Eye Tracking Technology
1. Wearable Eye-tracking technology.
This wearable ET device includes various components, such as illuminators, cameras, and a data collection and processing unit for image detection, 3D eye model, and gaze mapping algorithms. Compared to the screen-based ET device, the most significant differences of the wearable ET device are its binocular coverage, a field of view (FOV) and head tilt that has an impact on the glasses-configured eye-tracker. Also, it avoids potential experimental bias resulting from the display size or pixel dimensions of the screen. Similar to the screen-based ET, the images captured by the wearable ET camera are used to identify the glints on the cornea and the pupil. This information together with a 3D eye model is then used to estimate the gaze vector and gaze point for each participant.
After standard ET calibration and verification procedure, participants were instructed to walk in a defined space while wearing the glasses. In this case, the TOI was set at 60 seconds, recording a defined start and end events with the visual occurrences over that period. In this case, data was collected for both pre-conscious (first three seconds) and conscious viewing (after 3 seconds).
we also did the screen-based eye-tracking and compared the results.
2. Screen-based Eye-tracking technology
3. VR-Based Eye-tracking technology
Eye-tracking technology enables new forms of interactions in VR, with benefits to hardware manufacturers, software developers, end users and research professionals.
Tang. M. Analysis of Signage using Eye-Tracking Technology. Interdisciplinary Journal of Signage and Wayfinding. 02. 2020.
Tang, M. and Auffrey, C. “Advanced Digital Tools for Updating Overcrowded Rail Stations: Using Eye Tracking, Virtual Reality, and Crowd Simulation to Support Design Decision-Making.” Urban Rail Transit, December 19, 2018.