CN110837294B - Facial expression control method and system based on eyeball tracking - Google Patents

Facial expression control method and system based on eyeball tracking Download PDF

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CN110837294B
CN110837294B CN201910970941.0A CN201910970941A CN110837294B CN 110837294 B CN110837294 B CN 110837294B CN 201910970941 A CN201910970941 A CN 201910970941A CN 110837294 B CN110837294 B CN 110837294B
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user
eyeball
state information
emotion
game
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CN110837294A (en
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巫育裕
李爱华
周诚
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Chengdu Xishanju Shiyou Technology Co ltd
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Chengdu Xishanju Shiyou Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • G06F3/013Eye tracking input arrangements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/10Human or animal bodies, e.g. vehicle occupants or pedestrians; Body parts, e.g. hands
    • G06V40/18Eye characteristics, e.g. of the iris
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Ophthalmology & Optometry (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The technical scheme of the invention comprises a facial expression control method and a system based on eyeball tracking, which are used for realizing the following steps: the method comprises the steps that a user uses terminal equipment to run a game program; the game program calls an image acquisition device of the terminal equipment to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the equipment, a gazing direction, a blinking action, eye pupil size change and iris stretching or shrinking state; according to the obtained eyeball state information, invoking a machine learning algorithm to calculate the current emotion attribute of the user; and calling the corresponding expression from the expression library according to the current emotion attribute of the client and displaying the corresponding expression by the virtual character appointed in the game according to a preset rule. The beneficial effects of the invention are as follows: the game experience is improved, the game reality is enhanced, the user viscosity and the game liveness are improved, more substituted feelings are provided for players, and the dependence and the loyalty of the players on the game can be improved.

Description

Facial expression control method and system based on eyeball tracking
Technical Field
The invention relates to a facial expression control method and system based on eyeball tracking, and belongs to the technical field of computers.
Background
Character models of RPG games (role playing games) now mostly have realistic anthropomorphic representations. Unfortunately, the eye of the character in the game is relatively dull. When the player looks at the game character, the player does not watch the view angle of the player, and the player cannot generate sight interaction, so that the game experience is seriously influenced, and the game experience is not true enough for the user, so that the viscosity of the user is reduced, and the game liveness is reduced.
Eye rotation analysis personality, eye rotation often shows that mental activities of people have been summarized earlier, such as light emission from both eyes during excitation, no light from both eyes during depression, no spirit from pupils during sadness, open eyes during anger, and the like. It is considered that the eyeball lies on the left upper side and thinks on the right upper side. The eyeball is proved to have a certain effect on judging the personality and emotion of the person.
Disclosure of Invention
In order to solve the above problems, an object of the present invention is to provide a facial expression control method and system based on eye tracking, including a user running a game program using a terminal device; the game program calls an image acquisition device of the terminal equipment to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the equipment, a gazing direction, a blinking action, eye pupil size change and iris stretching or shrinking state; according to the obtained eyeball state information, invoking a machine learning algorithm to calculate the current emotion attribute of the user; and calling the corresponding expression from the expression library according to the current emotion attribute of the client and displaying the corresponding expression by the virtual character appointed in the game according to a preset rule.
The invention solves the problems by adopting the technical scheme that: a facial expression control method based on eye tracking, comprising the steps of: s100, a user uses terminal equipment to run a game program; s200, the game program calls an image acquisition device of the terminal equipment to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the equipment, a gazing direction, blink actions, eye pupil size change and iris stretching or shrinking states; s300, according to the acquired eyeball state information, invoking a machine learning algorithm to calculate the current emotion attribute of the user; s400, according to the current emotion attributes of the clients, calling corresponding expressions from the expression library according to preset rules and displaying the expressions by the virtual roles appointed in the game.
Further, the S200 further includes: s210, collecting a certain number of user eyeball static images in a specified time period, wherein the specified time period and the certain number can be customized; s220, selecting a certain number of user eyeball static images for comparison, and acquiring a change state and a change track of the user eyeballs in a specified time according to a comparison result.
Further, the step S220 further includes: s221, selecting two user eyeball static images adjacent in time, and comparing to obtain eyeball difference; s222, calculating the distance between the user glasses and the equipment according to the difference and the fixed position of the corresponding time node image acquisition device on the terminal equipment.
Further, the S300 further includes: s310, acquiring big data information of eyeball state information and corresponding emotion connection; s320, training a machine learning algorithm according to the big data information to obtain a trained machine emotion algorithm; s330, taking the acquired eyeball state information of the user as input, and outputting user emotion information in a certain period of time after the machine emotion algorithm performs corresponding training.
