2,810 research outputs found

    EyeScout: Active Eye Tracking for Position and Movement Independent Gaze Interaction with Large Public Displays

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    While gaze holds a lot of promise for hands-free interaction with public displays, remote eye trackers with their confined tracking box restrict users to a single stationary position in front of the display. We present EyeScout, an active eye tracking system that combines an eye tracker mounted on a rail system with a computational method to automatically detect and align the tracker with the user's lateral movement. EyeScout addresses key limitations of current gaze-enabled large public displays by offering two novel gaze-interaction modes for a single user: In "Walk then Interact" the user can walk up to an arbitrary position in front of the display and interact, while in "Walk and Interact" the user can interact even while on the move. We report on a user study that shows that EyeScout is well perceived by users, extends a public display's sweet spot into a sweet line, and reduces gaze interaction kick-off time to 3.5 seconds -- a 62% improvement over state of the art solutions. We discuss sample applications that demonstrate how EyeScout can enable position and movement-independent gaze interaction with large public displays

    Public HMDs: Modeling and Understanding User Behavior Around Public Head-Mounted Displays

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    Head-Mounted Displays (HMDs) are becoming ubiquitous; we are starting to see them deployed in public for different purposes. Museums, car companies and travel agencies use HMDs to promote their products. As a result, situations arise where users use them in public without experts supervision. This leads to challenges and opportunities, many of which are experienced in public display installations. For example, similar to public displays, public HMDs struggle to attract the passer-by's attention, but benefit from the honeypot effect that draws attention to them. Also passersby might be hesitant to wear a public HMD, due to the fear that its owner might not approve, or due to the perceived need for a prior permission. In this work, we discuss how public HMDs can benefit from research in public displays. In particular, based on the results of an in-the-wild deployment of a public HMD, we propose an adaptation of the audience funnel flow model of public display users to fit the context of public HMD usage. We discuss how public HMDs bring in challenges and opportunities, and create novel research directions that are relevant to both researchers in HMDs and researchers in public displays

    Using film cutting in interface design

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    It has been suggested that computer interfaces could be made more usable if their designers utilized cinematography techniques, which have evolved to guide the viewer through a narrative despite frequent discontinuities in the presented scene (i.e., cuts between shots). Because of differences between the domains of film and interface design, it is not straightforward to understand how such techniques can be transferred. May and Barnard (1995) argued that a psychological model of watching film could support such a transference. This article presents an extended account of this model, which allows identification of the practice of collocation of objects of interest in the same screen position before and after a cut. To verify that filmmakers do, in fact, use such techniques successfully, eye movements were measured while participants watched the entirety of a commerciall

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    Image Retrieval within Augmented Reality

