InViso eye tracker system
  Inviso is latin for “Look into”
       In viso means “In a perceived object”




InViso eye tracker specification

 Content

Design Concept

Parts

Eye scanner

Bluetooth

Focal distance

Viewing angle

Backlight requirement

Fresnel mirror

Design phases

Design verification

3D menu


 

Design Concept 

·         The eyeglasses are used as an interface between the user and a Android or iPhone application. The app connects through Bluetooth to the eyeglasses.

·         2 LCD displays on the glasses, one for each eye, is used to project a 3D image on a suitable distance in front of the eyes. The glasses in the front are used as mirror lenses to make this possible.

·         2 cameras, one for each eye, are used to measure viewing angle and calculate focus distance.

·         The menu system is an application running on an Android or IOS phone that calculates the focus distance and viewing angle. The eyes are used as a “mouse” to navigate in the menus of the application.

·         Some of the unique ideas in this design are:

o   Eye sight is used as an input to the GUI

o   Eye focal length is used as an input to the GUI

o   Eyeglasses is a part of the lens-system (mirror lens)

o   New type of Fresnel mirror, possible patent opportunity

o   New eye scanning technique

  


Parts

1

Eye camera chip: OMV7690, 640x480. Size: 2.5 x 2.5 x 3 mm

2

Display: KCD-KDCF-AA, 800  x 600. Size: 12 x 9 mm

3

PCB: With Bluetooth transceiver and micro controller

4

Battery:, Lithium  Ion, 3.7V, 800 mAh. Size:65 x 22 x 6 mm

5

Lens: Cemented Doublet from Qioptiq. Part.no:322223000

6

Mirror: custom Polycarbonate or Trivex mirror, 50% transparency. Radius = 50 mm

7

LED for Background light: VLMW322BACA5K8L

8

Flex Circuit board: 4 layers

9

Eyeglass frame: half rim Carbon fiber graphite (CFG) with fixed temples

 


Eye scanner 

Below is a picture from the camera view of the right eye. 
The red field represents the iris moving area and is used to track the iris leftmost position. 
Cubic spline data interpolation can be used to speed up the readings and increase the precision of the measurement.
 Text Box: 64us


Viewing angle 

Calculate the eye distance

 

Simplified example how to calculate the viewing x-angle



Focal distance

 

Calculating Focus distance

 

Calculating Focus distance error


Bluetooth 

The graphics for the menu system is transferred to the eyeglasses using Bluetooth from an Android or IOS phone.  

Bluetooth requirement

·         Bluetooth v3.0 + EDR (Enhanced Data Rate) Class 3 (5m)

·         Max transfer rate = 24Mbit/s thru 802.11 link

·         Profile: Basic Imaging Profile (BIP)  “Image Push” or “Remote Display”, if possible 

Bluetooth Bandwidth Requirement

·         Image resolution: 800 x 600 pix.

·         Update frequency/speed: 5FPS (Frames Per Second) or 0.2s delay

·         Image size 800 x 600 x 3(24bit) x 5FPS = 72Mbit/s! (uncompressed)
Maximum throughput with bluetooth is 24Mbit. (same data is transferred to both display, image + distance). This requires a compression of more than 2:1. In the table below there are three different standards to compress images.
Decompression needs a lot of processing and the microprocessor in the glasses needs to run slow with leaves PNG and JPG as an less attractive option.

 

Type

Pros.

Cons.

GIF

·     Image is lossless (8-bit)

·     small amount of serial data flash space

·     decompr. fast so image displayed quickly

·     supports binary transparency

·     good for drawings

·     not for full color photos

·      256 different colors per image

JPG

·     uses much less serial data flash space

·     full 24-bit color

·     good for photos

·     decompression time is long

·     no transparency

·     compression can be lossy

PNG

·     full 8-bit transparency

·     full 24-bit color

·     good for photos

·     large serial data flash space

·     decompression  takes time

 

Example Image 800 x 600

Format

Compressed

Ratio

  

BMP

1.83MB (Uncompressed)

1:1

GIF

75kB

1:24

JPG

15kB

1:120

PNG

170kB

1:10

 


Backlight requirement

 

Location

lumen

lux (lumen/m²)

100 watt bulb

1200

120 (10m²)

Living room

 

100

Bright Room

 

400

Daylight cloudy sky

 

5,000

Daylight clear sky

 

10,000

Daylight bright sunlight

 

20,000

Direct Sunlight

 

110,000

Full moon

 

0.01

 

·         lumen = 1-cos α x 2 x π x candela (α = half light angle)

·         lux = candela/distance²

 

LED

Intensity

Lumen

Lux @ 1cm² (LCD chip)

VLMW322ABBB5K8L

2850 mcd 120°

9

83 000

VLMW322BACA5K8L

3550 mcd 120°

11

100 000

BL-1210SMD-W120

7000 mcd 120°

22

220 000

 

·                    The above calculation doesn’t take into account the light attenuation when reflected through the mirror and the LCD backlight diffusion layer

  
 

Fresnel mirror 

The mirror solution has a big disadvantage due to its unattractive appearance and bulky size.
A fresnel lens can be used to reduce the size and make the glasses more flexible.
The interlaced edges in the fresnel mirror has just a small impact of the visibility because the
edges are located out of focus and therefore becomes blurred and invisible.
The Fresnel lens consists of two parts, one with a reflective coating surface and the
other with an inverted shape with same refraction index. This design will provide a perfect
“see thru” combined with the reflective mirror lens from the unique fresnel design.
The reflective light from the opposite side comes from an IR light source used to
light up the iris for the eye camera.


Design verifications


3D menu

Types of activation

One eye for “press down” the other for release.
One eye for “press down” same for release.
 

·        Eye focus-delay activation
Stare at the same location for short time activates “press down”.
Stare at the same location for longer time activates “release”.
 

·        Head nod activation (g-sensor requirement)
Head nod activates “press down”.
Head nod the second time activates “release”.
 

·        Head nod direction sensitive activation (g-sensor requirement)
Head nod forward activates “press down”.
Head nod backwards activates “release”.
 

·        Chew activation (g-sensor requirement)

Chew/bite activates “press down”.
Chew/bite the second time activates “release”.
 

·        Head Switch activation
Pressed switch activate “press down” release for “release”.
 

·        Eye gesture activation

Drawing symbols activates different functions/programs.

 

·        Nose poke activation (g-sensor and gyro)

A virtual stylus is moved with the head and used to activate menus.
(actually only the menu is moved for this illusion)