Showing posts with label prototype. Show all posts
Showing posts with label prototype. 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 Umeå (blog).
Tuesday, April 26, 2011
Development of a head-mounted, eye-tracking system for dogs (Williams et al, 2011)
Fiona Williams, Daniel Milss and Kun Guo at the University of Lincoln have developed a head mounted eye tracking system for our four legged friends. Using a special construct based on a head strap and a muzzle the device was mounted on the head of the dog where a dichroic mirror placed in front of one of the eyes reflects the IR image back to the camera.
The device was adapted from a VisionTrack system by IScan/Polhemus and contains two miniature cameras, one for the eye and one for the scene which is connected to a host workstation. When used with human subject such setup provides 0.3 deg. of accuracy according to the manufacturer. Williams et al obtained an accuracy of 2-3 deg. from a single dog when using a special calibration method containing five points located on a cross which was mounted at the tip of the muzzle. Using positive reenforcement the dog was gradually trained to wear and fixate targets which I'm sure wasn't an easy task.
Abstract:
Growing interest in canine cognition and visual perception has promoted research into the allocation of visual attention during free-viewing tasks in the dog. The techniques currently available to study this (i.e. preferential looking) have, however, lacked spatial accuracy, permitting only gross judgements of the location of the dog’s point of gaze and are limited to a laboratory setting. Here we describe a mobile, head-mounted, video-based, eye-tracking system and a procedure for achieving standardised calibration allowing an output with accuracy of 2–3◦. The setup allows free movement of dogs; in addition the procedure does not involve extensive training skills, and is completely non-invasive. This apparatus has the potential to allow the study of gaze patterns in a variety of research applications and could enhance the study of areas such as canine vision, cognition and social interactions.
Abstract:
Growing interest in canine cognition and visual perception has promoted research into the allocation of visual attention during free-viewing tasks in the dog. The techniques currently available to study this (i.e. preferential looking) have, however, lacked spatial accuracy, permitting only gross judgements of the location of the dog’s point of gaze and are limited to a laboratory setting. Here we describe a mobile, head-mounted, video-based, eye-tracking system and a procedure for achieving standardised calibration allowing an output with accuracy of 2–3◦. The setup allows free movement of dogs; in addition the procedure does not involve extensive training skills, and is completely non-invasive. This apparatus has the potential to allow the study of gaze patterns in a variety of research applications and could enhance the study of areas such as canine vision, cognition and social interactions.
- Fiona J. Williams, Daniel S. Mills, Kun Guo, Development of a head-mounted, eye-tracking system for dogs, Journal of Neuroscience Methods, Volume 194, Issue 2, 15 January 2011, Pages 259-265, ISSN 0165-0270, DOI: 10.1016/j.jneumeth.2010.10.022. (available from ScienceDirect)
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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.
Sunday, March 6, 2011
Wednesday, March 2, 2011
Head-mounted eye-tracking application for driving
Nicolas Schneider have for his masters thesis modified the ITU Gaze Tracker for eye tracking in an automotive setting. It incorporates a scene camera and software that calibrates and integrates it in the platform. The project was carried out at Schepens Eye Research Institute at Harvard and there is a good chance it will be released open source. A fine piece of work and an awesome addition to the framework. We're impressed by the results. More info to follow, for now enjoy this video.
- Nicolas Schneider, Peter Bex, Erhardt Barth, and Michael Dorr. 2011. An open-source low-cost eye-tracking system for portable real-time and offline tracking. In Proceedings of the 1st Conference on Novel Gaze-Controlled Applications (NGCA '11). ACM, New York, NY, USA, , Article 8 , 4 pages. (Full text: PDF Online)
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Thursday, January 13, 2011
Eye HDR: gaze-adaptive system for displaying high-dynamic-range images (Rahardja et al)
"How can high dynamic range (HDR) images like those captured by human vision be most effectively reproduced? Susanto Rahardja, head of the Signal Processing Department at the A*STAR Institute for Infocomm Research (I2R), hit upon the idea of simulating the human brain’s mechanism for HDR vision. “We thought about developing a dynamic display system that could naturally and interactively adapt as the user’s eyes move around a scene, just as the human visual system changes as our eyes move around a real scene,” he says.
