HMD VR VR HMD VR HMD VR Eye-Gaze Interface on HMD for Virtual Reality Hiromu MIYASHITA Masaki HAYASHI Kenichi OKADA Faculty of Science and Technology,
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1 HMD VR VR HMD VR HMD VR Eye-Gaze Interface on HMD for Virtual Reality Hiromu MIYASHITA Masaki HAYASHI Kenichi OKADA Faculty of Science and Technology, Keio University In the technology of the VR space, interfaces for immersing strongly to VR are researched. Many devices that users can operate by intuitive movement using motion capture were developed for VR. However, massive devices and complicated operations make a burden to users. To solve this problem, we focused on Eye-Gaze Interface that can handle intuitively with little movement. So in this paper, we propose Eye-Gaze Interface on HMD for virtual reality. We provided VR space on the HMD, and made clear accuracy of the Eye-Gaze tracking system and level of immersion. 1 VR [2] HMD VR EOG VR [1] VR HMD HMD VR VR 2 EOG 3 VR HMD VR
2 [2] VR VR VR 2.2 EOG EOG [3] ( ) VR VR VR EOG HMD [4] EOG VR EOG VR [5] VR EOG ( ) 3 HMD VR VR VR 2.2 EOG EOG 2
3 Trax2USB を使用した このジャイロセンサを HMD に接着固定し さらに HMD をユーザの頭部に装着 することで ユーザの顔の向きの測定が可能になる InterTrax2USB は VR 空間描写のアプリケーション を起動しているパソコンへ直接接続できるため リ アルタイムにユーザの顔の向きを VR 空間での視野 に反映できる なおこの HMD を装着するときには 電極が貼付 される位置の汚れを消毒綿で拭き取り さらに電極 に眼電を通しやすくするためのペーストを塗布する 必要がある 図 1 に作成した HMD の接眼部を 図 2 にその装 着例を示す 法が他の眼球運動測定法に比べ機器のセットアップ が容易で ユーザへの負担も少ないからである さ らに EOG 法は電極を眼の周囲に貼るだけのため ユーザの視野を妨げないことも利点となる また 顔の向きの測定はユーザの頭部にジャイロセンサを 設置することで実現する これらのインターフェー スを実現するためのセンサを HMD 上に設置するこ とで HMD を装着するだけで各種測定を複合的に 行えるような 簡単で装着しやすいデバイスを構築 する 本研究の将来的な構想は ハンドフリーで直感的 な操作が可能な VR 空間への没入である 主な操作 としては 視線方向へのアバタ移動や ユーザの注 視による VR 空間内のオブジェクト選択などが挙げ られる また ディスプレイに注視可能なメニュー を表示することで VR 空間内での動作を視線だけ で実現できる 他にも 視線と顔の向きによるイン ターフェースは VR 空間に限らず 様々なアプリケー ションにも応用できる ユーザの注視対象を正確に 判別し ディスプレイ表示への補助とすることも可 能であると考えられる 4 実装 4.1 システム構成 本研究では 3 節に述べたような 視線と顔の向き 図 1: HMD の接眼部 によるインターフェースが可能な HMD を作成した ベースとなる HMD には SONY 社製の Glasstron を 使用した この HMD の画面サイズは視野角にして 横 28 度 縦 21 度である まず EOG 法による眼球運動測定のため この HMD に日本光電社製の皿電極を設置した 電極は ユーザの両目尻と右目の上下にしっかりと貼付され るよう 水泳用ゴーグルを介して HMD に接着固定 した ここで両目尻の電極が横軸の視線を測定し 右目上下の電極が縦軸の視線を測定する これは横 軸 縦軸の視線のどちらにおいても 人間の二つの 目がどんな場合でも同じ方向にしか動かないことを 前提としている なお測定の際には HMD に貼り付 図 2: HMD の装着例 けた電極に加え アースを取るために眉間と両耳た ぶにも電極を貼り付ける必要がある 電極が測定し 本研究で行った視線の測定は 電極が測定した眼電 た眼電は日本光電社製の脳波計 Neurofax によって の記録を専用のコンピュータに一時保存する必要があ 記録され 4.2 節で述べられる処理の後 ユーザの り その上でさらに 4.2 節で述べるノイズ除去などの 視線位置として出力される 処理を行う そのため視線入力に関しては HMD 使 次に顔の向きを測定するため HMD に 3 軸ジ 用中の視線の測定結果と VR 空間の描写記録の二つ ャイロセンサである INTERSENSE 社製の Inter- を同期させることで 非リアルタイム的に実現した 3
4 HMD VR EOG 2.2 HMD VR HMD EOG VR ( :9 IIR(Infinite Impulse Response) LPF :1 ) HMD 2 3 HMD 0 3 HMD HMD 8 3 IIR HMD 3: (8 ) 5 4
5 % 2 [6] % HMD VR ( 2 ) % 8 VR 8 VR 4: : VR % 48.7% 1 HMD VR HMD HMD 4 8 HMD VR 5
6 1 7 EOG 7 VR 2 VR VR VR SCOPE, pp184, 6: : [5] : 6 7 [1] Zeltzer, D.: Autonomy, Interaction and, Presence: PRESENCE, vol.1, No.1, pp pp37-42, 2003 VR [2] : I: [3] ( ): :, 2000 [4] : EOG :, Vol.39, No.5, pp , 1998 :, Vol.103, No.522, [6] : :, Vol.83-D1, No.5, pp , 2000 HMD VR 6 -E
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