Eye tracking calibration method, device, and storage medium
Patent Information
- Application Number
- CN202610745959.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-27
- Publication Date
- 2026-08-18
AI Technical Summary
[0003]但是,这种静态的校准方案的校准过程比较枯燥,在应用于儿童群体使用的设备中时,由于儿童对单调任务缺乏持续参与意愿且注意力维持能力有限,因此在校准过程中会经常出现注意力不集中的情况,进而造成校准成功率较低
[0008]Based on this solution, the display screen can show the calibration area of the eye-tracking calibration points as an interactive target in an interactive game interface, thereby transforming the eye-tracking calibration process into a game-like interactive process, which can enhance the fun of the eye-tracking calibration process. This solution can solve the problem of user attention being distracted due to monotony in existing technologies, and is particularly suitable for the cognitive characteristics of children, significantly improving the fun and user participation of the calibration process, and is especially suitable for children.
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Figure CN122593622A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology, and includes, but is not limited to, an eye-tracking calibration method, device, and storage medium. Background Technology
[0002] Eye-tracking algorithm models must be calibrated before use. A common calibration scheme is to display multiple static calibration points on the screen and then prompt the user to look at each static calibration point in turn. The device collects eye image data when the user looks at each calibration point to complete the algorithm calibration.
[0003] However, this static calibration scheme is rather tedious. When applied to devices used by children, their lack of sustained engagement in monotonous tasks and limited attention span often lead to inattention and low calibration success rates. Furthermore, children's difficulty in maintaining a stable gaze results in low accuracy of the collected calibration data. Additionally, the lack of real-time feedback and incentives discourages children from participating in calibration, requiring continuous guidance from external personnel, which increases the complexity and time cost of the calibration process.
[0004] In summary, the calibration schemes of existing eye-tracking algorithms are poorly suited for children's scenarios. Summary of the Invention
[0005] In view of this, this application provides an eye-tracking calibration method, device, and storage medium, which can display the calibration area of the eye-tracking calibration point as an interactive target in a game, thereby enhancing the fun of the eye-tracking calibration process, making it less likely for users to lose focus during calibration, and thus improving the efficiency of eye-tracking calibration. The eye-tracking calibration method, device, and storage medium provided in this application are implemented as follows: Firstly, an eye-tracking calibration method is provided, which is applied to an electronic device and may include: First, an interactive game interface is displayed on the screen. The interactive game interface includes a first interactive target, and the display area of the first interactive target is located in the calibration area of the first eye-tracking calibration point.
[0006] Then, obtain the position of the user's first gaze point on the display screen at the first moment.
[0007] Subsequently, when the position of the first gaze point is within the display area of the first interactive target, the user's eye-tracking data at the first moment is recorded, and the first interactive behavior corresponding to the first interactive target is displayed in the interactive game interface.
[0008] Based on this solution, the display screen can show the calibration area of the eye-tracking calibration points as an interactive target in an interactive game interface, thereby transforming the eye-tracking calibration process into a game-like interactive process, which can enhance the fun of the eye-tracking calibration process. This solution can solve the problem of user attention being distracted due to monotony in existing technologies, and is particularly suitable for the cognitive characteristics of children, significantly improving the fun and user participation of the calibration process, and is especially suitable for children.
[0009] In conjunction with the first aspect mentioned above, in one optional implementation, the user's eye-tracking data at the first moment includes the position of the first gaze point and the user's eye feature information at the first moment.
[0010] In conjunction with the first aspect mentioned above, in one optional implementation, the distance between the position of any point within the display area of the first interactive target and the position of the first eye-tracking calibration point is less than or equal to a first preset distance.
[0011] In conjunction with the first aspect described above, in one optional implementation, when the position of the first gaze point is within the display area of the first interactive target, displaying the first interactive behavior in the interactive game interface may specifically include: when the position of the first gaze point is within the display area of the first interactive target, and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance, recording the user's eye-tracking data at a first moment, and displaying the first interactive behavior in the interactive game interface. Here, the second gaze point is the user's gaze point on the display screen at a second moment, the second moment being the adjacent moment before the first moment, and the position of the second gaze point is also within the display area of the first interactive target.
[0012] In conjunction with the first aspect described above, in one optional implementation, the eye-tracking calibration method may further include: displaying the execution progress of the first interactive behavior in the interactive game interface when the position of the first gaze point is located within the display area of the first interactive target, and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance. The execution progress of the first interactive behavior is positively correlated with the duration of the user's continuous gaze at the first interactive target.
[0013] In conjunction with the first aspect mentioned above, in one alternative implementation, the eye-tracking calibration method may further include: First, obtain the position of the user's third gaze point on the display screen at the third moment, which is after the first moment; Then, with the third gaze point located within the display area of the first interactive target, the user's eye-tracking data at the third moment is recorded; Then, determine the duration of the user's sustained gaze at the first interactive target up to the third moment.
[0014] Finally, if the user's continuous gaze duration on the first interactive target equals the preset duration by the third moment, the calibration of the first eye-tracking calibration point is determined to be complete, and an animation of the successful execution of the first interactive behavior is played in the interactive game interface.
[0015] In conjunction with the first aspect described above, in one optional implementation, the sustained gaze duration is equal to the duration between the fourth and third moments, where the fourth moment is either the first moment or occurs before the first moment. Between the fourth and third moments, the user's gaze point on the display screen is always within the display area of the first interactive target.
