Showing posts with label mobility. Show all posts
Showing posts with label mobility. Show all posts

Wednesday, April 20, 2011

Fraunhofer CMOS-OLED Headmounted display with integrated eye tracker

"The Fraunhofer IPMS works on the integration of sensors and microdisplays on CMOS backplane for several years now. For example the researchers have developed a bidirectional microdisplay, which could be used in Head-Mounted Displays (HMD) for gaze triggered augmented-reality (AR) aplications. The chips contain both an active OLED matrix and therein integrated photodetectors. The combination of both matrixes in one chip is an essential possibility for system integrators to design smaller, lightweight and portable systems with both functionalities." (Press release)
"Rigo Herold, PhD student at Fraunhofer IPMS and participant of the development team, declares: This unique device enables the design of a new generation of small AR-HMDs with advanced functionality. The OLED microdisplay based Eyetracking HMD enables the user on the one hand to overlay the view of the real world with virtual contents, for example to watch videos at jog. And on the other hand the user can select the next video triggered only by his gaze without using his hands." (Press release)

Sensor integrates both OLED display and CMOS imaging sensor. 

Rigo Herold will present the system at the SID 2011 exhibitor forum at May 17, 2011 4:00 p.m.: Eyecatcher: The Bi-Directional OLED Microdisplay with the following specs:
  • Monochrome 
  • Special Eyetracking-Algorithm for HMDs based on bidirectional microdisplays
  • Front brightness: > 1500 cd/m²

Poster was presented at ISSCC 2011 : Industry Demonstration Session (IDS). Click to enlarge

In addition there is a paper titled "Bidirectional OLED microdisplay: Combining display and image sensor functionality into a monolithic CMOS chip" published with the following abstract:. 

"Microdisplays based on organic light-emitting diodes (OLEDs) achieve high optical performance with excellent contrast ratio and large dynamic range at low power consumption. The direct light emission from the OLED enables small devices without additional backlight, making them suitable for mobile near-to-eye (NTE) applications such as viewfinders or head-mounted displays (HMD). In these applications the microdisplay acts typically as a purely unidirectional output device [1–3]. With the integration of an additional image sensor, the functionality of the microdisplay can be extended to a bidirectional optical input/output device. The major aim is the implementation of eye-tracking capabilities in see-through HMD applications to achieve gaze-based human-display-interaction." Available at IEEE Xplore

Monday, April 18, 2011

AutomotiveUI'11 - 3rd International Conference On Automotive User Interfaces and Interactive Vehicular Applications

"In-car interactive technology is becoming ubiquitous and cars are increasingly connected to the outside world. Drivers and passengers use this technology because it provides valuable services. Some technology, such as collision warning systems, assists drivers in performing their primary in-vehicle task (driving). Other technology provides information on myriad subjects or offers entertainment to the driver and passengers.

The challenge that arises from the proliferation of in-car devices is that they may distract drivers from the primary task of driving, with possibly disastrous results. Thus, one of the major goals of this conference is to explore ways in which in-car user interfaces can be designed so as to lessen driver distraction while still enabling valuable services. This is challenging, especially given that the design of in-car devices, which was historically the responsibility of car manufacturers and their parts suppliers, is now a responsibility shared among a large and ever-changing group of parties. These parties include car OEMs, Tier 1 and Tier 2 suppliers of factory-installed electronics, as well as the manufacturers of hardware and software that is brought into the car, for example on personal navigation devices, smartphones, and tablets.

As we consider driving safety, our focus in designing in-car user interfaces should not be purely on eliminating distractions. In-car user interfaces also offer the opportunity to improve the driver¹s performance, for example by increasing her awareness of upcoming hazards. They can also enhance the experience of all kinds of passengers in the car. To this end, a further goal of AutomotiveUI 2011 is the exploration of in-car interfaces that address the varying needs of different types of users (including disabled drivers, elderly drivers or passengers, and the users of rear-seat entertainment systems). Overall our goal is to advance the state of the art in vehicular user experiences, in order to make cars both safer and more enjoyable places to spend time." http://www.auto-ui.org



