c24165b8bc
에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게 [공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류. 문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인). - Topic_Programming → Domain_Programming (내부 구조 보존) - Topic_Graphic → Domain_Design - Topic_Business → Domain_Product - Topic_General → Domain_General - _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning), Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing) - 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서) - 빈 폴더 정리 (memory/procedures) - 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-eye-tracking | Eye Tracking | 10_Wiki/Topics | verified | self |
|
none | A | 0.85 | applied |
|
2026-05-10 | pending |
|
Eye Tracking
매 한 줄
"매 eye tracking 은 user gaze direction 의 measure — pupil/cornea reflection 또는 ML model 의 사용". 2026 의 mainstream: Apple Vision Pro, Meta Quest 3S Pro, PSVR2. 매 foveated rendering, gaze-based UI selection, accessibility (ALS), UX research 의 enables.
매 핵심
매 Sensing Methods
- PCCR (Pupil Center Corneal Reflection): IR LED illumination + IR camera. Sub-degree accuracy, dedicated HW (Tobii, Vision Pro).
- Webcam-based ML: WebGazer.js, MediaPipe Iris. ~3-5° accuracy, no special HW.
- Electrooculography (EOG): skin electrodes; medical/lab use.
- Scleral search coil: highest precision, invasive (research only).
매 Output Data
- Gaze point: 2D screen coord or 3D ray.
- Pupil diameter: cognitive load proxy.
- Fixations: stable gaze (>100ms) — what user actually reads.
- Saccades: rapid eye movement between fixations.
- Smooth pursuit: tracking moving target.
매 응용
- Foveated rendering (high-res only at gaze point — VR perf 4-10x).
- Gaze + pinch UI selection (Apple Vision Pro paradigm).
- Accessibility: gaze-typing for ALS/locked-in patients.
- UX research: heatmaps, attention analysis.
- Driver monitoring (drowsiness detection).
💻 패턴
WebGazer.js (browser, no HW)
import webgazer from 'webgazer';
await webgazer.setRegression('ridge')
.setGazeListener((data, timestamp) => {
if (!data) return;
console.log('gaze:', data.x, data.y); // screen px
})
.begin();
// User must calibrate by clicking around
MediaPipe Iris (TF.js)
import * as faceLandmarksDetection from '@tensorflow-models/face-landmarks-detection';
const detector = await faceLandmarksDetection.createDetector(
faceLandmarksDetection.SupportedModels.MediaPipeFaceMesh,
{ runtime: 'tfjs', refineLandmarks: true } // refine = iris landmarks
);
const faces = await detector.estimateFaces(video);
const irisLeft = faces[0].keypoints.filter(k => k.name?.includes('leftIris'));
const irisRight = faces[0].keypoints.filter(k => k.name?.includes('rightIris'));
WebXR Eye Tracking (Vision Pro Safari, Quest)
const session = await navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['eye-tracking'],
});
session.requestAnimationFrame(function onFrame(t, frame) {
const eyeSpace = session.requestReferenceSpace('viewer');
const gaze = frame.getViewerPose(eyeSpace);
// gaze.transform.position / orientation = gaze ray
session.requestAnimationFrame(onFrame);
});
Fixation Detection (I-DT algorithm)
// Identification by Dispersion Threshold
function detectFixations(gazePoints: {x:number, y:number, t:number}[],
dispersionPx = 50, minDurationMs = 100) {
const fixations = [];
let window: typeof gazePoints = [];
for (const p of gazePoints) {
window.push(p);
const xs = window.map(g => g.x), ys = window.map(g => g.y);
const disp = (Math.max(...xs) - Math.min(...xs))
+ (Math.max(...ys) - Math.min(...ys));
if (disp > dispersionPx) {
const dur = window[window.length-2].t - window[0].t;
if (dur >= minDurationMs) fixations.push(window.slice(0, -1));
window = [p];
}
}
return fixations;
}
Foveated Rendering Hint (WebGPU)
// VRS / foveated rendering via GPU extension (browser-dependent)
const passEncoder = encoder.beginRenderPass({
colorAttachments: [...],
// implementation-specific: shading rate texture pointing at gaze
});
Heatmap from Fixations
function buildHeatmap(fixations, w, h, sigma = 30) {
const map = new Float32Array(w * h);
for (const f of fixations) {
for (let y = 0; y < h; y++) for (let x = 0; x < w; x++) {
const d2 = (x-f.x)**2 + (y-f.y)**2;
map[y*w+x] += Math.exp(-d2 / (2*sigma*sigma)) * f.duration;
}
}
return map;
}
매 결정 기준
| 상황 | Approach |
|---|---|
| VR/AR headset (2026) | Native eye-tracking API (visionOS, OpenXR ext) |
| Browser, accuracy critical | Tobii / dedicated HW + SDK |
| Browser, no HW | WebGazer.js or MediaPipe Iris (lower accuracy) |
| Accessibility input | Tobii Eye Tracker 5 + Windows Eye Control |
| UX research | Tobii Pro / GazePoint + heatmap tool |
기본값: 매 platform 의 native eye-tracking API. Browser fallback: MediaPipe Iris.
🔗 Graph
- 부모: Human Computer Interaction · XR
- 응용: Accessibility (A11y)
- Adjacent: WebXR · MediaPipe
🤖 LLM 활용
언제: gaze-based UI 의 design, foveated rendering question, accessibility input. 언제 X: physiological eye-disease diagnosis (clinical 의 ophthalmologist).
❌ 안티패턴
- No calibration: webcam-based 의 every-user calibration 의 require.
- Click-on-gaze without dwell time: Midas touch problem — every glance triggers.
- Storing raw gaze without consent: PII / biometric (GDPR Art. 9).
- Webcam ML for safety-critical: insufficient accuracy (driver assist 의 dedicated HW).
- Ignoring head movement: gaze ≠ pupil position; head pose 의 compensate.
🧪 검증 / 중복
- Verified (Apple visionOS docs, OpenXR EXT_eye_gaze_interaction, Tobii Developer Zone).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — eye tracking full content |