[0016] In conjunction with the first aspect mentioned above, in one optional implementation, the interactive game interface may include multiple interactive areas, which are calibration areas for multiple eye-tracking calibration points. The first interactive target is located in any one of the multiple interactive areas, and the interactive area where the first interactive target is located is the calibration area of the first eye-tracking calibration point.
[0017] In conjunction with the first aspect above, in one optional implementation, the eye-tracking calibration method may further include: after determining that the first eye-tracking calibration point has been calibrated, displaying a second interactive target in the interactive game interface, wherein the second interactive target is located in the calibration area of the second eye-tracking calibration point.
[0018] Secondly, an electronic device is provided, which may include a display screen, an information acquisition module, and an information processing module. The display screen can be used to display an interactive game interface, which includes a first interactive target. The display area of the first interactive target is located in the calibration area of the first eye-tracking calibration point.
[0019] The information acquisition module can be used to acquire the position of the user's first gaze point on the display screen at the first moment.
[0020] The information processing module can be used to record the user's eye-tracking data at the first moment when the position of the first gaze point is within the display area of the first interactive target, and display the first interactive behavior corresponding to the first interactive target in the interactive game interface.
[0021] In conjunction with the second aspect described above, in one optional implementation, the information processing module can specifically be used to: record the user's eye-tracking data at a first moment when the position of the first gaze point is located within the display area of the first interactive target, and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance; and control the display screen to display the first interactive behavior in the interactive game interface. Here, the second gaze point is the user's gaze point on the display screen at a second moment, the second moment being the adjacent moment before the first moment, and the position of the second gaze point is also located within the display area of the first interactive target.
[0022] In conjunction with the second aspect described above, in one optional implementation, the information processing module can further be used to: control the display screen to show the execution progress of the first interactive behavior in the interactive game interface when the position of the first gaze point is located within the display area of the first interactive target, and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance. The execution progress of the first interactive behavior is positively correlated with the duration of the user's continuous gaze at the first interactive target.
[0023] In conjunction with the second aspect described above, in one optional implementation, the information acquisition module can also be used to acquire the position of the user's third gaze point on the display screen at a third moment, which is after the first moment. The information processing module can also be used to record the user's eye-tracking data at the third moment, provided that the position of the third gaze point is within the display area of the first interactive target. The information processing module can also be used to determine the duration of the user's continuous gaze at the first interactive target up to the third moment. Furthermore, the information processing module can also be used to determine that the first eye-tracking calibration point has been calibrated successfully if the duration of the user's continuous gaze at the first interactive target up to the third moment equals a preset duration, and control the display screen to play an animation of the successful execution of the first interactive action in the interactive game interface.
[0024] In conjunction with the second aspect above, in one optional implementation, the display screen can also be used to: display a second interactive target in the interactive game interface after the calibration of the first eye-tracking calibration point is completed, the second interactive target being located in the calibration area of the second eye-tracking calibration point.
[0025] Thirdly, a computer device is provided, including a memory and a processor, the memory storing computer program instructions executable on the processor, the processor executing the computer program instructions to implement the eye-tracking calibration method described in any of the first aspects above.
[0026] Fourthly, a computer-readable storage medium is provided, which stores computer program instructions that, when executed on a computer, cause the computer to perform the eye-tracking calibration method described in any of the first aspects above.
[0027] Fifthly, a computer program product is provided, the computer program product comprising instructions that, when the computer program product is run on a computer, cause a processor to execute the eye-tracking calibration method described in any possible implementation of the first aspect above. Attached Figure Description
[0028] To more clearly illustrate the technical solutions in the embodiments of this application, the drawings used in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0029] Figure 1 A schematic diagram illustrating an application scenario of an eye-tracking calibration method provided in this application embodiment; Figure 2 A schematic flowchart of an eye-tracking calibration method provided in an embodiment of this application; Figure 3 A schematic diagram of a display screen provided for an embodiment of this application; Figure 4 A schematic diagram of an interactive game interface provided in an embodiment of this application; Figure 5 A schematic diagram illustrating the implementation process of step 202 provided in an embodiment of this application; Figure 6 A schematic diagram of another interactive game interface provided in an embodiment of this application; Figure 7 A schematic flowchart of another eye-tracking calibration method provided in an embodiment of this application; Figure 8 A schematic diagram of yet another interactive game interface provided in an embodiment of this application; Figure 9 A schematic flowchart illustrating another eye-tracking calibration method provided in this application embodiment; Figure 10 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application; Figure 11 This is a schematic diagram of the structure of another electronic device provided in an embodiment of this application. Detailed Implementation
[0030] In this field, one calibration scheme for eye-tracking algorithms involves displaying multiple static calibration points on the screen and prompting the user to look at each point sequentially. The device then collects eye image data from the user while looking at each point to complete the algorithm calibration. However, this static calibration scheme is tedious. When applied to devices used by children, their lack of sustained engagement in monotonous tasks and limited attention span often lead to inattention and low calibration success rates. Furthermore, children's difficulty in maintaining a stable gaze results in low accuracy of the collected calibration data. Additionally, the lack of real-time feedback and incentives discourages children from participating in calibration, requiring continuous external guidance, which increases the complexity and time cost of the calibration process. In conclusion, existing eye-tracking algorithm calibration schemes are poorly suited for children's scenarios.
[0031] To address this, this application provides an eye-tracking calibration method. The display screen can show the calibration area of the eye-tracking calibration points as an interactive target in an interactive game interface, thereby transforming the user's eye-tracking calibration process into a game-like interactive process, enhancing the fun of the eye-tracking calibration process. This solution can solve the problem of user attention being distracted due to monotony in existing technologies, and is particularly suitable for the cognitive characteristics of children, significantly improving the fun and user participation of the calibration process, especially for children.
