Analysis of Aiming Performance for Games Using Mapping Method of Corneal Reflections Based on Two Different Light Sources

Abstract

Fundamental motivation of this paper is how gaze estimation can be utilized effectively regarding an application to games. In games, precise estimation is not always important in aiming targets but an ability to move a cursor to an aiming target accurately is also significant. Incidentally, from a game producing point of view, a separate expression of a head movement and gaze movement sometimes becomes advantageous to expressing sense of presence. A case that panning a background image associated with a head movement and moving a cursor according to gaze movement can be a representative example. On the other hand, widely used technique of POG estimation is based on a relative position between a center of corneal reflection of infrared light sources and a center of pupil. However, a calculation of a center of pupil requires relatively complicated image processing, and therefore, a calculation delay is a concern, since to minimize a delay of inputting data is one of the most significant requirements in games. In this paper, a method to estimate a head movement by only using corneal reflections of two infrared light sources in different locations is proposed. Furthermore, a method to control a cursor using gaze movement as well as a head movement is proposed. By using game-like-applications, proposed methods are evaluated and, as a result, a similar performance to conventional methods is confirmed and an aiming control with lower computation power and stressless intuitive operation is obtained. Keywords—Point-of-gaze, gaze estimation, head movement, corneal reflections, two infrared light sources, game.

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Cite this paper

@inproceedings{Onuki2012AnalysisOA, title={Analysis of Aiming Performance for Games Using Mapping Method of Corneal Reflections Based on Two Different Light Sources}, author={Yoshikazu Onuki and Itsuo Kumazawa}, year={2012} }