In movie and video game productions, synthesizing subtle eye and corresponding head movements of CG character is essential to make a content dramatic and impressive. However, to complete them costs a lot of time and labors because they often have to be made by manual operations of skilled artists. [Itti et al. 2006] and [Yeo et al. 2012] proposed an automatic eyes and head's motion control method by measuring a real person watching a displayed gaze point. However, in both approaches, a rotational angle and speed of eyes and head are treated together uniformly depending on the gaze point location. Specifically, dis-playing duration time of gaze target strongly influences the motion of eyes and head because the shorter the blink interval of a gaze target is, the more quickly a human response becomes to chase the target by the combination of eye rotation and head movement. In this paper, we propose a method to automatically control eyes and head by taking account of both gaze target location and its blink time duration. As a result, eye and head movement are mod-eled combined with measured data by a function whose arguments are gaze point angle and duration time. So a variety of gaze action along with head motion including Ves-tibule-ocular Reflex can be generated automatically by changing the parameters of a gaze angle and duration.