[0032] Before introducing the eye-tracking calibration method provided in this application, we will first introduce the application scenarios of the eye-tracking calibration method provided in this application. Figure 1 A schematic diagram illustrating an application scenario of the eye-tracking calibration method provided in this application, such as... Figure 1 As shown, the scenario may include a user 101 and an electronic device 102, and the electronic device 102 may include a display screen 102a. The display screen 102a of the electronic device 102 may display calibration points, and the user 101 may gaze at the calibration points on the display screen 102a of the electronic device 102 to perform eye-tracking calibration.
[0033] The following will combine Figure 1 The application scenarios shown provide a detailed explanation of the eye-tracking calibration method provided in the embodiments of this application. Figure 2 This application provides a flowchart illustrating an eye-tracking calibration method, which can be applied to electronic devices, such as... Figure 1 The electronic device 102 shown. See also... Figure 2 The eye-tracking calibration method may include steps 201 to 203, wherein, Step 201: Display an interactive game interface on the screen. The interactive game interface may include a first interactive target. The display area of the first interactive target is located in the calibration area of the first eye-tracking calibration point.
[0034] Interactive game interfaces are graphical user interfaces designed to attract user attention and guide them to complete specific tasks. Unlike traditional static calibration interfaces, these interfaces incorporate game elements to enhance user engagement and cooperation, especially among children.
[0035] The primary interactive objective is a visual element in the interactive game interface that can be observed by the user. Optionally, this primary interactive objective can be designed to be attractive, such as a cartoon character, animated icon, etc., and its display position and behavior are used to guide the user's attention.
[0036] The first eye-tracking calibration point is a logical point on the display used for eye-tracking calibration. The location of the first eye-tracking calibration point can be pre-configured.
[0037] The calibration area of the first eye-tracking calibration point is the effective judgment area when the user gazes at the first eye-tracking calibration point. Electronic devices can perform eye-tracking calibration based on the eye feature data and the position of the gaze point when the user gazes at the calibration area of the first eye-tracking calibration point.
[0038] As one possible implementation, the calibration area of the first eye-tracking calibration point is a circular area centered on the first eye-tracking calibration point, and the radius of the calibration area of the first eye-tracking calibration point can be pre-configured.
[0039] For example, Figure 3 A schematic diagram of a display screen provided in this application, such as Figure 3 As shown, point 301 can be the first eye-tracking calibration point, and the circular area 302 centered on point 301 can be the calibration area of the first eye-tracking calibration point.
[0040] In this embodiment, the display area of the first interactive target in the interactive game interface is located within the calibration area of the first eye-tracking calibration point. Therefore, when the user's gaze point is within the display area of the first interactive target, the user's gaze point is also within the calibration area of the first eye-tracking calibration point, thus enabling eye-tracking calibration. This method combines the calibration area of the eye-tracking calibration point with the interactive game interface, enhancing the enjoyment of the eye-tracking calibration process.
[0041] As one possible implementation, the distance between the position of any point within the display area of the first interactive target and the position of the first eye-tracking calibration point is less than or equal to a first preset distance. Here, the first preset distance is the determination distance of the calibration area of the first eye-tracking calibration point, and this first preset distance is pre-configured.
[0042] As one possible implementation, the display screen of the electronic device includes multiple eye-tracking calibration points, which are located in multiple display areas of the display screen. The first eye-tracking calibration point can be one of the multiple eye-tracking calibration points in the display screen.
[0043] As one possible implementation, the interactive game interface may include multiple interactive areas, which are calibration areas for multiple eye-tracking calibration points on the display screen. The first interactive target may be located in any one of the multiple interactive areas, and the interactive area where the first interactive target is located is the calibration area of the first eye-tracking calibration point.
[0044] Based on this implementation method, the calibration areas of multiple eye-tracking calibration points on the display screen can all be displayed as interactive areas in the interactive game interface, and the calibration process of the calibration area of each eye-tracking calibration point can refer to the calibration process of the interactive area where the first interactive target is located.
[0045] As one possible implementation, the interactive game interface can be a whack-a-mole game interface, which may include multiple holes, and these holes can be the multiple interactive areas described above. Each of these holes can correspond one-to-one with the calibration areas of multiple eye-tracking calibration points. A mole can be displayed in any one of the holes, and the mole can be the first interactive target described above.
[0046] For example, Figure 4 A schematic diagram of an interactive game interface provided in this application, such as... Figure 4 As shown, the interactive game interface can be a whack-a-mole game interface, which includes nine holes, numbered 401 to 409. These nine holes can each correspond to the calibration areas of nine eye-tracking calibration points. The display area of hole 404 can be the calibration area of the first eye-tracking calibration point, and the whack-a-mole 410 in hole 404 can be the first interactive target. The display area of hole 404 can correspond to... Figure 3 The calibration area 302 of the first eye motion tracking calibration point.
[0047] It should be understood that displaying the calibration areas of multiple eye-tracking calibration points on the screen as holes allows users to visually see the location of the calibration areas for each eye-tracking calibration point. The appearance of a gopher popping out of the hole can be used to attract the user's attention to the gopher, thereby guiding the user to focus on the calibration area of the eye-tracking calibration point where the gopher is located.
[0048] As one possible implementation, in the case of an interactive game interface that is a whack-a-mole game interface that includes multiple holes, the electronic device can randomly display a mole in any one of the multiple holes.
