Blue Eye Technology
Blue Eye Technology
Blue Eye Technology
CHAPTER 1
INTRODUCTION
Imagine yourself in a world where humans interact with computers. You are
sitting in front of your personal computer that can listen, talk, or even scream aloud. It
has the ability to gather information about you and interact with you through special
techniques like facial recognition, speech recognition, etc. It can even understand your
emotions at the touch of the mouse. It verifies your identity, feels your presents, and
starts interacting with you .You asks the computer to dial to your friend at his office.
It realizes the urgency of the situation through the mouse, dials your friend at his
office, and establishes a connection.
Blue eyes system monitors the status of the operator’s visual attention through
measurement of saccadic activity. The system checks parameters like heart beat rate
and blood oxygenation against abnormal and triggers user defined alarms.
BlueEyes system consists of a mobile measuring device and a central
analytical system. The mobile device is integrated with Bluetooth module providing
wireless interface between sensors worn by the operator and the central unit. ID cards
assigned to each of the operators and adequate user profiles on the central unit side
provide necessary data personalization so the system consists of
Mobile measuring device(DAU)
Central System Unit(CSU)
2.1THE HARDWARE
MC145483 – 13bit
PCM codec Jazz
Multisensor interface
Beeper and LED indicators, 6 AA batteries and voltage level
monitor
CHAPTER 3
EMOTION COMPUTING
Rosalind Picard (1997) describes why emotions are important to the
computing community. There are two aspects of affective computing: giving the
computer the ability to detect emotions and giving the computer the ability to
express emotions. Not only are emotions crucial for rational decision making as
Picard describes, but emotion detection is an important step to an adaptive
computer system. An adaptive, smart computer system has been driving our
efforts to detect a person’s emotional state. An important element of
incorporating emotion into computing is for productivity for a computer user. A
study (Dryer & Horowitz, 1997) has shown that people with personalities that are
similar or complement each other collaborate well. Dryer (1999) has also shown
that people view their computer as having a personality. For these reasons, it is
important to develop computers which can work well with its user.
3.1 THEORY
Based on Paul Ekman’s facial expression work, we see a correlation
between a person’s emotional state and a person’s physiological measurements.
Selected works from Ekman and others on measuring facial behaviors describe
Ekman’s Facial Action Coding System (Ekman and Rosenberg, 1997). One of
his experiments involved participants attached to devices to record certain
measurements including pulse, galvanic skin response (GSR), temperature,
somatic movement and blood pressure. He then recorded the measurements as
the participants were instructed to mimic facial expressions which corresponded
to the six basic emotions. He defined the six basic emotions as anger, fear,
sadness, disgust, joy and surprise. From this work, Dryer (1993) determined how
physiological measures could be used to distinguish various emotional states.
The measures taken were GSR, heart rate, skin temperature and general somatic
activity (GSA). These data were then subject to two analyses. For the first
analysis, a multidimensional scaling (MDS) procedure was used to determine the
dimensionality of the data.
3.2 RESULT
The data for each subject consisted of scores for four physiological
assessments [GSA, GSR, pulse, and skin temperature, for each of the six
emotions (anger, disgust, fear, happiness, sadness, and surprise)] across the
five minute baseline and test sessions. GSA data was sampled 80 times per
second, GSR and temperature were reported approximately 3-4 times per second
and pulse was recorded as a beat was detected, approximately 1 time per second.
To account for individual variance in physiology, we calculated the difference
between the baseline and test scores. Scores that differed by more than one and a
half standard deviations from the mean were treated as missing. By this criterion,
twelve score were removed from the analysis. The results show the theory behind
the Emotion mouse work is fundamentally sound. The physiological
measurements were correlated to emotions using a correlation model. The
correlation model is derived from a calibration process in which a baseline
attribute-to emotion correlation is rendered based on statistical analysis of
calibration signals generated by users having emotions that are measured or
otherwise known at calibration time.
CHAPTER 4
For Eyes:
Expression Glasses
Magic Pointing
Eye Tracking
For Voice:
Artificial Intelligence Speech Recognition
4.1 HAND
4.1.1 Emotion Mouse
attributes with the mood. This has led to the creation of the “Emotion Mouse”.
