Related papers: Evaluating the Data Quality of Eye Tracking Signal…
With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk…
We present an extensive, in-depth analysis of the eye tracking capabilities of the Meta Quest Pro virtual reality headset using a dataset of eye movement recordings collected from 78 participants. In addition to presenting classical signal…
We present an analysis of the eye tracking signal quality of the HoloLens 2s integrated eye tracker. Signal quality was measured from eye movement data captured during a random saccades task from a new eye movement dataset collected on 30…
An increasing number of consumer-oriented head-mounted displays (HMD) for augmented and virtual reality (AR/VR) are capable of finger and hand tracking. We report on the accuracy of off-the-shelf VR and AR HMDs when used for touch-based…
With the mounting global interest for optical see-through head-mounted displays (OST-HMDs) across medical, industrial and entertainment settings, many systems with different capabilities are rapidly entering the market. Despite such…
Vision-based Simultaneous Localization And Mapping (VSLAM) is a mature problem in Robotics. Most VSLAM systems are feature based methods, which are robust and present high accuracy, but yield sparse maps with limited application for further…
In 1993, Stampe [1993] suggested two "heurisitic" filters that were designed for video-oculography data. Several manufacturers (e.g., SR-Research, Tobii T60 XL and SMI) have employed these filters as an option for recording eye-movements.…
Eye-tracking technology is an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques exploiting eye patterns to gaze-contingent…
The HTC VIVE Ultimate Tracker, utilizing inside-out tracking with internal stereo cameras providing 6 DoF tracking without external cameras, offers a cost-efficient and straightforward setup for motion tracking. Initially designed for the…
Gaze prediction plays a critical role in Virtual Reality (VR) applications by reducing sensor-induced latency and enabling computationally demanding techniques such as foveated rendering, which rely on anticipating user attention. However,…
This manuscript demonstrates an improved model-based approach for synthetic degradation of previously captured eye movement signals. Signals recorded on a high-quality eye tracking sensor are transformed such that their resulting eye…
A new high-precision eye-tracking method has been demonstrated recently by tracking the motion of iris features rather than by exploiting pupil edges. While the method provides high precision, it suffers from temporal drift, an inability to…
Eye tracking has been found to be useful in various tasks including diagnostic and screening tools. However, traditional eye trackers had a complicated setup and operated at a higher frequency to measure eye movements. The use of more…
Visual SLAM shows significant progress in recent years due to high attention from vision community but still, challenges remain for low-textured environments. Feature based visual SLAMs do not produce reliable camera and structure estimates…
Vision Transformer (ViT) suffers from data scarcity in semi-supervised learning (SSL). To alleviate this issue, inspired by masked autoencoder (MAE), which is a data-efficient self-supervised learner, we propose Semi-MAE, a pure ViT-based…
Battery-constrained power consumption, compute limitations, and high frame rate requirements in head-mounted displays present unique challenges in the drive to present increasingly immersive and comfortable imagery in virtual reality.…
In a previous report (Raju et al.,2023) we concluded that, if the goal was to preserve events such as saccades, microsaccades, and smooth pursuit in eye-tracking recordings, data with sine wave frequencies less than 100 Hz (-3db) were the…
Augmented and virtual reality is being deployed in different fields of applications. Such applications might involve accessing or processing critical and sensitive information, which requires strict and continuous access control. Given that…
SLAM (Simultaneous Localization and Mapping) and Odometry are important systems for estimating the position of mobile devices, such as robots and cars, utilizing one or more sensors. Particularly in camera-based SLAM or Odometry,…
Precise 6-DoF simultaneous localization and mapping (SLAM) from onboard sensors is critical for wearable devices capturing egocentric data, which exhibits specific challenges, such as a wider diversity of motions and viewpoints, prevalent…