Gaze
tracking
technology
provides information about the spatial coordinates of a person's point of attention in real-time using the distance to the
camera
, the position of the head, and the pupil of the
eye
. The
first
attempts at
gaze
tracking began at the end of the 19th century by a professor of psychology and education at Western Pennsylvania University to develop an effective
method
of the reading process when learning a language. () Nowadays,
gaze
tracking
technology
has found application in many fields, including medicine, psychology, marketing, and simulators.().
Although
ready-made solutions already exist, they have some disadvantages: the need for special equipment (Tobii
Eye
Tracker), high cost (Tobii Aware), or dependence on external
conditions
.
This
research is aimed at creating a
gaze
tracking
technology
accessible to everyone who has devices with a reasonable
camera
.
In other words
,
this
technology
will find application among the audience using computers, laptops, and mobile
phones
. According to Drewes H. (),
gaze
tracking already helps motor impaired people interact with a computer, and for ordinary people, it will make it more comfortable,
for example
, when typing text or as an alternative to a mouse or touchpad for mobile
phones
. Commercially successful areas,
such
as the video game market, are
also
interested in the emergence of a mass
Eye
tracking
algorithm
. Veronica S. claims that "Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience.
In particular
,
eye
gaze
control has recently been explored as an input modality in video games." ().
In addition
to the wide application, computers and mobile
phones
have several other advantages: high computing power, high-resolution cameras, and their static position on the device, which allows for high-precision calibration ().
However
, the development of an accurate
Eye
tracking
algorithm
requires solving two critical problems: unstable
conditions
and poor image quality from the front
camera
. Due to the lack of infrared optical sensors in ordinary cameras, which provides robustness inexpensive devices (Tobii
Eye
Tracker 5) to changes in shooting environment
conditions
, the accuracy of
gaze
estimation will be affected by lighting,
camera
defocusing, as well as through view and scale changes. (). According to Shreya G., appearance-based and model-based methods are used in the development of
gaze
-tracking algorithms. (). Appearance-based models
use
a large amount of data and depend on the
method
of collecting
this
data (laboratory or in the wild),
therefore
they are extremely sensitive to changes in light and noise in the image ().
On the other hand
, model-based algorithms, according to Anuradha K., "
use
a geometric model of the human
eye
to estimate the center of the cornea, optical and visual axes of the
eye
and estimate the
gaze
coordinates as points of intersection where the visual axes meet the scene"().
Therefore
, the model-based
method
will be used to solve the problem with inconsistent
conditions
.
However
, the model-based
method
is extremely dependent on the
camera
resolution, which does not allow for the high accuracy of the
algorithm
. According to Fukuda T. () to reduce the cost of budget devices
such
as laptops and
phones
, manufacturers
use
cheap
camera
modules whose resolution is too low to
use
the
technology
with free head movements and independent face distance from the
camera
. To solve
this
problem, the
algorithm
will
use
the SRGAN model ().