Further, the S400 further includes: s410, based on a response algorithm model, taking the emotion of a user as input, and outputting the corresponding changed back view angle, pupil size and eye contour form data of the eyes of the virtual character; s420, calling the corresponding expression from the expression library and displaying the corresponding expression by the virtual character appointed in the game.
The invention solves the problems by adopting the technical scheme that: a facial expression control system based on eye tracking, comprising: the execution module is used for running the game program at the terminal equipment; the device calling module is used for calling an image acquisition device of the terminal device to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the device, a gazing direction, a blinking action, eye pupil size change and iris stretching or shrinking state; the machine algorithm execution module is used for calling a machine learning algorithm to calculate the current emotion attribute of the user according to the acquired eyeball state information; and the expression calling module is used for calling the corresponding expression from the expression library according to the current emotion attribute of the client and displaying the corresponding expression by the virtual character appointed in the game according to the preset rule.
Further, the image acquisition device includes, but is not limited to, a camera and an infrared projection acquisition device.
Further, the device calling module further includes: the setting unit is used for setting the acquisition time period and the acquisition frequency of the image acquisition device, and acquiring a certain number of user eyeball static images in a specified time period, wherein the specified time period and the certain number can be customized; the track generation unit is used for selecting a certain number of user eyeball static images to compare, and acquiring the change state and the change track of the user eyeballs in the appointed time according to the comparison result.
Further, the track generating unit further includes: the comparison subunit is used for selecting two user eyeball static images adjacent in time and comparing to obtain eyeball differences; and the distance calculating subunit is used for calculating the distance between the user glasses and the equipment according to the difference and the fixed position of the corresponding time node image acquisition device on the terminal equipment.
Further, the machine algorithm execution module further includes: the big data unit is used for acquiring eyeball state information and big data information related to the corresponding emotion; the training unit is used for training the machine learning algorithm according to the big data information to obtain a trained machine emotion algorithm; the computing unit is used for taking the acquired eyeball state information of the user as input, and outputting the emotion information of the user within a certain period of time after the machine emotion algorithm performs corresponding training.
The beneficial effects of the invention are as follows: the game experience is improved, the game reality is enhanced, the user viscosity and the game liveness are improved, more substituted feelings are provided for players, and the dependence and the loyalty of the players on the game can be improved.
Drawings
FIG. 1 is a schematic flow diagram of a method according to a preferred embodiment of the present invention;
fig. 2 is a schematic diagram of a system configuration according to a preferred embodiment of the present invention.
Detailed Description
The conception, specific structure, and technical effects produced by the present invention will be clearly and completely described below with reference to the embodiments and the drawings to fully understand the objects, aspects, and effects of the present invention.
It should be noted that, unless otherwise specified, when a feature is referred to as being "fixed" or "connected" to another feature, it may be directly or indirectly fixed or connected to the other feature. Further, the descriptions of the upper, lower, left, right, etc. used in this disclosure are merely with respect to the mutual positional relationship of the various components of this disclosure in the drawings. As used in this disclosure, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. Furthermore, unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the description presented herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. The term "and/or" as used herein includes any combination of one or more of the associated listed items.
It should be understood that although the terms first, second, third, etc. may be used in this disclosure to describe various elements, these elements should not be limited by these terms. These terms are only used to distinguish one element of the same type from another. For example, a first element could also be termed a second element, and, similarly, a second element could also be termed a first element, without departing from the scope of the present disclosure. The use of any and all examples, or exemplary language (e.g., "such as") provided herein, is intended merely to better illuminate embodiments of the invention and does not pose a limitation on the scope of the invention unless otherwise claimed.
According to the report of the united states well-known scientific website, mashable 2018, 7 months and 30 months, an international research team consisting of researchers at universities of stuttgart, friendss, australia and the like, in germany, used the most advanced machine learning algorithm to find the relationship between character and eye movement of people.
The following are some personality characteristics related to eye movement developed by researchers through artificial intelligence techniques:
(1) Curiosity: the eyes are more surrounding;
(2) Open heart state: people with open ideas spend longer time gazing at abstract patterns;
(3) The nerve mass: the blink speed is faster;
(4) Admission of new experience: the eyeball moves more from side to side;
(5) Responsibility center: the pupil size of a person with a high responsibility will fluctuate more;
(6) Optimism: the time to focus on passive emotional content is shorter than pessimistic people.
Referring to fig. 1, there is a schematic flow diagram of a method according to a preferred embodiment of the invention,
s100, a user uses terminal equipment to run a game program;
s200, the game program calls an image acquisition device of the terminal equipment to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the equipment, a gazing direction, blink actions, eye pupil size change and iris stretching or shrinking states;
s300, according to the acquired eyeball state information, invoking a machine learning algorithm to calculate the current emotion attribute of the user;
s400, according to the current emotion attributes of the clients, calling corresponding expressions from the expression library according to preset rules and displaying the expressions by the virtual roles appointed in the game.
