927 research outputs found

    Detecting Gaze Direction Using Robot-Mounted and Mobile-Device Cameras

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    Two common channels through which humans communicate are speech andgaze. Eye gaze is an important mode of communication: it allows people tobetter understand each others’ intentions, desires, interests, and so on. The goalof this research is to develop a framework for gaze triggered events which canbe executed on a robot and mobile devices and allows to perform experiments.We experimentally evaluate the framework and techniques for extracting gazedirection based on a robot-mounted camera or a mobile-device camera whichare implemented in the framework. We investigate the impact of light on theaccuracy of gaze estimation, and also how the overall accuracy depends on usereye and head movements. Our research shows that the light intensity is im-portant, and the placement of light source is crucial. All the robot-mountedgaze detection modules we tested were found to be similar with regard to ac-curacy. The framework we developed was tested in a human-robot interactionexperiment involving a job-interview scenario. The flexible structure of thisscenario allowed us to test different components of the framework in variedreal-world scenarios, which was very useful for progressing towards our long-term research goal of designing intuitive gaze-based interfaces for human robotcommunication

    A Novel Authentication Method Using Multi-Factor Eye Gaze

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    A method for novel, rapid and robust one-step multi-factor authentication of a user is presented, employing multi-factor eye gaze. The mobile environment presents challenges that render the conventional password model obsolete. The primary goal is to offer an authentication method that competitively replaces the password, while offering improved security and usability. This method and apparatus combine the smooth operation of biometric authentication with the protection of knowledge based authentication to robustly authenticate a user and secure information on a mobile device in a manner that is easily used and requires no external hardware. This work demonstrates a solution comprised of a pupil segmentation algorithm, gaze estimation, and an innovative application that allows a user to authenticate oneself using gaze as the interaction medium

    GazeTouchPass: Multimodal Authentication Using Gaze and Touch on Mobile Devices

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    We propose a multimodal scheme, GazeTouchPass, that combines gaze and touch for shoulder-surfing resistant user authentication on mobile devices. GazeTouchPass allows passwords with multiple switches between input modalities during authentication. This requires attackers to simultaneously observe the device screen and the user's eyes to find the password. We evaluate the security and usability of GazeTouchPass in two user studies. Our findings show that GazeTouchPass is usable and significantly more secure than single-modal authentication against basic and even advanced shoulder-surfing attacks

    Computationally efficient deformable 3D object tracking with a monocular RGB camera

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    182 p.Monocular RGB cameras are present in most scopes and devices, including embedded environments like robots, cars and home automation. Most of these environments have in common a significant presence of human operators with whom the system has to interact. This context provides the motivation to use the captured monocular images to improve the understanding of the operator and the surrounding scene for more accurate results and applications.However, monocular images do not have depth information, which is a crucial element in understanding the 3D scene correctly. Estimating the three-dimensional information of an object in the scene using a single two-dimensional image is already a challenge. The challenge grows if the object is deformable (e.g., a human body or a human face) and there is a need to track its movements and interactions in the scene.Several methods attempt to solve this task, including modern regression methods based on Deep NeuralNetworks. However, despite the great results, most are computationally demanding and therefore unsuitable for several environments. Computational efficiency is a critical feature for computationally constrained setups like embedded or onboard systems present in robotics and automotive applications, among others.This study proposes computationally efficient methodologies to reconstruct and track three-dimensional deformable objects, such as human faces and human bodies, using a single monocular RGB camera. To model the deformability of faces and bodies, it considers two types of deformations: non-rigid deformations for face tracking, and rigid multi-body deformations for body pose tracking. Furthermore, it studies their performance on computationally restricted devices like smartphones and onboard systems used in the automotive industry. The information extracted from such devices gives valuable insight into human behaviour a crucial element in improving human-machine interaction.We tested the proposed approaches in different challenging application fields like onboard driver monitoring systems, human behaviour analysis from monocular videos, and human face tracking on embedded devices

    Computationally efficient deformable 3D object tracking with a monocular RGB camera

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    182 p.Monocular RGB cameras are present in most scopes and devices, including embedded environments like robots, cars and home automation. Most of these environments have in common a significant presence of human operators with whom the system has to interact. This context provides the motivation to use the captured monocular images to improve the understanding of the operator and the surrounding scene for more accurate results and applications.However, monocular images do not have depth information, which is a crucial element in understanding the 3D scene correctly. Estimating the three-dimensional information of an object in the scene using a single two-dimensional image is already a challenge. The challenge grows if the object is deformable (e.g., a human body or a human face) and there is a need to track its movements and interactions in the scene.Several methods attempt to solve this task, including modern regression methods based on Deep NeuralNetworks. However, despite the great results, most are computationally demanding and therefore unsuitable for several environments. Computational efficiency is a critical feature for computationally constrained setups like embedded or onboard systems present in robotics and automotive applications, among others.This study proposes computationally efficient methodologies to reconstruct and track three-dimensional deformable objects, such as human faces and human bodies, using a single monocular RGB camera. To model the deformability of faces and bodies, it considers two types of deformations: non-rigid deformations for face tracking, and rigid multi-body deformations for body pose tracking. Furthermore, it studies their performance on computationally restricted devices like smartphones and onboard systems used in the automotive industry. The information extracted from such devices gives valuable insight into human behaviour a crucial element in improving human-machine interaction.We tested the proposed approaches in different challenging application fields like onboard driver monitoring systems, human behaviour analysis from monocular videos, and human face tracking on embedded devices