The device can measure heart rate, temperature, galvanic skin response and
minute bodily movements and matches them with six emotional states:
happiness, surprise, anger, fear, sadness and disgust. The mouse includes a set of
sensors, including infrared detectors and temperature-sensitive chips. These
components, User researchers’ stress, will also be crafted into other commonly
used items such as the office chair, the steering wheel, the keyboard and the
phone handle. Integrating the system into the steering wheel, for instance, could
allow an alert to be sounded when a driver becomes drowsy.
Information Obtained From Emotion Mouse
1) Behavior
a. Mouse movements
b. Button click frequency
c. Finger pressure when a user presses his/her button
2) Physiological information
a. Heart
rate(Electrocardiogram(ECG
/EKG),
Photoplethysmogram(PPG))
b. Skin temperature(Thermester)
c. Skin electricity (Galvanic skin response,GSR)
d. Electromyographic activity (Electromyogram,MG)
Prototype
disliking/avoidance).
CHAPTER 5
MANUAL AND GAZE INPUT CASCADED (MAGIC)
POINTING
This work explores a new direction in utilizing eye gaze for computer
input. Gaze tracking has long been considered as an alternative or potentially
superior pointing method for computer input. We believe that many fundamental
limitations exist with traditional gaze pointing. In particular, it is unnatural to
overload a perceptual channel such as vision with a motor control task. We
therefore propose an alternative approach, dubbed MAGIC (Manual and Gaze
Input Cascaded) pointing. With such an approach, pointing appears to the user to
be a manual task, used for fine manipulation and selection. However, a large
portion of the cursor movement is eliminated by warping the cursor to the eye
gaze area, which encompasses the target. Two specific MAGIC pointing
techniques, one conservative and one liberal, were designed, analyzed, and
implemented with an eye tracker we developed. They were then tested in a pilot
study.
In our view, there are two fundamental shortcomings to the existing gaze
pointing techniques, regardless of the maturity of eye tracking technology. First,
given the one-degree size of the fovea and the subconscious jittery motions that
the eyes constantly produce, eye gaze is not precise enough to operate UI widgets
such as scrollbars, hyperlinks, and slider handles In Proc. CHI’99: ACM
Conference on Human Factors in Computing Systems. 246-253, Pittsburgh, 15-
20 May1999 Copyright ACM 1999 0-201-48559-1/99/05...$5.00 on today’s GUI
interfaces. At a 25-inch viewing distance to the screen, one degree of arc
corresponds to 0.44 in, which is twice the size of a typical scroll bar and much
greater than the size of a typical character.
Second, and perhaps more importantly, the eye, as one of our primary
perceptual devices, has not evolved to be a control organ. Sometimes its
movements are voluntarily controlled while at other times it is driven by external
events. With the target selection by dwell time method, considered more natural
than selection by blinking [7], one has to be conscious of where one looks and
how long one looks at an object. Other times it can be annoying and counter-
productive (such as unintended jumps to a web page). Furthermore, dwell time
can only substitute for one mouse click. There are often two steps to target
activation. A single click selects the target (e.g., an application icon) and a
double click (or a different physical button click) opens the icon (e.g., launches
an application).
Are there interaction techniques that utilize eye movement to assist the
control task but do not force the user to be overly conscious of his eye
movement? We wanted to design a technique in which pointing and selection
remained primarily a manual control task but were also aided by gaze tracking.
Our key idea is to use gaze to dynamically redefine (warp) the “home” position
of the pointing cursor to be at the vicinity of the target, which was presumably
what the user was looking at, thereby effectively reducing the cursor movement
amplitude needed for target selection.
Once the cursor position had been redefined, the user would need to only
make a small movement to, and click on, the target with a regular manual input
device. In other words, we wanted to achieve Manual And Gaze Input Cascaded
(MAGIC) pointing, or Manual Acquisition with Gaze Initiated Cursor. There are
many different ways of designing a MAGIC pointing technique. Critical to its
effectiveness is the identification of the target the user intends to acquire. We
have designed two MAGIC pointing techniques, one liberal and the other
conservative in terms of target identification and cursor placement. The liberal
approach is to warp the cursor to every new object the user looks at (See Figure
5.1).
