The application of eye movement control of unmanned underwater vehicles is constrained by various factors, one significant reason being that the existing eye movement control methods fail to provide a smooth and natural interactive process for operators. This is due to gaze point jitter and insufficient accuracy and speed in gaze point estimation. Accordingly, this paper proposes an advanced KDE-RF eye movement control method for enhancing the interactive iteration through kernel density and random forest. Specifically, a fusion module is designed to obtain the gaze vector from the operator’s facial image, while a Back-propagation model is then employed to estimate the gaze point coordinates. Furthermore, the kernel density estimation method adopts multiple frames of gaze points and aggregates them into a single frame, which smooths gaze point movement trajectory. The random forest classifier is applied to identifying the UI controls that the operator intends to manipulate, through the pre-determined gaze vectors, thereby guiding the operator to complete interactive tasks more efficiently. Benchmarking experiments demonstrate that the proposed method reduces the average interactive time by 3.09% compared to touch screen interaction and achieved an accuracy of 92.1%. The results validate the proposed eye movement control optimization method simplifies the operational process and has practical application values.

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KDE-RF: Optimization in UUVs Eye Movement Control

  • Bingkun Jiang,
  • Yana Ma,
  • Meng Guo,
  • Mengyue Cen,
  • Xiaoyu Hu

摘要

The application of eye movement control of unmanned underwater vehicles is constrained by various factors, one significant reason being that the existing eye movement control methods fail to provide a smooth and natural interactive process for operators. This is due to gaze point jitter and insufficient accuracy and speed in gaze point estimation. Accordingly, this paper proposes an advanced KDE-RF eye movement control method for enhancing the interactive iteration through kernel density and random forest. Specifically, a fusion module is designed to obtain the gaze vector from the operator’s facial image, while a Back-propagation model is then employed to estimate the gaze point coordinates. Furthermore, the kernel density estimation method adopts multiple frames of gaze points and aggregates them into a single frame, which smooths gaze point movement trajectory. The random forest classifier is applied to identifying the UI controls that the operator intends to manipulate, through the pre-determined gaze vectors, thereby guiding the operator to complete interactive tasks more efficiently. Benchmarking experiments demonstrate that the proposed method reduces the average interactive time by 3.09% compared to touch screen interaction and achieved an accuracy of 92.1%. The results validate the proposed eye movement control optimization method simplifies the operational process and has practical application values.