S200 further includes: s210, collecting a certain number of user eyeball static images in a specified time period, wherein the specified time period and the certain number can be customized; s220, selecting a certain number of user eyeball static images for comparison, and acquiring a change state and a change track of the user eyeballs in a specified time according to a comparison result.
S220 further includes: s221, selecting two user eyeball static images adjacent in time, and comparing to obtain eyeball difference; s222, calculating the distance between the user glasses and the equipment according to the difference and the fixed position of the corresponding time node image acquisition device on the terminal equipment.
S300 further includes: s310, acquiring big data information of eyeball state information and corresponding emotion connection; s320, training a machine learning algorithm according to the big data information to obtain a trained machine emotion algorithm; s330, taking the acquired eyeball state information of the user as input, and outputting user emotion information in a certain period of time after the machine emotion algorithm performs corresponding training.
S400 further includes: s410, based on a response algorithm model, taking the emotion of a user as input, and outputting the corresponding changed back view angle, pupil size and eye contour form data of the eyes of the virtual character; s420, calling the corresponding expression from the expression library and displaying the corresponding expression by the virtual character appointed in the game.
Referring to fig. 2, there is a schematic diagram of a system architecture according to a preferred embodiment of the present invention,
comprising the following steps: the execution module is used for running the game program at the terminal equipment; the device calling module is used for calling an image acquisition device of the terminal device to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the device, a gazing direction, a blinking action, eye pupil size change and iris stretching or shrinking state; the machine algorithm execution module is used for calling a machine learning algorithm to calculate the current emotion attribute of the user according to the acquired eyeball state information; and the expression calling module is used for calling the corresponding expression from the expression library according to the current emotion attribute of the client and displaying the corresponding expression by the virtual character appointed in the game according to the preset rule.
Image capture devices include, but are not limited to, cameras and infrared projection capture devices.
The device call module further includes: the setting unit is used for setting the acquisition time period and the acquisition frequency of the image acquisition device, and acquiring a certain number of user eyeball static images in a specified time period, wherein the specified time period and the certain number can be customized; the track generation unit is used for selecting a certain number of user eyeball static images to compare, and acquiring the change state and the change track of the user eyeballs in the appointed time according to the comparison result.
The track generation unit further includes: the comparison subunit is used for selecting two user eyeball static images adjacent in time and comparing to obtain eyeball differences; and the distance calculating subunit is used for calculating the distance between the user glasses and the equipment according to the difference and the fixed position of the corresponding time node image acquisition device on the terminal equipment.
The machine algorithm execution module further includes: the big data unit is used for acquiring eyeball state information and big data information related to the corresponding emotion; the training unit is used for training the machine learning algorithm according to the big data information to obtain a trained machine emotion algorithm; the computing unit is used for taking the acquired eyeball state information of the user as input, and outputting the emotion information of the user within a certain period of time after the machine emotion algorithm performs corresponding training.
It should be appreciated that embodiments of the invention may be implemented or realized by computer hardware, a combination of hardware and software, or by computer instructions stored in a non-transitory computer readable memory. The methods may be implemented in a computer program using standard programming techniques, including a non-transitory computer readable storage medium configured with a computer program, where the storage medium so configured causes a computer to operate in a specific and predefined manner, in accordance with the methods and drawings described in the specific embodiments. Each program may be implemented in a high level procedural or object oriented programming language to communicate with a computer system. However, the program(s) can be implemented in assembly or machine language, if desired. In any case, the language may be a compiled or interpreted language. Furthermore, the program can be run on a programmed application specific integrated circuit for this purpose.
Furthermore, the operations of the processes described herein may be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The processes (or variations and/or combinations thereof) described herein may be performed under control of one or more computer systems configured with executable instructions, and may be implemented as code (e.g., executable instructions, one or more computer programs, or one or more applications), by hardware, or combinations thereof, collectively executing on one or more processors. The computer program includes a plurality of instructions executable by one or more processors.
Further, the method may be implemented in any type of computing platform operatively connected to a suitable computing platform, including, but not limited to, a personal computer, mini-computer, mainframe, workstation, network or distributed computing environment, separate or integrated computer platform, or in communication with a charged particle tool or other imaging device, and so forth. Aspects of the invention may be implemented in machine-readable code stored on a non-transitory storage medium or device, whether removable or integrated into a computing platform, such as a hard disk, optical read and/or write storage medium, RAM, ROM, etc., such that it is readable by a programmable computer, which when read by a computer, is operable to configure and operate the computer to perform the processes described herein. Further, the machine readable code, or portions thereof, may be transmitted over a wired or wireless network. When such media includes instructions or programs that, in conjunction with a microprocessor or other data processor, implement the steps described above, the invention described herein includes these and other different types of non-transitory computer-readable storage media. The invention also includes the computer itself when programmed according to the methods and techniques of the present invention.
