Showing posts with label modalities. Show all posts
Showing posts with label modalities. Show all posts

Friday, June 8, 2012

Eyecatcher - A 3D prototype combining Eyetracking with a Gestural Camera

Eyecatcher is a prototype combining eyetracking with a gestural camera on a dual screen setup. Created for the Oilrig process industry, this project was a collaborative exploration between ABB Corporate Research and Interactive Institute UmeƄ (blog).


Thursday, January 13, 2011

Face tracking for 3D displays without glasses.

A number of manufacturers and research institutes have presented 3D display systems that utilizes real time face and eye region tracking in order to adjust the stereoscopic display in real time. This means that viewers doesn't have to wear any funky glasses to see the 3D content which has been a limiting factor for these displays. Some prototypes and OEM solutions were introduced at CEBIT last year. At CES2011 Toshiba presented a 3D equipped laptop that uses the built-in webcam to track the position of the users face (appears to be built around Seeingmachines faceAPI). It's an interesting development, we're seeing more and more of computer vision applications in the consumer space, recently Microsoft announced that they've sold 8 million Kinect devices in the first 60 days while Sony shipped 4.1 million Playstation Move in the first two months.


3D displays sans glasses at CEBIT2010


Toshibas 3D laptop sans glasses at CES2011.

Obviously, these systems differ from eye tracking systems but still share many concepts. So whats the limiting factor for consumer eye tracking then? 1) Lack of applications, there isn't a clear compelling reason for most consumers to get an eye tracker. It has to provide a new experience with a clear advantage and value. Doing something faster, easier or in a way that couldn't be done before. 2) Expensive hardware, they are professional devices manufactured in low volume with the use of high quality, expensive components 3) No guarantees, doesn't work for all customers in all environments. How do you sell something that only works under specific conditions for say 90% of the customers?

Wednesday, August 4, 2010

EOG used to play Super Mario

Came across some fun work by Waterloo labs that demos how to use a bunch of electrodes and a custom processing board to do signal analysis and estimate eye movement gestures though measuring EOG. It means you'll have to glance at the roof or floor to issue commands (no gaze point-of-regard estimation). Good thing is that the technology doesn't suffer from issues with light, optics and sensors that often makes video based eye tracking and gaze point-of-regard estimation complex. Bad thing is that it requires custom hardware, mounting of electrodes and wires, besides that the interaction style appears to involve looking away from what you are really interested in.

Thursday, October 8, 2009

DoCoMo EOG update

While eye movement detection using EOG is nothing new the latest demonstration by Japanese NTT DoCoMo illustrates recent developments in the field. The innovation here is the form factor which is quite impressive. Typically EOG is detected using electrodes placed around the eyes as in Andreas Bullings prototype demonstrated at CHI 09 in Boston. Now it can be done using tiny sensors inside the ear. Just compare it to the prototype demonstrated last year!







Thanks Roman for the links!

Monday, November 3, 2008

The Conductor Interaction Method (Rachovides et al)

Interesting concept combining gaze input with hand gestures by Dorothy Rachovides at the Digital World Research Centre together with James Walkerdine and Peter Phillips at the Computing Department Lancaster University.

"This article proposes an alternative interaction method, the conductor interaction method (CIM), which aims to provide a more natural and easier-to-learn interaction technique. This novel interaction method extends existing HCI methods by drawing upon techniques found in human-human interaction. It is argued that the use of a two-phased multimodal interaction mechanism, using gaze for selection and gesture for manipulation, incorporated within a metaphor-based environment, can provide a viable alternative for interacting with a computer (especially for novice users). Both the model and an implementation of the CIM within a system are presented in this article. This system formed the basis of a number of user studies that have been performed to assess the effectiveness of the CIM, the findings of which are discussed in this work.


More specifically the CIM aims to provide the following.

—A More Natural Interface. The CIM will have an interface that utilizes gaze and gestures, but is nevertheless capable of supporting sophisticated activities. The CIM provides an interaction technique that is as natural as possible and is close to the human-human interaction methods with which users are already familiar. The combination of gaze and gestures allows the user to perform not only simple interactions with a computer, but also more complex interacones such as the selecting, editing, and placing of media objects.



—A Metaphor Supported Interface. In order to help the user understand and exploit the gaze and gesture interface, two metaphors have been developed. An orchestra metaphor is used to provide the environment in which the user interacts. A conductor metaphor is used for interacting within this environment. These two metaphors are discussed next.