[0049] Optionally, when the interactive game interface is a whack-a-mole game interface, the electronic device can determine the number of holes in the interactive game interface based on the number of pre-configured eye-tracking calibration points. Furthermore, the electronic device can determine the location of the display area for the holes in the interactive game interface based on the location of the calibration areas of the pre-configured eye-tracking calibration points. Both the number of eye-tracking calibration points and the location of the calibration areas for each eye-tracking calibration point can be pre-configured.
[0050] Step 202: Obtain the position of the user's first gaze point on the display screen at the first moment.
[0051] The first moment refers to any moment after the interactive game interface is displayed on the screen.
[0052] Optionally, the user's gaze point on the display screen at the first moment can be the intersection of the user's line of sight and the display screen at the first moment. For example, with Figure 1 Taking the application scenario shown as an example, refer to Figure 1 The dashed line in the figure represents the user 101's gaze 103 at the first moment. The intersection of the gaze 103 and the display screen 102a can be considered as the user 101's gaze point on the display screen 102a at the first moment.
[0053] Optionally, the location of the first gaze point can be obtained in various ways. For example, in one implementation, the electronic device can calculate the coordinates of the user's gaze point on the display screen by emitting infrared light and capturing the reflection of the infrared light by the user's eyeball. In another implementation, a visible light-based camera can be used to identify the user's eyeball features through image processing technology and estimate the location of the user's gaze point on the screen.
[0054] As one possible implementation, step 202 may specifically include steps 2021 to 2023, and the implementation process of step 202 can be as follows: Figure 5 As shown. Among them, Step 2021: Collect the user's eye image information at the first moment through the camera.
[0055] For example, with Figure 1 Taking the application scenario shown as an example, refer to Figure 1 The electronic device 102 may also include a camera 102b, which can capture image information of the user 101's eyes.
[0056] Step 2022: Determine the user's line of sight at the first moment based on the user's eye image information collected at the first moment.
[0057] Step 2023: Based on the user's line of sight at the first moment and the relative position of the user and the display screen, determine the position of the intersection point between the user's line of sight and the display screen at the first moment. The position of the intersection point between the user's line of sight and the display screen at the first moment is the position of the user's first gaze point on the display screen at the first moment.
[0058] Optionally, the frequency at which the camera of the electronic device captures the user's eye image information is X times per second, and the frequency at which it determines the position of the user's gaze point on the display screen is also X times per second, where X is a preset value. The user's first gaze point on the display screen at the first moment is only one of the multiple gaze points captured by the electronic device.
[0059] As one possible implementation, X=30, the frequency at which electronic devices collect human eye image information can be greater than or equal to 30 frames per second.
[0060] Step 203: When the position of the first gaze point is within the display area of the first interactive target, record the user's eye-tracking data at the first moment and display the first interactive behavior corresponding to the first interactive target in the interactive game interface.
[0061] For example, with Figure 4 Taking the first interface as an example, when the position of the first gaze point is located in the display area of the mole in the hole 404, the electronic device records the user's eye-tracking data at the first moment and displays the first interactive behavior corresponding to the first interactive target in the interactive game interface.
[0062] Optionally, the user's eye-tracking data at the first moment may include the user's eye feature information at the first moment and the position of the user's first gaze point on the display screen at the first moment.
[0063] Optionally, when recording the user's eye-tracking data at the first moment, the electronic device can also establish a mapping relationship between the user's eye feature information at the first moment and the position of the user's first gaze point on the display screen at the first moment. These two pieces of information will be stored in pairs.
[0064] As one possible approach, the user's eye feature information at the first moment can include at least one of the following: pupil center coordinates, pupil size, eyeball center coordinates, eyeball rotation angle, and eyelid opening / closing degree, acquired by the electronic device at the first moment. This user's eye feature information reflects data about the user's eye state or physiological characteristics, which is crucial for a more accurate understanding of eye-tracking data and for eye-tracking calibration.
[0065] As one possible approach, the user's eye feature information at a given moment can be determined based on the user's eye image information captured by the electronic device at that moment. For example, at least one of the following information—the user's pupil center coordinates, pupil size, eyeball center coordinates, eyeball rotation angle, and eyelid opening / closing degree—can be obtained from the eye image information through algorithms such as image recognition, feature extraction, and data analysis.
[0066] As one possible implementation, if the first interaction target is a mole, the first interaction behavior could be "hitting the mole with a hammer". It is worth noting that the first interaction behavior will not be completed immediately, but will be completed only after the user's gaze has been on the mole for a period of time.
[0067] For example, with Figure 4 Taking the interactive game interface shown as an example, when the first gaze point is located within the display area of the mole 410, the interactive game interface can display the corresponding interactive behavior of the mole 410. In this case, Figure 4 The interactive game interface shown can be specifically... Figure 6 As shown, for reference Figure 6 A hovering hammer 411 can be displayed in the upper left corner of the mole 410. The hammer 411 is the display effect of the interactive behavior corresponding to the mole 410, which is to hit the mole with the hammer.
[0068] Based on the eye-tracking calibration method described in steps 201 to 203 above, the display screen can show the calibration area of the eye-tracking calibration points as an interactive target in an interactive game interface. This transforms the user's eye-tracking calibration process into a game-like interactive process, enhancing its fun. This solution addresses the problem of user attention being distracted due to monotony in existing technologies, and is particularly suitable for the cognitive characteristics of children, significantly improving the fun and user engagement of the calibration process, especially for children.
