During the last month the guys at IT University of Copenhagen has been involved in the making of a video that's intended to introduce the ITU Gaze Tracker, an open source eye tracker, to a wider audience. The production has been carried out in collaboration with the Communication Department at the university and features members of the group, students of the HCI class and Birger Bergmann Jeppesen who has had ALS since 1996. Many thanks to all involved, especially Birger & co for taking interest and participating in evaluation of the system.
Monday, May 9, 2011
Monday, May 2, 2011
1st International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction
During the UbiComp 2011 in Beijing in September the 1st International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI) will be held. Keynote speaker is Jeff B. Pelz who has considerable experience with eye tracking during natural tasks. The call for paper is out, see details below.
"Recent developments in mobile eye tracking equipment and automated eye movement analysis point the way toward unobtrusive eye-based human-computer interfaces that are pervasively usable in everyday life. We call this new paradigm pervasive eye tracking – continuous eye monitoring and analysis 24/7. The potential applications for the ability to track and analyze eye movements anywhere and anytime call for new research to further develop and understand visual behaviour and eye-based interaction in daily life settings. PETMEI 2011 will focus on pervasive eye tracking as a trailblazer for mobile eye-based interaction and eye-based context-awareness. We provide a forum for researchers from human-computer interaction, context-aware computing, and eye tracking to discuss techniques and applications that go beyond classical eye tracking and stationary eye-based interaction. We want to stimulate and explore the creativity of these communities with respect to the implications, key research challenges, and new applications for pervasive eye tracking in ubiquitous computing. The long-term goal is to create a strong interdisciplinary research community linking these fields together and to establish the workshop as the premier forum for research on pervasive eye tracking."
Important Dates
- Paper Submission: May 30, 2011
- Notification of Acceptance: June 27, 2011
- Camera-ready due: July 11, 2011
- Workshop: September 18, 2011
Topics
Topics of interest cover computational methods, new applications and use cases, as well as eye tracking technology for pervasive eye tracking and mobile eye-based interaction. Topics of interest include, but are not limited to:
Methods
Topics of interest cover computational methods, new applications and use cases, as well as eye tracking technology for pervasive eye tracking and mobile eye-based interaction. Topics of interest include, but are not limited to:
Methods
- Computer vision tools for face, eye detection and tracking
- Pattern recognition/machine learning for gaze and eye movement analysis
- Integration of pervasive eye tracking and context-aware computing
- Real-time multi-modality sensor fusion
- Techniques for eye tracking on portable devices
- Methods for long-term gaze and eye movement monitoring and analysis
- Gaze modeling for development of conversational agents
- Evaluation of context-aware systems and interfaces
- User studies on impact of and user experience with pervasive eye tracking
- Visual and non-visual feedback for eye-based interfaces
- Interaction techniques including multimodal approaches
- Analysis and interpretation of attention in HCI
- Dual and group eye tracking
Applications
- Mobile eye-based interaction with public displays, tabletops, and smart environments
- Eye-based activity and context recognition
- Pervasive healthcare, e.g. mental health monitoring or rehabilitation
- Autism research
- Daily life usability studies and market research
- Mobile attentive user interfaces
- Security and privacy for pervasive eye tracking systems
- Eye tracking in automotive research
- Eye tracking in multimedia research
- Assistive systems, e.g. mobile eye-based text entry
- Mobile eye tracking and interaction for augmented and virtual reality
- Eye-based human-robot and human-agent interaction
- Cognition-aware systems and user interfaces
- Human factors in mobile eye-based interaction
- Eye movement measures in affective computing
Technologies
- New devices for portable and wearable eye tracking
- Extension of existing systems for mobile interaction
See the submission details for more information.
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Friday, April 29, 2011
GazeGroup's Henrik Skovsgaard wins "Stars with brains" competiton
During the Danish Research Day 2011 Henrik Skovsgaard, PhD candidate at @ ITU Copenhagen, won the competition "Stars with Brains" (Stjerner med hjerner). Several high profile individuals (stars) were present including the Minister of Science, Princess Marie and Mayor Frank Jensen. The competition consisted of eight doctoral students (brains) from universities across Denmark who presented their research in a layman terms. The audience voted on their favorite candidate using SMS messaging whereby a panel of judges evaluated the participants. Later in the day Henrik was invited to an interview on the Aftenshow on national TV. Henriks research at the IT University of Copenhagen focuses primarily on gaze-based interaction as a communication tool for disabled and have participated in the development of the Gazegroup.org software. A big congrats to Henrik for the award, excellent public outreach and associated stardom!