—A Two-Phased Interaction Method. The CIM uses an interaction process where each modality is specific and has a particular function. The interaction between user and interface can be seen as a dialog that is comprised of two phases. In the first phase, the user selects the on-screen object by gazing at it. In the second phase, with the gesture interface the user is able to manipulate the selected object. These distinct functions of gaze and gesture aim to increase system usability, as they are based on human-human interaction techniques, and also help to overcome issues such as the Midas Touch problem that often experienced by look-and-dwell systems. As the dialog combines two modalities in sequence, the gaze interface can be disabled after the first phase. This minimizes the possibility of accidentally selecting objects through the gaze interface. The Midas Touch problem can also be further addressed by ensuring that there is ample dead space between media objects.

—Significantly Reduced Learning Overhead. The CIM aims to reduce the overhead of learning to use the system by encouraging the use of gestures that users can easily associate with activities they perform in their everyday life. This transfer of experience can lead to a smaller learning overhead [Borchers 1997], allowing users to make the most of the system’s features in a shorter time.

Gaze and Voice Based Game Interaction (Wilcox et al., 2008)

"We present a 3rd person adventure puzzle game using a novel combination of non intrusive eyetracking technology and voice recognition for game communication. Figure 1 shows the game, and its first person sub games that make use of eye tracker functionality in contrasting ways: a catapult challenge (a) and a staring competition(b)."


"There are two different modes of control in the main game. The user can select objects by looking at them and perform ’look’, ’pickup’, ’walk’, ’speak’, ’use’ and other commands by vocalizing there respective words. Alternatively, they can perform each command by blinking and winking at objects. To play the catapult game for example, the user must look at the target and blink, wink or drag to fire a projectile towards the object under the crosshair. "

Their work was presented at the ACM SIGGRAPH 2008 with the associated poster:

Thursday, September 18, 2008

The Inspection of Very Large Images by Eye-gaze Control

Nicholas Adams, Mark Witkowski and Robert Spence from the Department of Electrical and Electronic Engineering at the Imperial College London got the HCI 08 Award for International Excellence for work related to gaze interaction.

"The researchers presented novel methods for navigating and inspecting extremely large images solely or primarily using eye gaze control. The need to inspect large images occurs in, for example, mapping, medicine, astronomy and surveillance, and this project considered the inspection of very large aerial images, held in Google Earth. Comparative search and navigation tasks suggest that, while gaze methods are effective for image navigation, they lag behind more conventional methods, so interaction designers might consider combining these techniques for greatest effect." (BCS Interaction)

Abstract

The increasing availability and accuracy of eye gaze detection equipment has encouraged its use for both investigation and control. In this paper we present novel methods for navigating and inspecting extremely large images solely or primarily using eye gaze control. We investigate the relative advantages and comparative properties of four related methods: Stare-to-Zoom (STZ), in which control of the image position and resolution level is determined solely by the user's gaze position on the screen; Head-to-Zoom (HTZ) and Dual-to-Zoom (DTZ), in which gaze control is augmented by head or mouse actions; and Mouse-to-Zoom (MTZ), using conventional mouse input as an experimental control.

The need to inspect large images occurs in many disciplines, such as mapping, medicine, astronomy and surveillance. Here we consider the inspection of very large aerial images, of which Google Earth is both an example and the one employed in our study. We perform comparative search and navigation tasks with each of the methods described, and record user opinions using the Swedish User-Viewer Presence Questionnaire. We conclude that, while gaze methods are effective for image navigation, they, as yet, lag behind more conventional methods and interaction designers may well consider combining these techniques for greatest effect.

This paper is the short version of Nicolas Adams Masters thesis which I stumbled upon before creating this blog. A early version appeared as a short paper for COGAIN06.

Thursday, July 10, 2008

Eye Gaze Interactive Air Traffic Controllers workstation (P.Esser & T.J.J Bos, 2007)

P.Esser and T.J.J Bos at the Maastricht University have developed a prototype for reducing the repetitive strain injuries Air Traffic Controllers sustain while operating their systems. The research was conducted at the National Aerospace Laboratory in the Netherlands. The results indicate a clear advantage compared to the traditional roller/track ball, especially for large distances. This is expected since Fitt's law does not apply in the same manner for eye movement as physical limb/hand movement. Sure eye movement over longer distances takes more time to perform than short ones but it does not compare to moving you arm one inch vs. one meter. Certainly there are more applications that could benifit from gaze assisted interaction, medical imaging in the field of radiology is one (such as CT, MRI, these produce very high resolution images with resolutions up to 4096x4096 pixels)


Summary of the thesis "Eye Gaze Interactive ACT workstation"
"Ongoing research is devoted to finding ways to improve performance and reduce workload of Air Traffic Controllers (ATCos) because their task is critical to the safe and efficient flow of air traffic. A new intuitive input method, known as eye gaze interaction, was expected to reduce the work- and task load imposed on the controllers by facilitating the interaction between the human and the ATC workstation. In turn, this may improve performance because the freed mental resources can be devoted to more critical aspects of the job, such as strategic planning. The objective of this Master thesis research was to explore how human computer interaction (HCI) in the ATC task can be improved using eye gaze input techniques and whether this will reduce workload for ATCos.