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    Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden für beide Forschungsbereiche dargelegt und genutzt, um Designziele für Konzepte zu entwerfen. Eine Taxonomie für Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen für Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen für Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte für Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsätzlich positiv aufgenommen wurde und bietet Erkenntnisse über unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der Durchführung von Image Retrieval in der erweiterten Realität.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 Definition of Image Retrieval 2.1.2 Classification of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 Definition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query Specification 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query Specification 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further WorkThe present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identified for both fields of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.:1 Introduction 1.1 Motivation and Problem Statement 1.1.1 Augmented Reality and Head-Mounted Displays 1.1.2 Image Retrieval 1.1.3 Image Retrieval within Augmented Reality 1.2 Thesis Structure 2 Foundations of Image Retrieval and Augmented Reality 2.1 Foundations of Image Retrieval 2.1.1 Definition of Image Retrieval 2.1.2 Classification of Image Retrieval Systems 2.1.3 Design and Usability in Image Retrieval 2.2 Foundations of Augmented Reality 2.2.1 Definition of Augmented Reality 2.2.2 Augmented Reality Design and Usability 2.3 Taxonomy for Image Retrieval within Augmented Reality 2.3.1 Session Parameters 2.3.2 Interaction Process 2.3.3 Summary of the Taxonomy 3 Concepts for Image Retrieval within Augmented Reality 3.1 Related Work 3.1.1 Natural Query Specification 3.1.2 Situated Result Visualization 3.1.3 3D Result Interaction 3.1.4 Summary of Related Work 3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality 3.2.1 Natural Query Specification 3.2.2 Situated Result Visualization 3.2.3 3D Result Interaction 3.3 Requirements for Comprehensive Concepts 3.3.1 Design Goals 3.3.2 Application Scenarios 3.4 Comprehensive Concepts 3.4.1 Tangible Query Workbench 3.4.2 Situated Photograph Queries 3.4.3 Conformance of Concept Requirements 4 Prototypic Implementation of Situated Photograph Queries 4.1 Implementation Design 4.1.1 Implementation Process 4.1.2 Structure of the Implementation 4.2 Developer and User Manual 4.2.1 Setup of the Prototype 4.2.2 Usage of the Prototype 4.3 Discussion of the Prototype 5 Evaluation of Prototype and Concept by User Study 5.1 Design of the User Study 5.1.1 Usability Testing 5.1.2 Questionnaire 5.2 Results 5.2.1 Logging of User Behavior 5.2.2 Rating through Likert Scales 5.2.3 Free Text Answers and Remarks during the Study 5.2.4 Observations during the Study 5.2.5 Discussion of Results 6 Conclusion 6.1 Summary of the Present Work 6.2 Outlook on Further Wor

    The Role of Eye Gaze in Security and Privacy Applications: Survey and Future HCI Research Directions

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    For the past 20 years, researchers have investigated the use of eye tracking in security applications. We present a holistic view on gaze-based security applications. In particular, we canvassed the literature and classify the utility of gaze in security applications into a) authentication, b) privacy protection, and c) gaze monitoring during security critical tasks. This allows us to chart several research directions, most importantly 1) conducting field studies of implicit and explicit gaze-based authentication due to recent advances in eye tracking, 2) research on gaze-based privacy protection and gaze monitoring in security critical tasks which are under-investigated yet very promising areas, and 3) understanding the privacy implications of pervasive eye tracking. We discuss the most promising opportunities and most pressing challenges of eye tracking for security that will shape research in gaze-based security applications for the next decade

    Analysis of interaction patterns - attention

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    Dissertação de mestrado em Engenharia InformáticaThe attention, or focus, with which people perform their tasks has an important role on their success. Such tasks can be like study or work. Nowadays, our lifestyle can lead to a scatter of focus, especially when attending to several tasks or filtering loads of information, which in a laptop or desktop, can mean interacting with several applications simultaneously. This project will analyze and monitor the behavior of the users of desktop applications with the main aim to measure changes in user attention and focus throughout the day, and so, to know when a user is more focused and on better conditions to work. Leisure and work applications will also have an important play in this project, as the interaction with the laptop will be analyzed on both applications categories.A atenção, ou concentração, com que realizámos tarefas tem um papel importante na realização com sucesso das mesmas. Tais tarefas podem ser de estudo ou de trabalho. Hoje em dia, o nosso estilo de vida pode levar a uma dispersão da atenção, especialmente quando lidámos com várias tarefas ou informação, que num ambiente de trabalho pode significar interagir com várias aplicações simultaneamente. Este projecto irá analisar e monitorizar o comportamento dos utilizadores em aplicações com o objectivo principal de medir as mudanças na atenção do utilizador durante todo o dia, e assim saber quando um utilizador está mais focado e em melhores condições de realizar trabalho. Aplicações afectas ao lazer e ao trabalho também serão importantes neste projecto, dado que a interacção do utilizador com o portátil serão analisados em ambas as categorias.In order to be more productive at work, being focused is very important, as well as when studying or attending any other task. Nowadays, our lifestyle it can lead to a scatter of focus, especially when attending to several tasks, which in a laptop, or desktop, can mean interacting with several applications simultaneously. This project will analyze the behavior of the users of desktop applications with the main aim to measure changes in user attention and focus throughout the day. For this study data from a group of 20 people will be collected
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