[0069] As one possible implementation, when the position of the first gaze point is within the display area of the first interactive target, displaying the first interactive behavior in the interactive game interface can specifically include: recording the user's eye-tracking data at a first moment when the position of the first gaze point is within the display area of the first interactive target and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance, and then displaying the first interactive behavior in the interactive game interface. Here, the second gaze point is the user's gaze point on the display screen at a second moment, which is the adjacent moment before the first moment, and the position of the second gaze point is also within the display area of the first interactive target.
[0070] It should be understood that the first and second gaze points are the user's gaze points on the display screen, captured by the electronic device at adjacent moments. The distance between the positions of the first and second gaze points reflects the stability of the user's gaze. When the distance between the positions of the first and second gaze points is less than or equal to a second preset distance, the user's gaze at the first interactive target can be considered stable. Based on this implementation, the electronic device uses both the position and stability of the user's gaze point as criteria for collecting eye-tracking data, making the obtained eye-tracking data more accurate and reliable.
[0071] As one possible implementation, the eye-tracking calibration method provided in this application may further include: step 205, displaying the execution progress of the first interactive behavior in the interactive game interface when the position of the first gaze point is located within the display area of the first interactive target and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance.
[0072] For example, with Figure 6 Taking the interactive game interface shown as an example, refer to... Figure 6 Below the hammer 411, a progress bar 412 can be displayed, which represents the progress of the hammer 411 hitting the mole 410.
[0073] It should be understood that the progress of the first interactive action represents the calibration progress of the first eye-tracking calibration point corresponding to the first interactive goal. Based on this implementation method, the progress of the eye-tracking calibration process can be presented in a game-like manner, which not only provides visual feedback to the user, but also encourages the user to continue to focus on the eye-tracking calibration point.
[0074] Optionally, the progress of the first interactive action is positively correlated with the duration of the user's continuous gaze at the first interactive target. During the period the user continuously gazes at the first interactive target, the progress of the first interactive action can continuously increase. For example, using... Figure 6Taking the interactive game interface shown as an example, if the user keeps staring at the mole 410, the progress in the progress bar 412 will continuously increase. The longer the user keeps staring at the mole 410, the longer the progress in the progress bar 412 will be.
[0075] As one possible implementation, the execution progress of the first interactive behavior displayed in the interactive game interface is equal to the proportion of the user's continuous gaze duration on the first interactive target to a preset duration. Here, the preset duration is the calibration duration of the first eye-tracking calibration point, and the preset duration is pre-configured.
[0076] For example, assuming the user has been continuously looking at the first interactive target for 1 second up to the first moment, and the preset duration is 2 seconds, then the execution progress of the first interactive behavior displayed in the interactive game interface is 50%.
[0077] As one possible implementation, if the user's gaze is not within the display area of the first interactive target at any given moment, or if the distance between the user's gaze and the gaze at the previous moment exceeds a second preset distance, then the execution progress of the first interactive behavior is reset to zero.
[0078] As one possible implementation, the eye-tracking calibration method provided in this application may further include: Figure 7 The method flow shown is as follows: Figure 7 As shown, the method flow includes steps 206 to 209, wherein, Step 206: Obtain the position of the user's third gaze point on the display screen at the third moment, which is after the first moment.
[0079] The method by which the electronic device acquires the position of the third gaze point can be referred to the method by which the electronic device acquires the position of the first gaze point in step 202, and will not be repeated here.
[0080] Step 207: When the position of the third gaze point is within the display area of the first interactive target, record the user's eye-tracking data at the third moment.
[0081] The content of the user's eye-tracking data at the third moment is similar to that of the user's eye-tracking data at the third moment, and can be referred to the above text, so it will not be repeated here.
[0082] Step 208: Determine the duration of the user's sustained gaze at the first interactive target up to the third moment.
[0083] As one possible implementation, the duration of the user's sustained gaze at the first interactive target up to the third moment is equal to the duration between the fourth moment and the third moment, where the fourth moment is either the first moment or preceding the first moment. Between the fourth and third moments, the user's gaze point on the display screen is always within the display area of the first interactive target.
[0084] In other words, the duration of a user's sustained gaze on the first interactive target is equal to the duration for which the user's gaze point remains within the display area of the first interactive target.
[0085] Step 209: If the duration of the user's continuous gaze at the first interactive target by the third moment is equal to the preset duration, determine that the first eye-tracking calibration point has been calibrated and play an animation of the first interactive behavior being successfully executed in the interactive game interface.
[0086] The preset duration is the calibration duration for the first eye-tracking calibration point. If the user's continuous gaze duration on the first interactive target equals the preset duration by the third moment, it can be considered that the electronic device has met the calibration duration for the first eye-tracking calibration point by the third moment. Therefore, the electronic device can end the calibration of the first eye-tracking calibration point.
[0087] As one possible scenario, Figure 6 Taking the interactive game interface shown as an example, the animation of the first interactive action being successfully executed in the interactive game interface could be a scene of hammer 411 hitting mole 410. In this case, Figure 6 The interactive game interface shown can be specifically as follows: Figure 8 As shown, for reference Figure 8 Hammer 411 hits groundhog 410 on the head.
[0088] It is worth noting that while the user's gaze point remains within the display area of the first interactive target, the electronic device can continuously collect the position of the user's gaze point on the display screen and the user's eye data characteristics at each moment. This data can be considered as the eye tracking data corresponding to the first eye tracking calibration point.
[0089] As one possible implementation, the eye-tracking calibration method may further include: step 210, after determining that the first eye-tracking calibration point has been calibrated, displaying a second interactive target in the interactive game interface, the second interactive target being located in the calibration area of the second eye-tracking calibration point. In other words, after calibrating the first eye-tracking calibration point, the electronic device can continue to calibrate other eye-tracking calibration points using a similar method.