Fig.5.1
The user can then take control of the cursor by hand near (or on) the
target, or ignore it and search for the next target. Operationally, a new object is
defined by sufficient distance (e.g., 120 pixels) from the current cursor position,
unless the cursor is in a controlled motion by hand. Since there is a 120-pixel
threshold, the cursor will not be warped when the user does continuous
manipulation such as drawing. Note that this MAGIC pointing technique is
different from traditional eye gaze control, where the user uses his eye to point at
targets either without a cursor or with a cursor that constantly follows the jittery
eye gaze motion.
The liberal approach may appear “pro-active,” since the cursor waits readily in
the vicinity of or on every potential target. The user may move the cursor once he
decides to acquire the target he is looking at. On the other hand, the user may also feel
that the cursor is over-active when he is merely looking at a target, although he may
gradually adapt to ignore this behavior. The more conservative MAGIC pointing
technique we have explored does not warp a cursor to a target until the manual input
device has been actuated. Once the manual input device has been actuated, the cursor
is warped to the gaze area reported by the eye tracker.
This area should be on or in the vicinity of the target. The user would
then steer the cursor annually towards the target to complete the target
acquisition. As illustrated in Figure 5.2, to minimize directional uncertainty after
the cursor appears in the conservative technique, we introduced an “intelligent”
bias. Instead of being placed at the center of the gaze area, the cursor position is
offset to the intersection of the manual actuation vector and the boundary f the
gaze area. This means that once warped, the cursor is likely to appear in motion
towards the target, regardless of how the user actually actuated the manual input
device. We hoped that with the intelligent bias the user would not have to Gaze
position reported by eye tracker Eye tracking boundary with 95% confidence
True target will be within the circle with 95% probability. The cursor is warped
to eye tracking position, which is on or near the true target Previous cursor
position, far from target (e.g., 200 pixels) Figure5.1.
Fig 5.2
4. Speed. Since the need for large magnitude pointing operations is less
than with pure manual cursor control, it is possible that MAGIC
pointing will be faster than pure manual pointing.
5. Improved subjective speed and ease-of-use. Since the manual
pointing amplitude is smaller, the user may perceive the MAGIC
pointing system to operate faster and more pleasantly than pure
manual control, even if it operates at the same speed or more slowly.
1. With the more liberal MAGIC pointing technique, the cursor warping can
be overactive at times, since the cursor moves to the new gaze location
whenever the eye gaze moves more than a set distance (e.g., 120 pixels)
away from the cursor. This could be particularly distracting when the user
3. With pure manual pointing techniques, the user, knowing the current
cursor location, could conceivably perform his motor acts in parallel to
visual search. Motor action may start as soon as the user’s gaze settles on
a target. With MAGIC pointing techniques, the motor action computation
(decision) cannot start until the cursor appears. This may negate the time
saving gained from the MAGIC pointing technique’s reduction of
movement amplitude. Clearly, experimental (implementation and
empirical) work is needed to validate, refine, or invent alternative
MAGIC pointing techniques.
5.1 IMPLEMENTATION
When the light source is placed on-axis with the camera optical axis, the
camera is able to detect the light reflected from the interior of the eye, and the
image of the pupil appears bright (see Figure5.3).
This effect is often seen as the red-eye in flash photographs when the
flash is close to the camera lens.
Fig 5.3
Image of pupil
Bright (left) and dark (right) pupil images resulting from on- and off-axis
illumination. The glints, or corneal reflections, from the on- and off-axis light
sources can be easily identified as the bright points in the iris. The Almaden
system uses two near infrared (IR) time multiplexed light sources, composed of
two sets of IR LED's, which were synchronized with the camera frame rate. One
light source is placed very close to the camera's optical axis and is synchronized
with the even frames. Odd frames are synchronized with the second light source,
positioned off axis. The two light sources are calibrated to provide approximately
equivalent whole-scene illumination.
Pupil detection is realized by means of subtracting the dark pupil image
from the bright pupil image. After thresholding the difference, the largest
connected component is identified as the pupil. This technique significantly
increases the robustness and reliability of the eye tracking system. After
implementing our system with satisfactory results, we discovered that similar
pupil detection schemes had been independently developed by Tomonoetal and
Ebisawa and Satoh.
