211 research outputs found

    THE USE OF CONTEXTUAL CLUES IN REDUCING FALSE POSITIVES IN AN EFFICIENT VISION-BASED HEAD GESTURE RECOGNITION SYSTEM

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    This thesis explores the use of head gesture recognition as an intuitive interface for computer interaction. This research presents a novel vision-based head gesture recognition system which utilizes contextual clues to reduce false positives. The system is used as a computer interface for answering dialog boxes. This work seeks to validate similar research, but focuses on using more efficient techniques using everyday hardware. A survey of image processing techniques for recognizing and tracking facial features is presented along with a comparison of several methods for tracking and identifying gestures over time. The design explains an efficient reusable head gesture recognition system using efficient lightweight algorithms to minimize resource utilization. The research conducted consists of a comparison between the base gesture recognition system and an optimized system that uses contextual clues to reduce false positives. The results confirm that simple contextual clues can lead to a significant reduction of false positives. The head gesture recognition system achieves an overall accuracy of 96% using contextual clues and significantly reduces false positives. In addition, the results from a usability study are presented showing that head gesture recognition is considered an intuitive interface and desirable above conventional input for answering dialog boxes. By providing the detailed design and architecture of a head gesture recognition system using efficient techniques and simple hardware, this thesis demonstrates the feasibility of implementing head gesture recognition as an intuitive form of interaction using preexisting infrastructure, and also provides evidence that such a system is desirable

    Mercury: a vision-based framework for Driver Monitoring

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    In this paper, we propose a complete framework, namely Mercury, that combines Computer Vision and Deep Learning algorithms to continuously monitor the driver during the driving activity. The proposed solution complies to the require-ments imposed by the challenging automotive context: the light invariance, in or-der to have a system able to work regardless of the time of day and the weather conditions. Therefore, infrared-based images, i.e. depth maps (in which each pixel corresponds to the distance between the sensor and that point in the scene), have been exploited in conjunction with traditional intensity images. Second, the non-invasivity of the system is required, since driver’s movements must not be impeded during the driving activity: in this context, the use of camer-as and vision-based algorithms is one of the best solutions. Finally, real-time per-formance is needed since a monitoring system must immediately react as soon as a situation of potential danger is detected

    Intelligent in-vehicle interaction technologies

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    With rapid advances in the field of autonomous vehicles (AVs), the ways in which human–vehicle interaction (HVI) will take place inside the vehicle have attracted major interest and, as a result, intelligent interiors are being explored to improve the user experience, acceptance, and trust. This is also fueled by parallel research in areas such as perception and control of robots, safe human–robot interaction, wearable systems, and the underpinning flexible/printed electronics technologies. Some of these are being routed to AVs. Growing number of network of sensors are being integrated into the vehicles for multimodal interaction to draw correct inferences of the communicative cues from the user and to vary the interaction dynamics depending on the cognitive state of the user and contextual driving scenario. In response to this growing trend, this timely article presents a comprehensive review of the technologies that are being used or developed to perceive user's intentions for natural and intuitive in-vehicle interaction. The challenges that are needed to be overcome to attain truly interactive AVs and their potential solutions are discussed along with various new avenues for future research

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven Oberflächen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche Ausprägung von Mark Weisers Vision der allgegenwärtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen Geräten des täglichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berührungsempfindliche Oberflächen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive Benutzeroberflächen werden mittlerweile serienmäßig in vielen Fahrzeugen eingesetzt. Der Einbau von immer größeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive Oberflächen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfüllen sie die sich wandelnden Informations- und Interaktionsbedürfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit während der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen führen, wenn Primär- und Sekundäraufgaben mehr als die insgesamt verfügbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache Oberfläche bereit, die keinerlei haptische Rückmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene Ansätze ermöglichen dem Fahrer, direkte Touchinteraktion für einfache Aufgaben während der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel für Büroarbeitsplätze, wurden bereits verschiedene Konzepte für eine komplexere Bedienung großer Bildschirme vorgestellt. Darüber hinaus führt der technologische Fortschritt zu neuen möglichen Ausprägungen interaktiver Oberflächen und erlaubt, diese beliebig zu formen. Für die nächste Generation von interaktiven Oberflächen im Fahrzeug wird vor allem an der Modifikation der Kategorien Größe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch größere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache Oberflächen auf, so dass Touchscreens künftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver Oberflächen und analysiert ihr Potential für die Interaktion während der Fahrt. Dazu wurden für jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven Oberflächen im Automobilbereich. Weiterhin werden die Aspekte Größe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgeführten Studien belegen, dass große Flächen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusätzliches statisches, haptisches Feedback durch nicht-flache Oberflächen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver Oberflächen für den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit für andere Aufgaben benötigt wird

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo

    Gaze and Peripheral Vision Analysis for Human-Environment Interaction: Applications in Automotive and Mixed-Reality Scenarios

