If you are using shaders, take a look at the implementation of glLookAt() function, and build up your model-view matrix on the same way, before sending it to the vertex shader as a value of some uniform variable.
The problem i’m having is with the function gluLookAt and if it’s possible to move and rotate the object and the camera the same way , to make it look like the viewing is from the object eye
Then you don’t have to move/rotate object that represents a head. In fact, you have to move/rotate the whole scene (except the body) according to the head movements. Be sure that you correctly understand model/view transformations.