Once the pupil has been detected, the corneal reflection (the glint
reflected from the surface of the cornea due to one of the light sources) is
determined from the dark pupil image. The reflection is then used to estimate the
user's point of gaze in terms of the screen coordinates where the user is looking
at. The estimation of the user's gaze requires an initial calibration procedure,
similar to that required by commercial eye trackers.
Our system operates at 30 frames per second on a Pentium II 333 MHz
machine running Windows NT. It can work with any PCI frame grabber
compatible with Video for Windows.
5.4 EXPERIMENT
The two MAGIC pointing techniques described earlier were put to test using a
set of parameters such as the filter’s temporal and spatial thresholds, the
minimum cursor warping distance, and the amount of “intelligent bias”
(subjectively selected by the authors without extensive user testing). Ultimately
the MAGIC pointing techniques should be evaluated with an array of manual
input devices, against both pure manual and pure gaze-operated pointing
methods.
Fig.5.4
A within-subject design was used. Each subject performed the task with all three
techniques: (1) Standard, pure manual pointing with no gaze tracking (No Gaze); (2)
The conservative MAGIC pointing method with intelligent offset (Gaze1); (3) The
liberal MAGIC pointing method (Gaze2). Nine subjects, seven male and two female,
completed the experiment.
25 Dept. of ECE, GCET
BLUE EYE TECHNOLOGY
Given the pilot nature and the small scale of the experiment, we expected
the statistical power of the results to be on the weaker side. In other words, while
the significant effects revealed are important, suggestive trends that are
statistically non- significant are still worth noting for future research. First, we
found that subjects’ trial completion time significantly varied with techniques:
F(2, 16) = 6.36, p < 0.01.
Fig 5.5
The total average completion time was 1.4 seconds with the standard
manual control technique 1.52 seconds with the conservative MAGIC pointing
technique (Gaze1), and 1.33 seconds with the liberal MAGIC pointing technique
(Gaze2). Note that theGaze1
Technique had the greatest improvement from the first to the second
experiment session, suggesting the possibility of matching the performance of
the other two techniques with further practice.
As expected, target size significantly influenced pointing time: F(1,8) = 178, p
<0.01. This was true for both the manual and the two MAGIC pointing
technique(Figure5.6).
Fig 5.6
Pointing amplitude also significantly affected completion time: F(2, 8) = 97.5, p<
0.001. However, the amount of influence varied with the technique used, as indicated
by the significant interaction between technique and amplitude: F(4, 32) = 7.5, p <
0.001 (Figure5.7).
Fig 5.7
As pointing amplitude increased from 200 pixels to 500 pixels and then to
800 pixels, subjects’ completion time with the No Gaze condition increased in a
non-linear, logarithmic-like pace as Fitts’ Law predicts. This is less true with the
two MAGIC pointing techniques, particularly the Gaze2 condition, which is
definitely not logarithmic. Nonetheless, completion time with the MAGIC
pointing techniques did increase as target distance increased. This is intriguing
because in MAGIC pointing techniques, the manual control portion of the
movement should be the distance from the warped cursor position to the true
target. Such distance depends on eye tracking system accuracy, which is
unrelated to the previous cursor position.
In short, while completion time and target distance with the MAGIC
pointing techniques did not completely follow Fitts’ Law, they were not
completely independent either. Indeed, when we lump target size and target
distance according to the Fitts’ Law Index of Difficulty ID = log2(A/W + 1)
[15], we see a similar phenomenon. For the No_Gaze condition:
T = 0.28 + 0.31 ID (r²=0.912)
The particular settings of our experiment were very different from those
typically reported in a Fitts’ Law experiment: to simulate more realistic tasks we
used circular targets distributed in varied directions in a randomly shuffled order,
instead of two vertical bars displaced only in the horizontal dimension. We also
used an isometric pointing stick, not a mouse. Considering these factors, the
above equation is reasonable. The index of performance (IP) was 3.2 bits per
second, in comparison to the 4.5 bits per second in a typical setting (repeated
mouse clicks on two vertical bars) [16].