PhD student Henrik Skovsgaard won the "Stars with brains". Photo: Tariq Mikkel Khan (source)
From right: Mayor Frank Jensen, HRH Princess Marie and Minister of Science Charlotte Sahl-Madsen. Photo: Tariq Mikkel Khan (source)
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Wednesday, April 27, 2011
Specs for SMI GazeWear released
The specifications for the SMI GazeWear has just been announced. The head mounted tracker takes the shape of a pair of glasses and has a impressive set of features. It offers 30Hz binocular tracking (both eyes) at 0.5 deg accuracy with automatic parallax compensation for accurate gaze estimation over distances above 40cm. The dark pupil, corneal reflection based system has a tracking range of 70° horizontal / 55°. vertical angle. SMI has managed to squeeze in a HD scene camera located in the center of the frame which offers 1280x960 resolution at 30 frames per second. However, the viewing angle is slightly smaller than the tracking range at 63° horizontal and 41° vertical angle. The weight of the device is specified to 75 grams with the dimensions of 173x58x168mm (w/h/d) and is estimated to fit subjects above age 7.
SMI GazeWear
A mobile recording unit is offered which stores data on a SD card, weighs 420 grams, and has minimum of 40 minutes recording time. However, a subnotebook can be used to extend recording time towards two hours.
With the new tracker SMI seriously improves their offering in the head mounted segment with a form factor that certainly appears more attractive to a wide range of applications. The specs stands up well against the Tobii glasses which has a similar form but is limited to monocular tracking and a lower resolution scene camera. No details on availability is provided other than "coming soon", something we heard since late December. Once they are out the game is on.
The flyer may be downloaded as pdf.
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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.
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
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
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Thursday, April 7, 2011
FaceAPI signs licence deal with Chinese SuperD
Remember the glasses-free 3D displays demonstrated earlier this year at CES2011? Seeing Machines recently announced a production licence deal with Chinese Shenzhen Super Perfect Optics Limited (SuperD). The two companies have been working together for the last 12 months and the first consumer products are expected to be available during the summer. Big ambition, millions of devices including laptops, monitors and all-in-one-PCs by big name manufacturers. Interesting development as they know eye tracking too, please make that happen. Press release available here.
SMI iView X SDK 3.0 released
SMI just released version 3.0 of their Software Development Kit (SDK) which contains low and high level functions, documentation and sample code (matlab, e-prime, c/c++, Python and C#). The SDK supports Windows XP, Vista and 7 (both 32 and 64 bit). Available by for free for existing customers. Good news for developers, especially the 64-bit version for Windows 7. Releasing extensive and well documented SDKs for free is a trend that has been adopted by most manufacturers by now, it just makes perfect sense.
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Monday, March 14, 2011
Mirametrix acquired by TandemLaunch Technologies
MONTREAL (Quebec), February 18, 2011 – TandemLaunch Technologies today announced that it has completed the acquisition of all assets and staff of Vancouver-based Mirametrix Research Inc., a privately held provider of gaze tracking technology. Mirametrix is a technology company offering affordable gaze tracking systems for application in vision research and content analytics. The technology acquired through Mirametrix complements TandemLaunch’s consumer gaze tracking portfolio. Terms of the transaction were not disclosed.
“Mirametrix is an innovative small company that has successfully introduced gaze tracking solutions for cost-competitive applications. TandemLaunch offers the resources to scale the Mirametrix business and ultimately bring gaze tracking into the consumer market” said Helge Seetzen, CEO of TandemLaunch.
The website has been updated revealing the new executive team, product offering appears to remain the same for the time being. Helge Seetzen (blog) is an entrepreneur who sold his previous company, BrightSide, to Dolby Technologies for ~$30 million which he invested into the TandemLaunch incubator which focuses on early stages in technology development with the aim bring in industry partners to acquire the technology for further commercialization (interview).
Congrats to Craig Hennessey, founder of Mirametrix, who is now well on his way to commercialize his PhD research (1, 2) on remote eye tracking based on a single camera setup, bright pupil and corneal reflections. It will be interesting to see how additional resources backing the operation will affects the industry and what role an affordable but perhaps less accurate system has to play. The latter can be improved upon but what about the market, will an affordable system expand or create new segments? From the top of my head, Yes. Time will tell..
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