Two years ago, Rahardja initiated a program on HDR display bringing together researchers with a vriety of backgrounds. “We held a lot of brainstorming sessions to discuss how the human visual system perceives various scenes with different levels of brightness,” says Farzam Farbiz, a senior research fellow of the Signal Processing Department. They also read many books on cerebral physiology to understand how receptors in the retina respond to light and convert the data into electric signals, which are then transmitted to retinal ganglion cells and other neural cells through complex pathways in the visual cortex.
The EyeHDR system employs a commercial eye-tracker device that follows the viewer’s eyes and records the eyes’ reflection patterns. Using this data, the system calculates and determines the exact point of the viewer’s gaze on the screen using special ‘neural network’ algorithms the team has developed.
“On top of that, we also had to simulate the transitional latency of human eyes,” says Corey Manders, a senior research fellow of the Signal Processing Department. “When you move your gaze from a dark part of the room to a bright window, our eyes take a few moments to adjust before we can see clearly what’s outside,” adds Zhiyong Huang, head of the Computer Graphics and Interface Department. “This is our real natural experience, and our work is to reproduce this on-screen.”
The EyeHDR system calculates the average luminance of the region where the observer is gazing, and adjusts the intensity and contrast to optimal levels with a certain delay, giving the viewer the impression of a real scene. The system also automatically tone-maps the HDR images to low dynamic range (LDR) images in regions outside of the viewers gaze. Ultimately, the EyeHDR system generates multiple images in response to the viewer’s gaze, which contrasts with previous attempts to achieve HDR through the generation of a single, perfect HDR display image.
The researchers say development of the fundamental technologies for the system is close to complete, and the EyeHDR system’s ability to display HDR images on large LDR screens has been confirmed. But before the system can become commercially available, the eye-tracking devices will need to be made more accurate, robust and easier to use. As the first step toward commercialization, the team demonstrated the EyeHDR system at SIGGRAPH Asia 2009, an annual international conference and exhibition on digital content, held in Yokohama, Japan in December last year.
Although the team’s work is currently focused on static images, they have plans for video. “We would like to apply our technologies for computer gaming and other moving images in the future. We are also looking to reduce the realism gap between real and virtual scenes in emergency response simulation, architecture and science,” Farbiz says". (source)
- Susanto Rahardja, Farzam Farbiz, Corey Manders, Huang Zhiyong, Jamie Ng Suat Ling, Ishtiaq Rasool Khan, Ong Ee Ping, and Song Peng. 2009. Eye HDR: gaze-adaptive system for displaying high-dynamic-range images. In ACM SIGGRAPH ASIA 2009 Art Gallery & Emerging Technologies: Adaptation (SIGGRAPH ASIA '09). ACM, New York, NY, USA, 68-68. DOI=10.1145/1665137.1665187. (pdf, it's a one page poster)
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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.
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.
- 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]
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Friday, April 30, 2010
GazePad: Low-cost remote webcam eye tracking
Came across the GazeLib low-cost remote eye tracking project today which uses ordinary webcams without IR illumination. The accuracy is pretty low but it's really nice to see another low-cost approach for assistive technology.
"GazeLib is a programming library which making real-time low-cost gaze tracking becomes possible. The library provide functions performing remote gaze tracking under ambient lighting condition using a single, low cost, off-the-shelf webcam. Developers can easily build gaze tracking technologies implemented applications in only few lines of code. GazeLib project focuses on promoting gaze tracking technology to consumer-grade human computer interfaces by reducing the price, emphasizing ease-of-use, increasing the extendibility, and enhancing the flexibility and mobility."
"GazeLib is a programming library which making real-time low-cost gaze tracking becomes possible. The library provide functions performing remote gaze tracking under ambient lighting condition using a single, low cost, off-the-shelf webcam. Developers can easily build gaze tracking technologies implemented applications in only few lines of code. GazeLib project focuses on promoting gaze tracking technology to consumer-grade human computer interfaces by reducing the price, emphasizing ease-of-use, increasing the extendibility, and enhancing the flexibility and mobility."
