f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
173 lines
5.7 KiB
Markdown
173 lines
5.7 KiB
Markdown
---
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id: wiki-2026-0508-eye-tracking
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title: Eye Tracking
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Gaze Tracking, Eye Gaze, Foveated Rendering Input]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [eye-tracking, xr, vr, ar, accessibility, ux]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: webxr
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---
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# Eye Tracking
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 Sensing Methods
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- **PCCR (Pupil Center Corneal Reflection)**: IR LED illumination + IR camera. Sub-degree accuracy, dedicated HW (Tobii, Vision Pro).
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- **Webcam-based ML**: WebGazer.js, MediaPipe Iris. ~3-5° accuracy, no special HW.
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- **Electrooculography (EOG)**: skin electrodes; medical/lab use.
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- **Scleral search coil**: highest precision, invasive (research only).
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### 매 Output Data
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- **Gaze point**: 2D screen coord or 3D ray.
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- **Pupil diameter**: cognitive load proxy.
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- **Fixations**: stable gaze (>100ms) — what user actually reads.
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- **Saccades**: rapid eye movement between fixations.
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- **Smooth pursuit**: tracking moving target.
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### 매 응용
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1. Foveated rendering (high-res only at gaze point — VR perf 4-10x).
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2. Gaze + pinch UI selection (Apple Vision Pro paradigm).
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3. Accessibility: gaze-typing for ALS/locked-in patients.
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4. UX research: heatmaps, attention analysis.
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5. Driver monitoring (drowsiness detection).
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## 💻 패턴
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### WebGazer.js (browser, no HW)
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```js
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import webgazer from 'webgazer';
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await webgazer.setRegression('ridge')
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.setGazeListener((data, timestamp) => {
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if (!data) return;
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console.log('gaze:', data.x, data.y); // screen px
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})
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.begin();
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// User must calibrate by clicking around
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```
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### MediaPipe Iris (TF.js)
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```js
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import * as faceLandmarksDetection from '@tensorflow-models/face-landmarks-detection';
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const detector = await faceLandmarksDetection.createDetector(
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faceLandmarksDetection.SupportedModels.MediaPipeFaceMesh,
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{ runtime: 'tfjs', refineLandmarks: true } // refine = iris landmarks
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);
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const faces = await detector.estimateFaces(video);
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const irisLeft = faces[0].keypoints.filter(k => k.name?.includes('leftIris'));
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const irisRight = faces[0].keypoints.filter(k => k.name?.includes('rightIris'));
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```
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### WebXR Eye Tracking (Vision Pro Safari, Quest)
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```ts
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const session = await navigator.xr.requestSession('immersive-vr', {
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requiredFeatures: ['eye-tracking'],
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});
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session.requestAnimationFrame(function onFrame(t, frame) {
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const eyeSpace = session.requestReferenceSpace('viewer');
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const gaze = frame.getViewerPose(eyeSpace);
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// gaze.transform.position / orientation = gaze ray
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session.requestAnimationFrame(onFrame);
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});
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```
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### Fixation Detection (I-DT algorithm)
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```ts
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// Identification by Dispersion Threshold
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function detectFixations(gazePoints: {x:number, y:number, t:number}[],
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dispersionPx = 50, minDurationMs = 100) {
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const fixations = [];
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let window: typeof gazePoints = [];
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for (const p of gazePoints) {
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window.push(p);
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const xs = window.map(g => g.x), ys = window.map(g => g.y);
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const disp = (Math.max(...xs) - Math.min(...xs))
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+ (Math.max(...ys) - Math.min(...ys));
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if (disp > dispersionPx) {
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const dur = window[window.length-2].t - window[0].t;
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if (dur >= minDurationMs) fixations.push(window.slice(0, -1));
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window = [p];
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}
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}
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return fixations;
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}
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```
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### Foveated Rendering Hint (WebGPU)
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```ts
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// VRS / foveated rendering via GPU extension (browser-dependent)
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const passEncoder = encoder.beginRenderPass({
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colorAttachments: [...],
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// implementation-specific: shading rate texture pointing at gaze
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});
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```
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### Heatmap from Fixations
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```ts
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function buildHeatmap(fixations, w, h, sigma = 30) {
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const map = new Float32Array(w * h);
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for (const f of fixations) {
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for (let y = 0; y < h; y++) for (let x = 0; x < w; x++) {
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const d2 = (x-f.x)**2 + (y-f.y)**2;
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map[y*w+x] += Math.exp(-d2 / (2*sigma*sigma)) * f.duration;
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}
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}
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return map;
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| VR/AR headset (2026) | Native eye-tracking API (visionOS, OpenXR ext) |
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| Browser, accuracy critical | Tobii / dedicated HW + SDK |
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| Browser, no HW | WebGazer.js or MediaPipe Iris (lower accuracy) |
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| Accessibility input | Tobii Eye Tracker 5 + Windows Eye Control |
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| UX research | Tobii Pro / GazePoint + heatmap tool |
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**기본값**: 매 platform 의 native eye-tracking API. Browser fallback: MediaPipe Iris.
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## 🔗 Graph
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- 부모: [[Human Computer Interaction]] · [[XR]]
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- 응용: [[Accessibility (A11y)|Accessibility]]
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- Adjacent: [[WebXR]] · [[MediaPipe]]
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## 🤖 LLM 활용
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**언제**: gaze-based UI 의 design, foveated rendering question, accessibility input.
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**언제 X**: physiological eye-disease diagnosis (clinical 의 ophthalmologist).
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## ❌ 안티패턴
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- **No calibration**: webcam-based 의 every-user calibration 의 require.
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- **Click-on-gaze without dwell time**: Midas touch problem — every glance triggers.
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- **Storing raw gaze without consent**: PII / biometric (GDPR Art. 9).
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- **Webcam ML for safety-critical**: insufficient accuracy (driver assist 의 dedicated HW).
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- **Ignoring head movement**: gaze ≠ pupil position; head pose 의 compensate.
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## 🧪 검증 / 중복
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- Verified (Apple visionOS docs, OpenXR EXT_eye_gaze_interaction, Tobii Developer Zone).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — eye tracking full content |
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