[0090] Optionally, after completing the calibration process for multiple eye-tracking calibration points on the display screen, the electronic device can collect eye-tracking data corresponding to multiple eye-tracking calibration points. The eye-tracking data for each calibration point may include the positions of multiple gaze points collected within the calibration area of that eye-tracking calibration point, as well as the user's eye feature information corresponding to those gaze points. The electronic device can then calibrate and standardize its eye-tracking algorithm based on the eye-tracking data corresponding to the multiple calibration points.
[0091] As one possible implementation, an electronic device can construct a mapping function based on the positions of multiple gaze points included in all the collected eye-tracking data, as well as the eye feature information of the user corresponding to the multiple gaze points. This mapping function is used to convert the pupil position of the human eye into the position of the gaze point on the screen.
[0092] As one possible implementation, a specific implementation process of the eye-tracking calibration method provided in this application can be as follows: Figure 9 As shown, for reference Figure 9 The process may include steps 901 to 914, wherein, Step 901: Eye-tracking calibration initialization.
[0093] In this step, the electronic device can obtain information such as the number of pre-configured eye-tracking calibration points, the location of the eye-tracking calibration points, the range of the calibration area of the eye-tracking calibration points, and the calibration duration.
[0094] Step 902: Load the interactive game interface. This step can be referenced from the description in step 201.
[0095] Step 903: Randomly select one of the multiple holes in the interactive game interface to launch the mole.
[0096] Step 904: Obtain the user's eye-tracking data, including the location of the user's gaze point on the display screen.
[0097] Step 905: Determine whether the user's gaze point on the display screen matches the location of the burrow where the mole is located.
[0098] If the gaze point is located in the burrow area where the mole is, the match is considered successful, and step 906 is executed.
[0099] If the gaze point is not located in the burrow area where the mole is, the matching is considered to have failed, and step 904 is executed again.
[0100] Step 906: Display the hammer hovering animation and progress bar in the interactive game interface.
[0101] Step 907: While the user's gaze point remains in the burrow area where the mole is located, determine whether the user's gaze point is stable.
[0102] Step 908: If the fixation point is stable, the progress bar continues to increase.
[0103] Step 909: If the fixation point is unstable, the progress bar will remain paused or rewind.
[0104] Among them, unstable fixation point refers to the distance between two adjacent fixation points exceeding the second preset distance.
[0105] Step 910: When the progress bar is full, determine that the hammer hits the mole, and record the eye-tracking data during the period when the user is continuously looking at the mole.
[0106] Step 911: Determine whether the calibration of all points has been completed.
[0107] If step 903 is repeated without completing the calibration of all points, the electronic device will pop out a gopher in a new hole.
[0108] After all points have been calibrated, proceed to step 912.
[0109] Step 912: Based on the eye-tracking data collected from all locations, calibrate the eye-tracking algorithm.
[0110] Step 913: Exit the interactive game interface.
[0111] The following example will provide a more detailed explanation of the above technical solution: Suppose user A is using an eye-tracking device to calibrate eye-tracking data. This device is equipped with a display screen. Traditional calibration methods typically display a series of static points, requiring user A to look at them sequentially. This can be tedious for easily distracted users like A, making it difficult to maintain focus and thus affecting calibration completion rates and data quality.
[0112] To address this issue, this method first displays an interactive game interface on the screen. This interface is designed in a "whack-a-mole" style, containing multiple "hole" graphics. Each "hole" is designated as a primary interactive target, and the area it occupies on the screen is its display area. This display area is also designated as a calibration area corresponding to a primary eye-tracking data calibration point. For example, a "mouse" image pops out of one of the "holes," and this "mouse" image is the primary interactive target that user A needs to gaze at.
[0113] Once the "gopher" pops out, the eye-tracking device begins to acquire the user A's gaze point position on the display screen in real time. For example, at a certain initial moment, the device uses its built-in sensors and algorithms to accurately capture and calculate the position of the user A's eye focus on the first gaze point on the display screen.
[0114] The system then determines whether the first gaze point is located within the display area occupied by the currently popped-up "groundhog" image. If the determination is yes, meaning user A's gaze has successfully landed on the "groundhog," the system immediately records user A's eye-tracking data at that first moment. This data may include the precise coordinates of the gaze point, pupil coordinates, pupil size, and eye rotation angle. Simultaneously, to provide immediate feedback and encourage user A to maintain focus, the interactive game interface immediately displays the first interactive action corresponding to the first interactive target. For example, a "hammer" animation may quickly appear above the "groundhog" and hover, or the "groundhog" itself may make a "hit" shaking motion accompanied by a light sound effect.
[0115] In this way, user A no longer mechanically stares at a static point, but completes the calibration by participating in a fun game. When user A's gaze falls correctly on the interactive target, the immediate visual and auditory feedback (the first interactive behavior) clearly informs user A of the effectiveness of their action, thereby guiding user A to naturally maintain continuous attention to the interactive target. This effectively solves the problems of user distraction, difficulty in maintaining stable gaze, and lack of positive incentives in the traditional calibration process.
[0116] It should be understood that while the steps in the flowcharts of this application are shown sequentially as indicated by the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the above flowcharts may include multiple sub-steps or multiple stages. These sub-steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these sub-steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the sub-steps or stages of other steps.