T=0.8+0.22 ID (r^2=0.716)
T=0.6+0.21 ID (r^2=0.804)
Note that the data from the two MAGIC pointing techniques fit the
Fitts’ Law model relatively poorly (as expected), although the indices of
performance (4.55 and 4.76 bps) were much higher than the manual condition
(3.2 bps).
Finally, Figure5.8 shows that the angle at which the targets were
presented had little influence on trial completion time: F(2, 16) = 1.57, N.S.
Fig 5.8
The number of misses (clicked off target) was also analyzed. The only
significant factor to the number of misses is target size: F(1,8) = 15.6, p < 0.01.
Users tended to have more misses with small targets. More importantly, subjects
made no more misses with the MAGIC pointing techniques than with the pure
manual technique (No_Gaze – 8.2 %, Gaze1 –7%, Gaze2 –7.5%).
CHAPTER 6
The values of binary input words are subtracted from the corresponding
values in the templates. If both the values are same, the difference is zero and
there is perfect match. If not, the subtraction produces some difference or error.
The smaller the error, the better the match. When the best match occurs, the word
is identified and displayed on the screen or used in some other manner. The
search process takes a considerable amount of time, as the CPU has to make
many comparisons before recognition occurs. This necessitates use of very high-
speed processors. A large RAM is also required as even though a spoken word
may last only a few hundred milliseconds, but the same is translated into many
thousands of digital words. It is important to note that alignment of words and
templates are to be matched correctly in time, before computing the similarity
score. This process, termed as dynamic time warping, recognizes that different
speakers pronounce the same words at different speeds as well as elongate
different parts of the same word. This is important for the speaker-independent
recognizers.
6.3 APPLICATIONS
One of the main benefits of speech recognition system is that it lets user
do other works simultaneously. The user can concentrate on observation and
manual operations, and still control the machinery by voice input commands.
Another major application of speech processing is in military operations. Voice
control of weapons is an example. With reliable speech recognition equipment,
pilots can give commands and information to the computers by simply speaking
into their microphones—they don’t have to use their hands for this purpose.
Another good example is a radiologist scanning hundreds of X-rays, ultrasono
grams, CT scans and simultaneously dictating conclusions to a speech
recognition system connected to word processors. The radiologist can focus his
attention on the images rather than writing the text. Voice recognition could also
be used on computers for making airline and hotel reservations. A user requires
simply to state his needs, to make reservation, cancel a reservation, or make
enquiries about schedule.
33 Dept. of ECE, GCET
BLUE EYE TECHNOLOGY
CHAPTER 7
Computers would have been much more powerful, had they gained
perceptual and sensory abilities of the living beings on the earth. What needs to
be developed is an intimate relationship between the computer and the humans.
And the Simple User Interest Tracker (SUITOR) is a revolutionary approach in
this direction.
By observing the Webpage a netizen is browsing, the SUITOR can help
by fetching more information at his desktop. By simply noticing where the user’s
eyes focus on the computer screen, the SUITOR can be more precise in
determining his topic of interest. It can even deliver relevant information to a
handheld device. The success lies in how much the suitor can be intimate to the
user. IBM's BlueEyes research project began with a simple question, according to
Myron Flickner, a manager in Almaden's USER group: Can we exploit nonverbal
cues to create more effective user interfaces?
One such cue is gaze—the direction in which a person is looking.
Flickner and his colleagues have created some new techniques for tracking a
person's eyes and have incorporated this gaze-tracking technology into two
prototypes. One, called SUITOR (Simple User Interest Tracker), fills a scrolling
ticker on a computer screen with information related to the user's current task.
SUITOR knows where you are looking, what applications you are running, and
what Web pages you may be browsing. "If I'm reading a Web page about IBM,
for instance," says Paul Maglio, the Almaden cognitive scientist who invented
SUITOR, "the system presents the latest stock price or business news stories that
could affect IBM. If I read the headline off the ticker, it pops up the story in a
browser window. If I start to read the story, it adds related stories to the ticker.
That's the whole idea of an attentive system—one that attends to what you are
doing, typing, reading, so that it can attend to your information needs."
CHAPTER 8
CONCLUSION
1) www.wikipedia.com
2) www.techreview.com
3) www.almaden.ibm.com
4) www.research.ibm.com
5) www.metropolismag.com
6) www.visuallee.com
7) www.howstuffworks.com