In conclusion, the results of eye gaze interaction are very promising for selection of aircraft on a radar screen. For entering instructions it was less advantageous. This is explained by the fact that in the first task the interaction is more intuitive while the latter is more a conscious selection task. For application in work environments with large displays or multiple displays eye gaze interaction is considered very promising. "



Download paper as pdf

Tuesday, April 15, 2008

Alea Technologies

The German firm Alea Technologies offers a solution called IntelliGaze consisting of a remote based eye tracking system as well as a software suite. The system is designed to be a flexible solution in terms of both hardware and software. The eye tracker is stand-alone and can be used to create a customizable setup when it is combined with a various displays. Additionally, they provide API´s for application developments.

A clear usage for their technology is users with disabilities such as ALS. The software contains a "desktop" system which acts as a launcher for other applications (Windows natives, Grid, Cogain). In general, they seem to target Tobii Technologies who have been very successful with their MyTobii application running on the P10 eye tracker. The game is on.


Quote:
"The ease of setup and intuitive operation bring a completely new degree of freedom to patients who had to rely on older technologies like manual scanning or cumbersome pointing devices. By using the latest camera technology and very sophisticated image processing and calibration methods, the IG-30 system is far superior to alternative gaze input systems at a similar price point. The modular structure of the system allows the patients with a degenerative disease the continued use of their touch-screen or scanning software package. Using existing computers and monitors, the IG-30 system can also be easily integrated into an existing PC setup. The economic pricing of the IntelliGazeTM systems opens this high-tech solution to a much wider range of users."

Tracking technology
Hybrid infrared video eye- & head-tracking Binocular & monocular tracking
Working Volume
centered at 600 mm distance
300 x 200 x 200 mm3 [WxHxD]
Accuracy , static 0.5°, typical
Accuracy , over full working volume 1°, typical
Sampling Rate 50 Hz
Max. head-movement velocity 15 cm/s
Recovery-time after tracking loss
(head was too fast or moved out of range)
40 ms
System Dimensions ca. 300 x 45 x 80 mm3 [WxHxD]
Mounting Options on monitor via VESA-adapter
on Tablet-PC via customized interfaces
System Weight ca. 1,2 kg.

Friday, March 7, 2008

Technology: Consumer-grade EEG devices

Not exactly eye tracking but interesting as a combined modality are the upcoming consumer grade Electroencephalography (EEG) devices sometimes referred to as "brain-mouse". The devices are capable of detecting brain activity by electrodes placed on the scalp.

The company OCZ Technology, mainly known for it's computer components such a memory and power supplies, have announced the "Neural Impulse Actuator (NIA)". While this technology itself is nothing new the novelty lies in the accessibility of the device, priced somewhere around $200-250 when introduced next week.

Check out the quick mini-demo by the guys at Anandtech from the Cebit exhibition in Hannover, 2008
This technical presentation (in German) goes into a bit more detail.


From the press release:
"Recently entering mass production, the final edition of the Neural Impulse Actuator (NIA) will be on display for users to try out the new and electrifying way of playing PC games. The final version of the NIA uses a sleek, metal housing, a USB 2.0 interface, a streamlined headband with carbon interface sensors, and user-friendly software. The NIA is the first commercially available product of its kind, and gamers around the world now have access to this forward-thinking technology that’s had the industry buzzing since its inception."




These devices do have the potential for taking the whole hands-free computing to the next level. They could be a feasible candidate for solving the midas touch problem by proving a device that enables the user to perform activations by subtle facial gestures etc. I have yet to discover how sensitive this device is and what the latency is. Additionally, does it come with an API?

I've tried research grade EEG devices as means for interaction while at the University of California, San Diego and pure thoughts of actions are hard to detect in a stable manner. It is well known in the neuroscience community that thought of actions activates the same regions in the brain as would be activated by actually performing them. We even have mirror neurons that are activated by observing other people performing goal-directed actions (picking up that banana) The neural activation of pure thought alone is subtle and hard to detect compared to performing actual movements, such as lifting ones arm. So, I do not expect it to be an actual Brain Computer Interface (BCI) capable of detecting thoughts (ie. thinking of kicking etc.) but more a detector of subtle motions in my forehead muscles (eye and eye brown movements, facial expressions etc.)

The firm Emotive has their own version of a consumer grade EEG which is named Epoc NeuroHeadset, it has been around for a little longer and seem to have a more developed software, but still mainly demonstration applications.


The Emotive NeuroHeadset