Eye Tracking Interaction. Eye tracking has a long
history in medical and psychological research as a
tool for recording and studying human visual behav-
ior (Majaranta and Bulling, 2014). Eye tracking de-
vices have been previously used in experimental and
productive environments in various domains. One
prominent example is the field of human-computer-
interaction, in which the usage of eye trackers serves
mainly two different purposes: immediate user inter-
action and statistical analysis.
In immediate user interaction, human-computer-
interaction projects strive to utilize the gaze of the
user as the only or one of multiple input components
of an interactive system (Kiili et al., 2014). One such
example for this mode is the work of Alonso et al. in
the field of air traffic controllers (Alonso et al.,
2013), in which the authors show that even the
highly complex use of case of air traffic control
can be improved upon with eye tracking technol-
ogy. Still, for workloads that requires precise and
quick reactions, Kasprowski et al. has shown that
mouse or touchpad input is still superior in reaction
speed and accuracy (Kasprowski et al., 2016). The
more widespread purpose of eye tracking in human-
computer-interaction projects is the statistical analy-
sis. In that case, users and their gaze are observed
while the user is prompted with a task, e.g., using a
web site. Then, the gathered gaze data is analyzed
and different conclusions can be made, e.g., which ar-
eas of the web site attract the most attention or which
parts of the web site the user did not see at all. This
application of eye tracking has the goal of understand-
ing human behavior and eye movements in particular,
such as in the work by Kiefer et al. (Kiefer et al.,
2017) in which statistical eye tracking helps the re-
searchers understand how their maps are visually pro-
cessed by the test persons.
Eye Tracking in Understanding Art. In the do-
main of digital art creation, eye tracking has already
found applications. For instance, there have been
multiple art exhibitions that utilize eye tracking as an
interaction technique to take control of or influence
the artwork. One of these works is “Molecular In-
formatics” by Mikami (Mikami, 1996). In this work,
users explore a Virtual Reality (VR) environment in
which 3D molecule structures are automatically gen-
erated based on the gaze of the user.
Furthermore, the method of using eye tracking
for statistical analysis has been used for understand-
ing on how humans perceive and process art. One
example for this is the work of Quiroga and Pe-
dreira(Quian Quiroga and Pedreira, 2011), in which it
is shown that the attention and the eye gaze of the hu-
man observers can be easily manipulated with small
changes to the observed pictures.
3 TRACKING & STYLIZATION
Starting with the hardware system setup (Section 3.1),
this section further describes the software system
(Section 3.2), required low-level sensor data acqui-
sition (Section 3.3), and its mapping to the differ-
ent levels-of-control for image-abstraction techniques
(Section 4.3).
3.1 Hardware and System Setup
In order to create a natural interaction with the sys-
tem, a glasses-free consumer eye tracker (Tobii Gam-
ing Eye Tracker 4C
1
) is utilized. It allows the user to
influence the system as the currently chosen interac-
tion technique intends to. The required setting for the
eye tracker to work in a stable manner is described in
the following (cf. Figure 1).
The eye tracker requires a well-lit environment
with a single user, since the eye tracker can only track
one pair of eyes at the same time. The manufacturer of
the eye tracker furthermore recommends using mon-
itors with a maximum diagonal length of 27 inches
with a display ratio of 16:9 and 30 inches with a dis-
play ratio of 21:9. In addition, the distance from the
sensor is advised to be kept between 50 cm to 95 cm
in order to deliver consistent results. However, in the
presented approach, a 43 inches 16:9 display (Sam-
sung The Frame) was used with a sensor distance of
approx. 1 m and found precise and stable enough for
the presented system. Extension cords for the Univer-
sal Serial Bus (USB) connection of the eye tracker are
advised against while the native cable has a length of
80 cm, therefore constraining the arrangement of the
components in the build of the proposed system.
The eye tracker furthermore requires a calibration
that tracks the head position, rotation and distance in
order to produce more precise gaze tracking results.
This calibration should be done on a per-user basis for
long-term use, while a more casual use with multiple,
quickly switching users requires a calibration-less set-
up for a frictionless interaction. In the latter case, a
standard calibration for a certain average user position
should be used. After this calibration, a guarantee for
the position for the user could be achieved by suggest-
ing such a position through ground markers or other
physical constraints. Furthermore, visual feedback on
whether eye detection was successful could guide the
user to the right position.
1
https://gaming.tobii.com/product/tobii-eye-tracker-4c/
Controlling Image-Stylization Techniques using Eye Tracking
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