[0117] This application also provides an electronic device that can be used to execute the behavioral steps in the above-described eye-tracking calibration method. It is understood that, in order to achieve the above functions, the electronic device may include hardware structures and / or software modules corresponding to each function. This application embodiment can divide the electronic device into functional modules based on the behaviors performed by the electronic device. For example, each function can be divided into its own functional modules, or two or more functions can be integrated into one processing module. The integrated module can be implemented in hardware or as a software functional module. It should be noted that the module division in this application embodiment is illustrative and only represents a logical functional division; other division methods may be used in actual implementation.
[0118] Figure 10 A schematic diagram of the structure of an electronic device provided in this application, such as... Figure 10 As shown, the electronic device 100 may include a display screen 1001, an information acquisition module 1002, and an information processing module 1003, wherein, The display screen 1001 can be used to display an interactive game interface, which includes a first interactive target. The display area of the first interactive target is located in the calibration area of the first eye-tracking calibration point.
[0119] The information acquisition module 1002 can be used to acquire the position of the user's first gaze point on the display screen at the first moment.
[0120] The information processing module 1003 can be used to record the user's eye-tracking data at the first moment when the position of the first gaze point is within the display area of the first interactive target, and display the first interactive behavior corresponding to the first interactive target in the interactive game interface.
[0121] Optionally, the information processing module 1003 can be specifically used to: record the user's eye-tracking data at a first moment when the position of the first gaze point is located within the display area of the first interactive target and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance, and control the display screen 1001 to display the first interactive behavior in the interactive game interface. Here, the second gaze point is the user's gaze point on the display screen at a second moment, the second moment being the adjacent moment before the first moment, and the position of the second gaze point is also located within the display area of the first interactive target.
[0122] Optionally, the information processing module 1003 can also be used to: control the display screen 1001 to display the execution progress of the first interactive behavior in the interactive game interface when the position of the first gaze point is located within the display area of the first interactive target and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance. The execution progress of the first interactive behavior is positively correlated with the duration of the user's continuous gaze at the first interactive target.
[0123] Optionally, the information acquisition module 1002 can also be used to acquire the position of the user's third gaze point on the display screen at a third moment, which is after the first moment. The information processing module 1003 can also be used to record the user's eye-tracking data at the third moment, provided that the position of the third gaze point is within the display area of the first interactive target. The information processing module 1003 can also be used to determine the duration of the user's continuous gaze at the first interactive target up to the third moment. The information processing module 1003 can also be used to determine that the calibration of the first eye-tracking calibration point is complete, and control the display screen 1001 to play an animation of the successful execution of the first interactive behavior in the interactive game interface, provided that the duration of the user's continuous gaze at the first interactive target up to the third moment is equal to a preset duration.
[0124] Optionally, the display screen 1001 can also be used to: display a second interactive target in the interactive game interface after the calibration of the first eye-tracking calibration point is completed, the second interactive target being located in the calibration area of the second eye-tracking calibration point.
[0125] It is worth noting that all relevant content of each step involved in the above method embodiments can be referenced from the functional description of the corresponding functional module, and will not be repeated here in the embodiments of this application.
[0126] Optionally, Figure 10 The electronic device shown can also employ Figure 11 The structure shown is implemented as follows: Figure 11 As shown, the electronic device may include a processor, memory, and a network interface connected via a system bus. The processor provides computing and control capabilities. The memory includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores an operating system, computer program instructions, and a database. The internal memory provides an environment for the operation of the operating system and computer program instructions stored in the non-volatile storage medium. The database stores data. The network interface communicates with external terminals via a network connection. The computer program instructions are executed by the processor to implement the aforementioned methods.
[0127] This application also provides a computer device, including a memory and a processor. The memory stores computer program instructions that can be run on the processor. When the processor executes the computer program instructions, it implements any one of the steps in the above-described eye-tracking calibration method.
[0128] This application also provides a computer-readable storage medium storing computer program instructions thereon, which, when executed by a processor, implement any one of the steps in the above-described eye-tracking calibration method.
[0129] This application also provides a computer program product containing instructions that, when the computer program product is run on a computer, cause the computer to perform any one of the steps in the above-described eye-tracking calibration method.
[0130] It should be noted that the descriptions of the storage medium and device embodiments above are similar to those of the method embodiments above, and have similar beneficial effects. For technical details not disclosed in the storage medium, storage medium, and device embodiments of this application, please refer to the descriptions of the method embodiments of this application for understanding.
[0131] It should be understood that the phrases "one embodiment," "an embodiment," or "some embodiments" mentioned throughout the specification mean that a specific feature, structure, or characteristic related to an embodiment is included in at least one embodiment of this application. Therefore, "in one embodiment," "in one embodiment," or "in some embodiments" appearing throughout the specification do not necessarily refer to the same embodiment. Furthermore, these specific features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. It should be understood that in the various embodiments of this application, the sequence numbers of the above-described processes do not imply a sequential order of execution; the execution order of each process should be determined by its function and internal logic, and should not constitute any limitation on the implementation process of the embodiments of this application. The sequence numbers of the above-described embodiments are merely for descriptive purposes and do not represent the superiority or inferiority of the embodiments. The descriptions of the various embodiments above tend to emphasize the differences between the various embodiments; their similarities or commonalities can be referred to mutually, and for the sake of brevity, they will not be repeated here.