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Monday, April 26, 2010
Freie Universität Berlin presents gaze controlled car
From the Freie Universität in Berlin comes a working prototype for a systems that allows direct steering by eye movements alone. The prototype was demonstrated in front of a large group journalist at the former Berlin Tempelhof Airport. Gaze data from a head-mounted SMI eye tracker is feed into the control system of the Spirit of Berlin, a platform for autonomous navigation. Similar to the gaze controlled robot we presented at CHI09 the platform offers a coupling between the turning of the wheels and the gaze data coordinate space (eg. look left and car drives left). Essentially its a mapping onto a 2D plane where deviations from the center issues steering commands and the degree of turning is modulated by the distance. Potentially interesting when coupled with other sensors that in combination offers offer driver support, for example if an object in the vehicles path that driver has not seen. Not to mention scenarios including individuals with disabilities and/or machine learning. The work has been carried out under guidance by professor Raúl Rojas as part AutoNOMOS project which has been running since 2006 after inspiration from the Stanford autonomos car project.
More info in the press-release.
More info in the press-release.
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Sunday, April 25, 2010
Monday, March 29, 2010
Text 2.0 gaze assisted reading
From the German Research Center for Artificial Intelligence comes a new demonstration of a gaze based reading system, Text 2.0, which utilizes eye tracking for making the reading experience more dynamic and interactive. For example the system can display images relevant to what your reading about or filter out less relevant information if your skimming through the content. The research is funded through the Stiftung Rheinland-Pfalz für Innovation. On the groups website you can also find an interesting project called PEEP which allows developers to connect eye trackers to Processing which enables aesthetically stunning visualizations. This platform is the core of the Text2.0 platform. Check out the videos.
More information:
Zdf.de: Wenn das auge die seite umblaettert?
Wired: Eye-Tracking Tablets and the Promise of Text 2.0
More demos at the groups website
More information:
Zdf.de: Wenn das auge die seite umblaettert?
Wired: Eye-Tracking Tablets and the Promise of Text 2.0
More demos at the groups website
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Low-cost eye tracking and pong gaming from Imperial College London
A group of students at the Imperial College London have develop a low-cost head mounted tracker which they use to play Pong with. The work is carried out under supervision of Aldo Faisal in his lab.
"We built an eyetracking system using mass-marketed off-the shelf components at 1/1000 of that cost, i.e. for less then 30 GBP. Once we made such a system that cheap we started thinking of it as a user interface for everyday use for impaired people.. The project was enable by realising that certain mass-marketed web cameras for video game consoles offer impressive performance approaching that of much more expensive research grade cameras.
"From this starting point research in our group has focussed on two parts so far:
1. The TED software, which is composed of two components which can run on two different computers (connected by wireless internet) or run on the same computer. The first component is the TED server (Linux-based) which interfaces directly with the cameras and processes the high-speed video feed and makes the data available (over the internet) to the client software. The client forms the second components, it is written in Java (i.e. it runs on any computer, Windows, Mac, Unix, ...) and provides the Mouse-control-via-eye-movements, the “Pong” video game as well as configuration and calibration functions.
This two part solution allows the cameras to be connected to a cost-effective netbook (e.g. on a wheel chair) and allow control of other computers over the internet (e.g. in the living room, office and kitchen). This software suite, as well as part of the low-level camera driver was implemented by Ian Beer, Aaron Berk, Oliver Rogers and Timothy Treglown, for their undergraduate project in the lab.
The Engineer: Eye-movement game targets disabled
Engadget (German): Neurotechnologie: Pong mit Augenblinzeln gespielt in London
"We built an eyetracking system using mass-marketed off-the shelf components at 1/1000 of that cost, i.e. for less then 30 GBP. Once we made such a system that cheap we started thinking of it as a user interface for everyday use for impaired people.. The project was enable by realising that certain mass-marketed web cameras for video game consoles offer impressive performance approaching that of much more expensive research grade cameras.