Topics include, but are not limited to:
* new concepts for in-car user interfaces
* multimodal in-car user interfaces
* in-car speech and audio user interfaces
* text input and output while driving
* multimedia interfaces for in-car entertainment
* evaluation and benchmarking of in-car user interfaces
* assistive technology in the vehicular context
* methods and tools for automotive user interface research
* development methods and tools for automotive user interfaces
* automotive user interface frameworks and toolkits
* detecting and estimating user intentions
* detecting/measuring driver distraction and estimating cognitive load
* biometrics and physiological sensors as a user interface component
* sensors and context for interactive experiences in the car
* user interfaces for information access (search, browsing, etc.) while driving
* user interfaces for navigation or route guidance
* applications and user interfaces for inter-vehicle communication
* in-car gaming and entertainment
* different user groups and user group characteristics
* in-situ studies of automotive user interface approaches
* general automotive user experience research
* driving safety research using real vehicles and simulators
* subliminal techniques for workload reduction



SUBMISSIONS
AutomotiveUI 2011 invites submissions in the following categories:

* Papers (Submission Deadline: July 11th, 2011)
* Workshops (Submission Deadline: July 25th, 2011)
* Posters & Interactive Demos (Submission Deadline: Oct. 10th, 2011)
* Industrial Showcase (Submission Deadline:  Oct. 10th, 2011)

For more information on the submission categories please check http://www.auto-ui.org/11/submit.php

Thursday, March 3, 2011

CUShop concept @ Clemson University

"Clemson University architecture students are working with the packaging science department in designing an eye tracking lab to be a fully immersive grocery store shopping experience. This concept explores the entrance into the lab through a vestibule space created by two sliding glass doors, mimicking the space found in many grocery stores."





Monday, November 8, 2010

GazeCom and SMI demonstrates automotive guidance system



"In order to determine the effectiveness of gaze guidance, within the project, SMI developed an experimental driving simulator with integrated eye tracking technology.  A driving safety study in a city was set up and testing in that environment has shown that the number of accidents was significantly lower with gaze guidance than without, while most of the drivers didn’t consciously notice the guiding visual cues."
Christian Villwock, Director for Eye and Gaze Tracking Systems at SMI: “We have shown that visual performance can significantly be improved by gaze contingent gaze guidance. This introduces huge potential in applications where expert knowledge has to be transferred or safety is critical, for example for radiological image analysis.” 
Within the GazeCom project, funded by the EU within the Future and Emerging Technologies (FET) program, the impact of gaze guidance on what is perceived and communicated effectively has been determined in a broad range of tasks of varying complexity. This included basic research in the understanding of visual perception and brain function up to the level where the guidance of gaze becomes feasible." (source)

Monday, May 24, 2010

EyePhone - Mobil gaze interaction from University of Dartmouth

From the Emiliano Miluzzo and the group at Sensorlab, part of the Computer Science department at University of Dartmouth, comes the EyePhone which enables rudimentary gaze based interaction for tablet computers. Contemporary devices often utilizes touch based interaction, this creates a problem with occlusion where the hands covers large parts of the display. EyePhone could help to alleviate this issue. The prototype system demonstrated offers enough accuracy for an interfaces based on a 3x3 grid layout but with better hardware and algorithms there is little reason why this couldn't be better. However, a major issue with a mobile system is just the mobility of both the user and the hardware, in practice this means that not only the individual head moments has to be compensated for but also movements of the camera in essentially all degrees of freedom. Not an easy thing to solve but it's not a question of "if" but "when". Perhaps there is something that could be done using the angular position sensors many mobile devices already have embedded. This is an excellent first step and with a thrilling potential. Additional information is available in the M.I.T Technology Review article.



Abstract
As smartphones evolve researchers are studying new techniques to ease the human-mobile interaction. We propose EyePhone, a novel "hands free" interfacing system capable of driving mobile applications/functions using only the user's eyes movement and actions (e.g., wink). EyePhone tracks the user's eye movement across the phone's display using the camera mounted on the front of the phone; more speci cally, machine learning algorithms are used to: i) track the eye and infer its position on the mobile phone display as a user views a particular application; and ii) detect eye blinks that emulate mouse clicks to activate the target application under view. We present a prototype implementation of EyePhone on a Nokia 810, which is capable of tracking the position of the eye on the display, mapping this positions to a function that is activated by a wink. At no time does the user have to physically touch the phone display.


Figures. Camera images, eye region of interests and reported accuracies. Click to enlarge.

  • Emiliano Miluzzo, Tianyu Wang, Andrew T. Campbell, EyePhone: Activating Mobile Phones With Your Eyes. To appear in Proc. of The Second ACM SIGCOMM Workshop on Networking, Systems, and Applications on Mobile Handhelds (MobiHeld'10), New Delhi, India, August 30, 2010. [pdf] [video]