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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-eye-tracking
title: Eye Tracking
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Gaze Tracking, Eye Gaze, Foveated Rendering Input]
duplicate_of: none
source_trust_level: A
confidence_score: 0.85
verification_status: applied
tags: [eye-tracking, xr, vr, ar, accessibility, ux]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: typescript
framework: webxr
---
# 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
1. Foveated rendering (high-res only at gaze point — VR perf 4-10x).
2. Gaze + pinch UI selection (Apple Vision Pro paradigm).
3. Accessibility: gaze-typing for ALS/locked-in patients.
4. UX research: heatmaps, attention analysis.
5. Driver monitoring (drowsiness detection).
## 💻 패턴
### WebGazer.js (browser, no HW)
```js
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)
```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)
```ts
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)
```ts
// 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)
```ts
// VRS / foveated rendering via GPU extension (browser-dependent)
const passEncoder = encoder.beginRenderPass({
colorAttachments: [...],
// implementation-specific: shading rate texture pointing at gaze
});
```
### Heatmap from Fixations
```ts
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)|Accessibility]]
- 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 |