"From this starting point research in our group has focussed on two parts so far:
1. The TED software, which is composed of two components which can run on two different computers (connected by wireless internet) or run on the same computer. The first component is the TED server (Linux-based) which interfaces directly with the cameras and processes the high-speed video feed and makes the data available (over the internet) to the client software. The client forms the second components, it is written in Java (i.e. it runs on any computer, Windows, Mac, Unix, ...) and provides the Mouse-control-via-eye-movements, the “Pong” video game as well as configuration and calibration functions.
This two part solution allows the cameras to be connected to a cost-effective netbook (e.g. on a wheel chair) and allow control of other computers over the internet (e.g. in the living room, office and kitchen). This software suite, as well as part of the low-level camera driver was implemented by Ian Beer, Aaron Berk, Oliver Rogers and Timothy Treglown, for their undergraduate project in the lab.
Note:the “Pong” video game has a two player mode, allowing two people to play against each other using two eye-trackers or eye-tracker vs keyboard. It is very easy to use, just look where you want the pong paddle to move...
2. The camera-spectacles (visible in most press photos), as well as a two-camera software (Windows-based) able to track eye-movements in 3D (i.e. direction and distance) for wheelchair control. These have been build and developed by William Abbott (Dept. of Bioengineering)."
Further reading:
The Engineer: Eye-movement game targets disabled
Engadget (German): Neurotechnologie: Pong mit Augenblinzeln gespielt in London
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Thursday, March 18, 2010
GM Automotive heads-up display
General Motors today presents a new automotive heads up display system that has been developed in conjunction with Carnegie Mellon and the University of Southern California. It employs a number of sensors that coupled with object and pattern recognition could assist the driver by projecting information directly onto the windshield. For example the system could assist in navigation by highlighting road signs and emphasis the lanes/edges of the road in difficult driving conditions (rain, snow, fog). Inside the car the system uses an eye tracking solution provided by Swedish firm Smart Eye. Their Smart Eye Pro 5.4 employs several cameras (three in the demonstration, max 6) and infrared illumination to provide 6 degrees of freedom head tracking and 2D eye tracking, both with a (reported) 0.5 degree accuracy. The firm reports that the system provides "immunity to difficult light conditions, including darkness and rapidly varying sunlight" however to what extent this is true for direct facial sunlight remains to be seen. However, over time technical issues are to be overcome, its exciting to see that eye tracking is considered for everyday applications (in a not so distant future). They are not the only ones working on this right now.
Sources:
GM Media "GM Reimagines Head-Up Display Technology"
Engadget.com "GM shows off sensor-laden windshield, new heads-up display prototype"
TG Daily "GM develops HUD system for vehicle windshields"
Sources:
GM Media "GM Reimagines Head-Up Display Technology"
Engadget.com "GM shows off sensor-laden windshield, new heads-up display prototype"
TG Daily "GM develops HUD system for vehicle windshields"
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Friday, January 8, 2010
Mobile Dias Eye Tracker
Remember the Dias Eyetracker that I wrote about last May? Today Diako Mardanbeigi, from Tehran in Iran, presents a new version of the Dias eye tracker that is low-cost, wireless and fully mobile. I'll let the video demonstration below speak for itself. Rumor has it that Dias has been in contact with the ITU GazeGroup for a potential continuation of his research. Time will tell.
"This is a low cost mobile eye tracker with a wireless and Light weight head mounted hardware. This system gathers eye movements and estimates the point of gaze during the performance of daily tasks. It can let you to assess the visual behavior of the person online and in real-time when he is doing a specific task. A mobile eye tracker has a wide variety of applications in several fields such as human factors, market research, consumer shopping behavior, sports, driving, reading, safety & training. "
"This is a low cost mobile eye tracker with a wireless and Light weight head mounted hardware. This system gathers eye movements and estimates the point of gaze during the performance of daily tasks. It can let you to assess the visual behavior of the person online and in real-time when he is doing a specific task. A mobile eye tracker has a wide variety of applications in several fields such as human factors, market research, consumer shopping behavior, sports, driving, reading, safety & training. "
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Tuesday, November 24, 2009
Remote tracker and 6DOF using a webcam
The following video clips demonstrates a Masters thesis project from the AGH University of Science and Technology in Cracow, Poland. The method developed provides 6 degrees of freedom head tracking and 2D eye tracking using a simple, low resolution 640x480 webcam. Under the hood it's based on the Lucas-Kanade optical flow and POSIT. A great start as the head tracking seems relatively stable. Imagine it with IR illumination, a camera with slightly higher resolution and a narrow angle lens. And of course, pupil + glint tracking algorithms for calibrated gaze estimation.