The computer program can be applied to the input data to perform the functions described herein, thereby converting the input data to generate output data that is stored to the non-volatile memory. The output information may also be applied to one or more output devices such as a display. In a preferred embodiment of the invention, the transformed data represents physical and tangible objects, including specific visual depictions of physical and tangible objects produced on a display.
The present invention is not limited to the above embodiments, but can be modified, equivalent, improved, etc. by the same means to achieve the technical effects of the present invention, which are included in the spirit and principle of the present invention. Various modifications and variations are possible in the technical solution and/or in the embodiments within the scope of the invention.

Claims (5)

1. A facial expression control method based on eye tracking, comprising the steps of:
s100, a user uses terminal equipment to run a game program;
s200, the game program calls an image acquisition device of the terminal equipment to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the equipment, a gazing direction, blink actions, eye pupil size change and iris stretching or shrinking states;
s300, according to the acquired eyeball state information, invoking a machine learning algorithm to calculate the current emotion attribute of the user;
s400, according to the current emotion attribute of the user, calling the corresponding expression from the expression library according to a preset rule and displaying the corresponding expression by the virtual character appointed in the game;
the S200 further includes:
s210, collecting a certain number of user eyeball static images in a specified time period, wherein the specified time period and the certain number can be customized;
s220, selecting a certain number of user eyeball static images for comparison, and acquiring a change state and a change track of the user eyeballs in a specified time according to a comparison result;
the S220 further includes:
s221, selecting two user eyeball static images adjacent in time, and comparing to obtain eyeball difference;
s222, calculating the distance between eyes of a user and equipment according to the difference and the fixed position of the corresponding time node image acquisition device on the terminal equipment;
the S400 further includes:
s410, based on a response algorithm model, taking the emotion of a user as input, and outputting the corresponding changed back view angle, pupil size and eye contour form data of the eyes of the virtual character;
s420, calling the corresponding expression from the expression library and displaying the corresponding expression by the virtual character appointed in the game.
2. The eye-tracking-based facial expression control method according to claim 1, wherein S300 further comprises:
s310, acquiring big data information of eyeball state information and corresponding emotion connection;
s320, training a machine learning algorithm according to the big data information to obtain a trained machine emotion algorithm;
s330, taking the acquired eyeball state information of the user as input, and outputting user emotion information in a certain period of time after the machine emotion algorithm performs corresponding training.
3. A facial expression control system based on eye tracking, comprising:
the execution module is used for running the game program at the terminal equipment;
the device calling module is used for calling an image acquisition device of the terminal device to acquire eyeball state information of a user, wherein the eyeball state information comprises an angle between an eyeball and the device, a gazing direction, a blinking action, eye pupil size change and iris stretching or shrinking state;
the machine algorithm execution module is used for calling a machine learning algorithm to calculate the current emotion attribute of the user according to the acquired eyeball state information;
the expression calling module is used for calling the corresponding expression from the expression library according to the current emotion attribute of the client and displaying the corresponding expression by the virtual character appointed in the game according to the preset rule;
the device call module further includes:
the setting unit is used for setting the acquisition time period and the acquisition frequency of the image acquisition device, and acquiring a certain number of user eyeball static images in a specified time period, wherein the specified time period and the certain number can be customized;
the track generation unit is used for selecting a certain number of user eyeball static images for comparison, and acquiring the change state and change track of the user eyeballs in the appointed time according to the comparison result;
the trajectory generation unit further includes:
the comparison subunit is used for selecting two user eyeball static images adjacent in time and comparing to obtain eyeball differences;
a distance calculating subunit, configured to calculate a distance between an eye of a user and the device according to the difference in combination with a fixed position of the corresponding time node image acquisition device on the terminal device;
the expression invoking module is also used for outputting the corresponding changed back view angle, pupil size and eye contour form data of the eyes of the virtual character based on the response algorithm model by taking the emotion of the user as input; and calling the corresponding expression from the expression library and displaying the corresponding expression by the virtual character appointed in the game.
4. A facial expression control system based on eye tracking according to claim 3, wherein said image capture device includes, but is not limited to, a camera and an infrared projection capture device.
5. The eye-tracking based facial expression control system of claim 3, wherein the machine algorithm execution module further comprises:
the big data unit is used for acquiring eyeball state information and big data information related to the corresponding emotion;
the training unit is used for training the machine learning algorithm according to the big data information to obtain a trained machine emotion algorithm;
the computing unit is used for taking the acquired eyeball state information of the user as input, and outputting the emotion information of the user within a certain period of time after the machine emotion algorithm performs corresponding training.
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