Eye Tracking Calibration via Game Content Integration

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Solution Overview

Problem

Conventional eye tracking calibration methods are visually boring and make users aware that their eyes are being tracked, which is undesirable, especially in gaming environments where a more appealing and stealthy calibration process is needed.

Innovation Solution

The method involves displaying game video content with reference symbols of greater significance during gameplay, capturing eye images when these symbols are displayed, and using the data to calibrate the eye tracking system without the user's awareness, allowing calibration to occur seamlessly during normal game play.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional calibration procedure with moving circle is used, then eye tracking calibration accuracy is achieved, but user awareness of eye tracking increases and visual appeal decreases

Engineering Contradiction:
Improveeye tracking calibration accuracyVSAvoiduser awareness of eye tracking
Core Design Contradiction:
Measurement precisionVSObject-affected harmful factors

Solution Approach 1:

The patent merges the calibration process with the actual game video content being displayed. Instead of showing a separate calibration interface with a moving circle, the system uses the game content itself as the calibration stimulus, capturing eye images during normal gameplay when reference symbols appear in the game. This integration makes the calibration process invisible to the user while maintaining accuracy.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The calibration process occurs continuously during normal gameplay rather than requiring a separate calibration session. The system captures eye images throughout the game whenever reference symbols are displayed, allowing calibration to happen as a continuous background process without interrupting the user's gaming experience or drawing attention to the tracking.

Inventive Principle:
Principle #20Continuity of useful action

2Measurement precision

If conventional calibration procedure is used, then eye tracking calibration is achieved, but visual appeal and user experience deteriorate

Engineering Contradiction:
Improveeye tracking calibration accuracyVSAvoidvisual appeal
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The calibration interface is merged with the game video content. The system displays game content with embedded reference symbols that serve dual purposes: advancing the game and providing calibration targets. This eliminates the need for a separate, visually boring calibration interface while maintaining calibration accuracy.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The game content itself serves the calibration function without requiring separate calibration materials. The reference symbols within the game video content automatically provide the necessary fixation points for calibration, allowing the system to calibrate itself during normal operation without user intervention or special calibration procedures.

Inventive Principle:
Principle #25Self-service

3Measurement precision

If separate calibration interface is used, then calibration data can be collected, but calibration process time and user disruption increase

Engineering Contradiction:
Improvecalibration data collectionVSAvoidcalibration process time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

Calibration data collection occurs continuously during gameplay rather than requiring a separate calibration session. The system captures eye images throughout the game whenever reference symbols appear, eliminating the need to pause gameplay for calibration and reducing total calibration time while maintaining data quality.

Inventive Principle:
Principle #20Continuity of useful action

Solution Approach 2:

The system collects calibration data in advance during normal gameplay before actual eye tracking is needed. By accumulating eye image data throughout the game when reference symbols are displayed, the calibration is completed preliminarily, allowing seamless transition to tracked gameplay without time loss.

Inventive Principle:
Principle #10Preliminary action

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach enables accurate and unobtrusive eye tracking calibration, enhancing user experience by integrating calibration into the gaming process without the user's knowledge, thus improving the usability and acceptance of eye tracking technology in gaming machines.

Implementation Method 1

an eye tracker assembly 60 including a camera 62 and an infrared illumination device 64

Methodology Applied
Scientific EffectImage capture: Photography

Implementation Method 2

an eye tracker assembly 60 including a camera 62 and an infrared illumination device 64

Methodology Applied
Scientific EffectInfrared radiation: Infrared Radiation

Data Source

PatentUS9715781B2System and method for automatic eye tracking calibration
Publication Date: 2017.07.25 LNW GAMING INC
  • US9715781B2 patent drawing
  • US9715781B2 patent drawing
  • US9715781B2 patent drawing

AI summary

A system and method is disclosed for calibrating the location of a player's gaze at a video display of a gaming machine. The system and method includes capturing images of the player's gaze with a camera while displaying a plurality of reference symbols at locations on the display during serial display of game video content. Also, a processor creates control signals that represent the direction of the player's gaze relative to the location of the plurality of symbols on the display of the gaming machine. The processor develops a data set based on the control signals and the locations of the plurality of reference symbols to develop a data set. Further, the system and method includes calibrating the location of the player's gaze using the data set with the location s of the plurality of reference symbols on the display.