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Monday, September 28, 2009
Wearable Augmented Reality System using Gaze Interaction (Park, Lee & Choi)
Came across this paper on a wearable system that employs a small eye tracker and a head mounted display for augmented reality. I've previously posted a video on the same system. It's a future technology with great potential, only imagination sets the limit here. There is a lot of progress in image/object recognition and location awareness taking place right now (with all the associated non-trivial problems to solve!)
Abstract
"Undisturbed interaction is essential to provide immersive AR environments. There have been a lot of approaches to interact with VEs (virtual environments) so far, especially in hand metaphor. When the user‟s hands are being used for hand-based work such as maintenance and repair, necessity of alternative interaction technique has arisen. In recent research, hands-free gaze information is adopted to AR to perform original actions in concurrence with interaction. [3, 4]. There has been little progress on that research, still at a pilot study in a laboratory setting. In this paper, we introduce such a simple WARS(wearable augmented reality system) equipped with an HMD, scene camera, eye tracker. We propose „Aging‟ technique improving traditional dwell-time selection, demonstrate AR gallery – dynamic exhibition space with wearable system."
Abstract
"Undisturbed interaction is essential to provide immersive AR environments. There have been a lot of approaches to interact with VEs (virtual environments) so far, especially in hand metaphor. When the user‟s hands are being used for hand-based work such as maintenance and repair, necessity of alternative interaction technique has arisen. In recent research, hands-free gaze information is adopted to AR to perform original actions in concurrence with interaction. [3, 4]. There has been little progress on that research, still at a pilot study in a laboratory setting. In this paper, we introduce such a simple WARS(wearable augmented reality system) equipped with an HMD, scene camera, eye tracker. We propose „Aging‟ technique improving traditional dwell-time selection, demonstrate AR gallery – dynamic exhibition space with wearable system."
- Park, H. M., Seok Han Lee, and Jong Soo Choi 2008. Wearable augmented reality system using gaze interaction. In Proceedings of the 2008 7th IEEE/ACM international Symposium on Mixed and Augmented Reality - Volume 00 (September 15 - 18, 2008). Symposium on Mixed and Augmented Reality. IEEE Computer Society, Washington, DC, 175-176. DOI= http://dx.doi.org/10.1109/ISMAR.2008.4637353
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Friday, September 18, 2009
The EyeWriter project
For some time I've been following the EyeWriter project which aims at enabling Tony, who has ALS, to draw graffiti using eye gaze alone. The open source eye tracker is available at Google code and is based on C++, OpenFrameworks and OpenCV. The current version supports basic pupil tracking based on image thresholding and blob detection but they are aiming for remote tracking using IR glints. Keep up the great work guys!
The Eyewriter from Evan Roth on Vimeo.
eyewriter tracking software walkthrough from thesystemis on Vimeo.
More information is found at http://fffff.at/eyewriter/
Thursday, August 20, 2009
A geometric approach to remote eye tracking (Villanueva et al, 2009)
Came across this paper today, it's good news and a great achievement, especially since consumer products for recording high definition over a plain USB port has begun to appear. For example the upcoming Microsoft Lifecam Cinema HD provides 1,280 x 720 at 30 frames per second. This is to be released on September 9th at a reasonable US$ 80. Hopefully it will allow a simple modification to remove the infrared blocking filter. Things are looking better and better for low-cost eye tracking, keep up the excellent work, it will make a huge difference for all of us.
Abstract
"This paper presents a principled analysis of various combinations of image features to determine their suitability for remote eye tracking. It begins by reviewing the basic theory underlying the connection between eye image and gaze direction. Then a set of approaches is proposed based on different combinations of well-known features and their behaviour is valuated, taking into account various additional criteria such as free head movement, and minimum hardware and calibration requirements. The paper proposes a final method based on multiple glints and the pupil centre; the method is evaluated experimentally. Future trends in eye tracking technology are also discussed."
