Goto

Collaborating Authors

 Jain, Eakta


Introducing Explicit Gaze Constraints to Face Swapping

arXiv.org Artificial Intelligence

Face swapping combines one face's identity with another face's non-appearance attributes (expression, head pose, lighting) to generate a synthetic face. This technology is rapidly improving, but falls flat when reconstructing some attributes, particularly gaze. Image-based loss metrics that consider the full face do not effectively capture the perceptually important, yet spatially small, eye regions. Improving gaze in face swaps can improve naturalness and realism, benefiting applications in entertainment, human computer interaction, and more. Improved gaze will also directly improve Deepfake detection efforts, serving as ideal training data for classifiers that rely on gaze for classification. We propose a novel loss function that leverages gaze prediction to inform the face swap model during training and compare against existing methods. We find all methods to significantly benefit gaze in resulting face swaps.


Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy Challenges

arXiv.org Artificial Intelligence

Latest developments in computer hardware, sensor technologies, and artificial intelligence can make virtual reality (VR) and virtual spaces an important part of human everyday life. Eye tracking offers not only a hands-free way of interaction but also the possibility of a deeper understanding of human visual attention and cognitive processes in VR. Despite these possibilities, eye-tracking data also reveal privacy-sensitive attributes of users when it is combined with the information about the presented stimulus. To address these possibilities and potential privacy issues, in this survey, we first cover major works in eye tracking, VR, and privacy areas between the years 2012 and 2022. While eye tracking in the VR part covers the complete pipeline of eye-tracking methodology from pupil detection and gaze estimation to offline use and analyses, as for privacy and security, we focus on eye-based authentication as well as computational methods to preserve the privacy of individuals and their eye-tracking data in VR. Later, taking all into consideration, we draw three main directions for the research community by mainly focusing on privacy challenges. In summary, this survey provides an extensive literature review of the utmost possibilities with eye tracking in VR and the privacy implications of those possibilities.


Differential Privacy for Eye-Tracking Data

arXiv.org Artificial Intelligence

As large eye-tracking datasets are created, data privacy is a pressing concern for the eye-tracking community. De-identifying data does not guarantee privacy because multiple datasets can be linked for inferences. A common belief is that aggregating individuals' data into composite representations such as heatmaps protects the individual. However, we analytically examine the privacy of (noise-free) heatmaps and show that they do not guarantee privacy. We further propose two noise mechanisms that guarantee privacy and analyze their privacy-utility tradeoff. Analysis reveals that our Gaussian noise mechanism is an elegant solution to preserve privacy for heatmaps. Our results have implications for interdisciplinary research to create differentially private mechanisms for eye tracking.


3D Social Saliency from Head-mounted Cameras

Neural Information Processing Systems

A gaze concurrence is a point in 3D where the gaze directions of two or more people intersect. It is a strong indicator of social saliency because the attention of the participating group is focused on that point. In scenes occupied by large groups of people, multiple concurrences may occur and transition over time. In this paper, we present a method to construct a 3D social saliency field and locate multiplegaze concurrences that occur in a social scene from videos taken by head-mounted cameras. We model the gaze as a cone-shaped distribution emanating fromthe center of the eyes, capturing the variation of eye-in-head motion. We calibrate the parameters of this distribution by exploiting the fixed relationship between the primary gaze ray and the head-mounted camera pose. The resulting gazemodel enables us to build a social saliency field in 3D. We estimate the number and 3D locations of the gaze concurrences via provably convergent modeseeking inthe social saliency field. Our algorithm is applied to reconstruct multiple gaze concurrences in several real world scenes and evaluated quantitatively against motion-captured ground truth.