My own private kiosk privacy preserving public displays
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My Own Private Kiosk: Privacy-Preserving Public Displays. Marc Eaddy † G á bor Blask ó † Jason Babcock ‡ Steven Feiner †. † Columbia University ‡ Rochester Institute of Technology. Overview. EyeGuide 3D eye tracking Eye as input. Public/private displays. EyeGuide. Input. Output.

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My Own Private Kiosk: Privacy-Preserving Public Displays

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My own private kiosk privacy preserving public displays

My Own Private Kiosk:Privacy-Preserving Public Displays

Marc Eaddy†

Gábor Blaskó†

Jason Babcock‡

Steven Feiner†

†Columbia University

‡Rochester Institute of Technology


Overview

Overview

  • EyeGuide

  • 3D eye tracking

  • Eye as input


Public private displays

Public/private displays

EyeGuide

Input

Output


Eyeguide

EyeGuide

Head

Tracker

  • Eye tracker

  • Head tracker

  • Earphone (for privacy)

Scene

Camera

Earphone

Eye

Camera


Scenario

Scenario

  • Subway map (public display)

  • Lost user

  • Nefarious straphangers

  • EyeGuide “steers” the user’s gaze tolocations on themap using whispered verbal cues


Contributions

Contributions

  • Introduces private “gaze steering”

    • 2D: Maps, Paintings

    • 3D: Sculpture, “Secret Agent Man”

  • Lightweight eye- and head-tracking headgear

Head

Tracker

Scene

Camera

Earphone

Eye

Camera


3d eye tracking

3D Eye Tracking

  • 3D Model

Head

World

Eye/Camera

Scene (Map)


3d eye tracking accuracy

3D Eye Tracking Accuracy

  • Calibration errors (more points, remove outliers)

  • Eye tracker errors (smoothing)

  • Head tracker errors (smoothing)

Eye-in-Head Projection

Eye Plane


3d calibration

3D Calibration

  • Original calibration method

    • 9 points, fixed head position

    • 27 points, different head positions

  • New calibration method (Mulligan)

    • Fixate on single point

    • While moving head back and forth (and up and down)

    • Vestibuloocular Reflex (VOR)

    • Allows us to get 100s of points

    • More user friendly


Eye as real time 3d input device

Eye as real-time 3D input device?

  • Passive

    • Gaze contingent displays (EyeGuide)

    • Head pose often sufficient

    • When is the finer level of granularity (below 30º) needed?

  • Active

    • Eye as controller

    • Fitts’ Law applied to AR/VR

    • Eye can point, select, and move faster than mouse (in some situations)


Acknowledgements

Acknowledgements

Funded in part by the Office of Naval Research and gifts from IBM and Microsoft.


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