The algorithms were implemented in C++ running on a Windows PC equipped with a Pentium 4 processor at 3 GHz and 1 GB of Ram. The camera of choice delivers 15 frames per second at 1280 x 1024. Optimal distance from screen is 60 cm which is rather typical for remote eye trackers. This provides a track-box volume of 20 x 20 x 20 cm. Within this area the algorithms produce an average accuracy of 1.57 degrees. A 1 degree accuracy may be achieved obtained if the head is the same position as it was during calibration. Moving the head parallel to the monitor plane increases error by 0.2 - 0.4 deg. while moving closer or further away introduces a larger error between 1-1.5 degrees (mainly due to camera focus range). Note that no temporal filtering was used in the reporting. All-in-all these results are not so far from what typical remote systems produce.
The limitation of 15 fps stems from the frame rate of the camera, the software itself is able to process +50 images per second on the specified machine. Leaving it to our imagination what frame rates may be achieved with a fast Intel Core i7 processor with four cores.
Abstract
"This paper presents a principled analysis of various combinations of image features to determine their suitability for remote eye tracking. It begins by reviewing the basic theory underlying the connection between eye image and gaze direction. Then a set of approaches is proposed based on different combinations of well-known features and their behaviour is valuated, taking into account various additional criteria such as free head movement, and minimum hardware and calibration requirements. The paper proposes a final method based on multiple glints and the pupil centre; the method is evaluated experimentally. Future trends in eye tracking technology are also discussed."
The algorithms were implemented in C++ running on a Windows PC equipped with a Pentium 4 processor at 3 GHz and 1 GB of Ram. The camera of choice delivers 15 frames per second at 1280 x 1024. Optimal distance from screen is 60 cm which is rather typical for remote eye trackers. This provides a track-box volume of 20 x 20 x 20 cm. Within this area the algorithms produce an average accuracy of 1.57 degrees. A 1 degree accuracy may be achieved obtained if the head is the same position as it was during calibration. Moving the head parallel to the monitor plane increases error by 0.2 - 0.4 deg. while moving closer or further away introduces a larger error between 1-1.5 degrees (mainly due to camera focus range). Note that no temporal filtering was used in the reporting. All-in-all these results are not so far from what typical remote systems produce.
The limitation of 15 fps stems from the frame rate of the camera, the software itself is able to process +50 images per second on the specified machine. Leaving it to our imagination what frame rates may be achieved with a fast Intel Core i7 processor with four cores.
- A. Villanueva, G. Daunys, D. Hansen, M. Böhme, R. Cabeza, A. Meyer, and E. Barth, "A geometric approach to remote eye tracking," Universal Access in the Information Society. [Online]. Available: http://dx.doi.org/10.1007/s10209-009-0149-0
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Tuesday, August 11, 2009
ALS Society of British Columbia announces Engineering Design Awards (Canadian students only)
"The ALS Society of British Columbia has established three Awards to encourage and recognize innovation in technology to substantially improve the quality of life of people living with ALS (Amyotrophic Lateral Sclerosis, also known as Lou Gehrig’s Disease). Students at the undergraduate or graduate level in engineering or a related discipline at a post-secondary institution in British Columbia or elsewhere in Canada are eligible for the Awards. Students may be considered individually or as a team. Mentor Awards may also be given to faculty supervising students who win awards" (see Announcement)
Project ideas:
Project ideas:
- Low-cost eye tracker
- Issue: Current commercial eye-gaze tracking systems cost thousands to tens of thousands of dollars. The high cost of eye-gaze trackers prevents potential users from accessing eye- gaze tracking tools. The hardware components required for eye-gaze tracking do not justify the price and a lower-cost alternative is desirable. Webcams may be used for low-cost imaging, along with simple infrared diodes for system lighting. Alternatively, visible light systems may also be investigated. Opensource eye-gaze tracking software is also available. (ed: ITU GazeTracker, OpenEyes, Track Eye, OpenGazer and MyEye (free, no source)
- Goal: The goal of this design project is to develop a low-cost and usable eye-gaze tracking system based on simple commercial-of-the-shelf hardware.