    Answering a Questionnaire Using Eyetracking

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    The beginning of eye tracking research lies far back in the past. Since eye tracking costs decreased over the past years, the usage of an eye tracker for everyday matters, like the interaction with a personal device, becomes more and more attractive. In the present work, the realization of interacting with a computer interface with only the help of an eye tracker is illustrated. The conducted study examines the acceptance and usability of such a system. Therefore, three different interaction methods have been implemented. In a study, the participants had to complete a questionnaire with those interaction methods using a Windows application and a low-cost eye tracking device. All in all, the study results imply that the number of negative aspects about this system outweigh the positive ones. The biggest issue was the restriction of mobility during the usage of the tracking device. In addition, the usage of the system turned out to be rather exhausting for the eyes. Generally speaking, among the three implemented interaction methods, the interaction method that combines gaze with a second input modality (a keyboard) scored best in terms of interaction speed and usefulness considering the completion of a questionnaire

    Requirement analysis and sensor specifications – First version

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    In this first version of the deliverable, we make the following contributions: to design the WEKIT capturing platform and the associated experience capturing API, we use a methodology for system engineering that is relevant for different domains such as: aviation, space, and medical and different professions such as: technicians, astronauts, and medical staff. Furthermore, in the methodology, we explore the system engineering process and how it can be used in the project to support the different work packages and more importantly the different deliverables that will follow the current. Next, we provide a mapping of high level functions or tasks (associated with experience transfer from expert to trainee) to low level functions such as: gaze, voice, video, body posture, hand gestures, bio-signals, fatigue levels, and location of the user in the environment. In addition, we link the low level functions to their associated sensors. Moreover, we provide a brief overview of the state-of-the-art sensors in terms of their technical specifications, possible limitations, standards, and platforms. We outline a set of recommendations pertaining to the sensors that are most relevant for the WEKIT project taking into consideration the environmental, technical and human factors described in other deliverables. We recommend Microsoft Hololens (for Augmented reality glasses), MyndBand and Neurosky chipset (for EEG), Microsoft Kinect and Lumo Lift (for body posture tracking), and Leapmotion, Intel RealSense and Myo armband (for hand gesture tracking). For eye tracking, an existing eye-tracking system can be customised to complement the augmented reality glasses, and built-in microphone of the augmented reality glasses can capture the expert’s voice. We propose a modular approach for the design of the WEKIT experience capturing system, and recommend that the capturing system should have sufficient storage or transmission capabilities. Finally, we highlight common issues associated with the use of different sensors. We consider that the set of recommendations can be useful for the design and integration of the WEKIT capturing platform and the WEKIT experience capturing API to expedite the time required to select the combination of sensors which will be used in the first prototype.WEKI

    An Investigation of Power Saving and Privacy Protection on Smartphones

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    With the advancements in mobile technology, smartphones have become ubiquitous in people\u27s daily lives and have greatly facilitated users in many aspects. For a smartphone user, power saving and privacy protection are two important issues that matter and draw serious attentions from research communities. In this dissertation, we present our studies on some specific issues of power saving and privacy protection on a smartphone. Although IEEE 802.11 standards provide Power Save Mode (PSM) to help mobile devices conserve energy, PSM fails to bring expected benefits in many real scenarios. We define an energy conserving model to describe the general PSM traffic contention problem, and propose a solution called HPSM to address one specific case, in which multiple PSM clients associate to a single AP. In HPSM, we first use a basic sociological concept to define the richness of a PSM client based on the link resource it consumes. Then we separate these poor PSM clients from rich PSM clients in terms of link resource consumption, and favor the former to save power when they face PSM transmission contention. Our evaluations show that HPSM can help the poor PSM clients effectively save power while only slightly degrading the rich\u27s performance in comparison to the existing PSM solutions. Traditional user authentication methods using passcode or finger movement on smartphones are vulnerable to shoulder surfing attack, smudge attack, and keylogger attack. These attacks are able to infer a passcode based on the information collection of user\u27s finger movement or tapping input. as an alternative user authentication approach, eye tracking can reduce the risk of suffering those attacks effectively because no hand input is required. We propose a new eye tracking method for user authentication on a smartphone. It utilizes the smartphone\u27s front camera to capture a user\u27s eye movement trajectories which are used as the input of user authentication. No special hardware or calibration process is needed. We develop a prototype and evaluate its effectiveness on an android smartphone. Our evaluation results show that the proposed eye tracking technique achieves very high accuracy in user authentication. While LBS-based apps facilitate users in many application scenarios, they raise concerns on the breach of privacy related to location access. We perform the first measurement of this background action on the Google app market. Our investigation demonstrates that many popular apps conduct location access in background within short intervals. This enables these apps to collect a user\u27s location trace, from which the important personal information, Points of Interest (PoIs), can be recognized. We further extract a user\u27s movement pattern from the PoIs, and utilize it to measure the potential privacy breach. The measurement results also show that using the combination of movement pattern related metrics and the other PoI related metrics can help detect the privacy breach in an earlier manner than using either one of them alone. We then propose a preliminary solution to properly handle these location requests from background
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