[0132] In the embodiments of this application, the terms "first" and "second" are used to distinguish identical or similar items with substantially the same function and effect. Those skilled in the art will understand that the terms "first" and "second" do not limit the quantity or execution order, nor do they necessarily imply difference. Furthermore, in the embodiments of this application, the terms "exemplary" or "for example" are used to indicate that something is being used as an example, illustration, or explanation. Any embodiment or design scheme described as "exemplary" or "for example" in the embodiments of this application should not be construed as being better or more advantageous than other embodiments or design schemes. Specifically, the use of terms such as "exemplary" or "for example" is intended to present the relevant concepts in a concrete manner for ease of understanding.
[0133] In this article, the term "and / or" is merely a description of the relationship between related objects, indicating that there can be three kinds of relationships. For example, object A and / or object B can represent three situations: object A exists alone, object A and object B exist simultaneously, and object B exists alone.
[0134] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0135] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. The embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods, such as: multiple modules or components can be combined, or integrated into another system, or some features can be ignored or not executed. In addition, the coupling, direct coupling, or communication connection between the various components shown or discussed can be through some interfaces, and the indirect coupling or communication connection between devices or modules can be electrical, mechanical, or other forms.
[0136] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium includes various media capable of storing program code, such as mobile storage devices, read-only memory (ROM), magnetic disks, or optical disks. Alternatively, if the integrated units of this application are implemented as software functional modules and sold or used as independent products, they can also be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of the embodiments of this application, or the parts that contribute to the related technology, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause an electronic device to execute all or part of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as mobile storage devices, ROMs, magnetic disks, or optical disks.
[0137] The above description is merely an embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of protection of the claims. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of protection of this application.
Claims
1. An eye-tracking calibration method, characterized in that, The method includes: An interactive game interface is displayed on the screen, the interactive game interface including a first interactive target, the display area of the first interactive target being located in the calibration area of a first eye-tracking calibration point; Obtain the position of the user's first gaze point on the display screen at the first moment; When the position of the first gaze point is within the display area of the first interactive target, the user's eye-tracking data at the first moment is recorded, and the first interactive behavior corresponding to the first interactive target is displayed in the interactive game interface.
2. The eye-tracking calibration method according to claim 1, characterized in that, The user's eye-tracking data at the first moment includes the position of the first gaze point and the user's eye feature information at the first moment.
3. The eye-tracking calibration method according to claim 1, characterized in that, The distance between any point within the display area of the first interactive target and the position of the first eye-tracking calibration point is less than or equal to a first preset distance.
4. The eye-tracking calibration method according to any one of claims 1-3, characterized in that, When the position of the first gaze point is within the display area of the first interactive target, displaying the first interactive behavior in the interactive game interface specifically includes: When the position of the first gaze point is located within the display area of the first interactive target, and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to the second preset distance, the eye-tracking data of the user at the first moment is recorded, and the first interactive behavior is displayed in the interactive game interface. Wherein, the second gaze point is the gaze point of the user on the display screen at the second moment, the second moment is the adjacent moment before the first moment, and the position of the second gaze point is also located within the display area of the first interactive target.
5. The eye-tracking calibration method according to claim 4, characterized in that, The method further includes: displaying the execution progress of the first interactive behavior in the interactive game interface when the position of the first gaze point is located within the display area of the first interactive target and the distance between the position of the first gaze point and the position of the second gaze point is less than or equal to a second preset distance; The execution progress of the first interactive behavior is positively correlated with the duration of the user's continuous gaze at the first interactive target.
6. The eye-tracking calibration method according to any one of claims 1-3, characterized in that, The method further includes: The position of the user's third gaze point on the display screen is obtained at a third moment, which is after the first moment; If the position of the third gaze point is located within the display area of the first interactive target, the user's eye-tracking data at the third moment is recorded; Determine the duration of the user's continuous gaze at the first interactive target up to the third time point; If the duration of sustained gaze is equal to the preset duration, the calibration of the first eye-tracking calibration point is determined to be complete, and an animation of the successful execution of the first interactive behavior is played in the interactive game interface.
7. The eye-tracking calibration method according to claim 6, characterized in that, The duration of sustained gaze is equal to the time between the fourth moment and the third moment, wherein the fourth moment is the first moment or the fourth moment is before the first moment; between the fourth moment and the third moment, the user's gaze point on the display screen is located within the display area of the first interactive target.
8. The eye-tracking calibration method according to any one of claims 1-3, characterized in that, The interactive game interface includes multiple interactive areas, which are calibration areas for multiple eye-tracking calibration points. The first interactive target is located in any one of the multiple interactive areas, and the interactive area where the first interactive target is located is the calibration area of the first eye-tracking calibration point.
9. The eye-tracking calibration method according to any one of claims 1-3, characterized in that, The method further includes: After the first eye-tracking calibration point is calibrated, a second interactive target is displayed in the interactive game interface. The second interactive target is located in the calibration area of the second eye-tracking calibration point.
10. An electronic device, characterized in that, The electronic device includes: A display screen is used to display an interactive game interface, the interactive game interface including a first interactive target, the display area of the first interactive target being located in the calibration area of a first eye-tracking calibration point; The information acquisition module is used to acquire the position of the user's first gaze point on the display screen at the first moment; The information processing module is used to record the user's eye-tracking data at the first moment when the position of the first gaze point is within the display area of the first interactive target, and to display the first interactive behavior corresponding to the first interactive target in the interactive game interface.
11. A computer device comprising a memory and a processor, the memory storing computer program instructions executable on the processor, characterized in that, When the processor executes the computer program instructions, it implements the method according to any one of claims 1 to 9.
12. A computer-readable storage medium having computer program instructions stored thereon, characterized in that, When the computer program instructions are executed by the processor, they implement the method described in any one of claims 1 to 9.