- Deliverables: A working prototype of a functional, low-cost (< $200), eye-gaze tracking system.
- Issue: Current commercial eye-gaze tracking systems cost thousands to tens of thousands of dollars. The high cost of eye-gaze trackers prevents potential users from accessing eye- gaze tracking tools. The hardware components required for eye-gaze tracking do not justify the price and a lower-cost alternative is desirable. Webcams may be used for low-cost imaging, along with simple infrared diodes for system lighting. Alternatively, visible light systems may also be investigated. Opensource eye-gaze tracking software is also available. (ed: ITU GazeTracker, OpenEyes, Track Eye, OpenGazer and MyEye (free, no source)
- Eye-glasses compensation
- Deliverables: A working prototype of a functional, low-cost (< $200), eye-gaze tracking system
- Issue: The use of eye-glasses can cause considerable problems in eye-gaze tracking. The issue stems from reflections off the eye-glasses due to the use of controlled infrared lighting (on and off axis light sources) used to highlight features of the face. The key features of interest are the pupils and glints (or reflections of the surface of the cornea). Incorrectly identifying the pupils and glints then results in invalid estimation of the point-of-gaze.
- Goal: The goal of this design project is to develop techniques for either: 1) avoiding image corruption with eye-glasses on a commercial eye-gaze tracker, or 2) developing a controlled lighting scheme to ensure valid pupil and glints identification are identified in the presence of eye-glasses.
- Deliverables: Two forms of deliverables are possible: 1) A working prototype illustrating functional eye-gaze tracking in the presence of eye-glasses with a commercial eye-gaze tracker, or 2) A working prototype illustrating accurate real-time identification of the pupil and glints using controlled infrared lighting (on and off axis light sources) in the presence of eye-glasses.
- Innovative selection with ALS and eye gaze
- Issue: As mobility steadily decreases in the more advanced stages of ALS, alternative techniques for selection are required. Current solutions include head switches, sip and puff switches and dwell time activation depending on the degree of mobility loss to name a few. The use of dwell time requires no mobility other than eye motion, however, this technique suffers from ‘lag’ in that the user must wait the dwell time duration for each selection, as well as the ‘midas touch’ problem in which unintended selection if the gaze point is stationary for too long.
- Goal: The goal of this design project is to develop a technique for improved selection with eye-gaze for individuals with only eye-motion available. Possible solutions may involve novel HCI designs for interaction, including various adaptive and predictive technologies, the consideration of contextual cues, and the introduction of ancillary inputs, such as EMG, EEG.
- Deliverables: A working prototype illustrating eye-motion only selection with a commercial eye-gaze tracking system.
- Novel and valuable eye-gaze tracking applications and application enhancements
- Issue: To date, relatively few gaze-tracking applications have been developed. These include relatively simplistic applications such as the tedious typing of words, and even in such systems, little is done to ease the effort required, e.g., systems typically do not allow for the saving and reuse of words and sentences.
- Goal: The goal of this design project is to develop one or more novel applications or application enhancements that take gaze as input, and that provide new efficiencies or capabilities that could significantly improve the quality of life of those living with ALS.
- Deliverables: A working prototype illustrating one or more novel applications that take eye-motion as an input. The prototype must be developed and implemented to the extent that an evaluation of the potential efficiencies and/or reductions in effort can be evaluated by persons living with ALS and others on an evaluation panel.
See the Project Ideas for more information. For contact information see page two of the announcement.
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assistive technology,
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Midas Touch,
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Wednesday, July 22, 2009
Telegaze update
Remember the TeleGaze robot developed by Hemin Omer which I wrote about last September? Today there is a new video available showing an updated interface which appears to be somewhat improved, no further information is available.
Update: The new version includes an automatic "person-following" mode which can be turned on or off through the interface. See video below
Update: The new version includes an automatic "person-following" mode which can be turned on or off through the interface. See video below
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Labels:
navigation,
prototype,
robot
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