mlsanityData to 7 Oct 2026

Eyemotion: Classifying facial expressions in VR using eye-tracking cameras

arXiv 1707.07204 ↗First posted 22 Jul 2017cs.CVcited by 12

Not on the map. Why?

Abstract (arXiv)

One of the main challenges of social interaction in virtual reality settings is that head-mounted displays occlude a large portion of the face, blocking facial expressions and thereby restricting social engagement cues among users. Hence, auxiliary means of sensing and conveying these expressions are needed. We present an algorithm to automatically infer expressions by analyzing only a partially occluded face while the user is engaged in a virtual reality experience. Specifically, we show that images of the user's eyes captured from an IR gaze-tracking camera within a VR headset are sufficient to infer a select subset of facial expressions without the use of any fixed external camera. Using these inferences, we can generate dynamic avatars in real-time which function as an expressive surrogate for the user. We propose a novel data collection pipeline as well as a novel approach for increasing CNN accuracy via personalization. Our results show a mean accuracy of 74% (F1 of 0.73) among 5 `emotive' expressions and a mean accuracy of 70% (F1 of 0.68) among 10 distinct facial action units, outperforming human raters.

Key facts. Cited by 12 papers in the map (data through 7 Oct 2026). First posted on arXiv 22 Jul 2017.

Builds on

No reference list yet.

Built on by

Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 2; 2022: 2; 2023: 3; 2024: 2; 2025: 1; 2026: 2.

12 papers.