points to compute the ocular plane and its normal. These values are used as an estimation of the line of sight. To compute the region or objects seen by the user, it is required, on one hand, the 3D position of the head in reference to the screen, which is provided by an RGB-D camera; and on the other hand, the knowledge of the scene being displayed. To incorporate these data an implementation over ROS and Gazebo simulator. Preliminary tests have been done to validate the proposal, and it is planned to evaluate immersion sense with external people in the future.

Universidad Veracruzana (MX)
Openalex Percentile: Top 64%
Ergonomics and Musculoskeletal Disorders
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Line of Sight Estimation for Interacting with Large Screens Virtual Environments — Jesus Eduardo Hermosilla-Diaz, Antonio Marı́n-Hernández, et al. · (2024) | TGRS Research Map | TGRS