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    This thesis studies eye-based user interfaces which integrate information about the user’s perceptual focus-of-attention into multimodal systems to enrich the interaction with the surrounding environment. We examine two new modalities: gaze input and output in the peripheral field of view. All modalities are considered in the whole spectrum of the mixed-reality continuum. We show the added value of these new forms of multimodal interaction in two important application domains: Automotive User Interfaces and Human-Robot Collaboration. We present experiments that analyze gaze under various conditions and help to design a 3D model for peripheral vision. Furthermore, this work presents several new algorithms for eye-based interaction, like deictic reference in mobile scenarios, for non-intrusive user identification, or exploiting the peripheral field view for advanced multimodal presentations. These algorithms have been integrated into a number of software tools for eye-based interaction, which are used to implement 15 use cases for intelligent environment applications. These use cases cover a wide spectrum of applications, from spatial interactions with a rapidly changing environment from within a moving vehicle, to mixed-reality interaction between teams of human and robots.In dieser Arbeit werden blickbasierte Benutzerschnittstellen untersucht, die Infor- mationen ¨uber das Blickfeld des Benutzers in multimodale Systeme integrieren, um neuartige Interaktionen mit der Umgebung zu erm¨oglichen. Wir untersuchen zwei neue Modalit¨aten: Blickeingabe und Ausgaben im peripheren Sichtfeld. Alle Modalit¨aten werden im gesamten Spektrum des Mixed-Reality-Kontinuums betra- chtet. Wir zeigen die Anwendung dieser neuen Formen der multimodalen Interak- tion in zwei wichtigen Dom¨anen auf: Fahrerassistenzsysteme und Werkerassistenz bei Mensch-Roboter-Kollaboration. Wir pr¨asentieren Experimente, die blickbasierte Benutzereingaben unter verschiedenen Bedingungen analysieren und helfen, ein 3D- Modell f¨ur das periphere Sehen zu entwerfen. Dar¨uber hinaus stellt diese Arbeit mehrere neue Algorithmen f¨ur die blickbasierte Interaktion vor, wie die deiktis- che Referenz in mobilen Szenarien, die nicht-intrusive Benutzeridentifikation, oder die Nutzung des peripheren Sichtfeldes f¨ur neuartige multimodale Pr¨asentationen. Diese Algorithmen sind in eine Reihe von Software-Werkzeuge integriert, mit de- nen 15 Anwendungsf¨alle f¨ur intelligente Umgebungen implementiert wurden. Diese Demonstratoren decken ein breites Anwendungsspektrum ab: von der r¨aumlichen In- teraktionen aus einem fahrenden Auto heraus bis hin zu Mixed-Reality-Interaktionen zwischen Mensch-Roboter-Teams

    SiAM-dp : an open development platform for massively multimodal dialogue systems in cyber-physical environments

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    Cyber-physical environments enhance natural environments of daily life such as homes, factories, offices, and cars by connecting the cybernetic world of computers and communication with the real physical world. While under the keyword of Industrie 4.0, cyber-physical environments will take a relevant role in the next industrial revolution, and they will also appear in homes, offices, workshops, and numerous other areas. In this new world, classical interaction concepts where users exclusively interact with a single stationary device, PC or smartphone become less dominant and make room for new occurrences of interaction between humans and the environment itself. Furthermore, new technologies and a rising spectrum of applicable modalities broaden the possibilities for interaction designers to include more natural and intuitive non-verbal and verbal communication. The dynamic characteristic of a cyber-physical environment and the mobility of users confronts developers with the challenge of developing systems that are flexible concerning the connected and used devices and modalities. This implies new opportunities for cross-modal interaction that go beyond dual modalities interaction as is well known nowadays. This thesis addresses the support of application developers with a platform for the declarative and model based development of multimodal dialogue applications, with a focus on distributed input and output devices in cyber-physical environments. The main contributions can be divided into three parts: - Design of models and strategies for the specification of dialogue applications in a declarative development approach. This includes models for the definition of project resources, dialogue behaviour, speech recognition grammars, and graphical user interfaces and mapping rules, which convert the device specific representation of input and output description to a common representation language. - The implementation of a runtime platform that provides a flexible and extendable architecture for the easy integration of new devices and components. The platform realises concepts and strategies of multimodal human-computer interaction and is the basis for full-fledged multimodal dialogue applications for arbitrary device setups, domains, and scenarios. - A software development toolkit that is integrated in the Eclipse rich client platform and provides wizards and editors for creating and editing new multimodal dialogue applications.Cyber-physische Umgebungen (CPEs) erweitern natürliche Alltagsumgebungen wie Heim, Fabrik, Büro und Auto durch Verbindung der kybernetischen Welt der Computer und Kommunikation mit der realen, physischen Welt. Die möglichen Anwendungsgebiete hierbei sind weitreichend. Während unter dem Stichwort Industrie 4.0 cyber-physische Umgebungen eine bedeutende Rolle für die nächste industrielle Revolution spielen werden, erhalten sie ebenfalls Einzug in Heim, Büro, Werkstatt und zahlreiche weitere Bereiche. In solch einer neuen Welt geraten klassische Interaktionskonzepte, in denen Benutzer ausschließlich mit einem einzigen Gerät, PC oder Smartphone interagieren, immer weiter in den Hintergrund und machen Platz für eine neue Ausprägung der Interaktion zwischen dem Menschen und der Umgebung selbst. Darüber hinaus sorgen neue Technologien und ein wachsendes Spektrum an einsetzbaren Modalitäten dafür, dass sich im Interaktionsdesign neue Möglichkeiten für eine natürlichere und intuitivere verbale und nonverbale Kommunikation auftun. Die dynamische Natur von cyber-physischen Umgebungen und die Mobilität der Benutzer darin stellt Anwendungsentwickler vor die Herausforderung, Systeme zu entwickeln, die flexibel bezüglich der verbundenen und verwendeten Geräte und Modalitäten sind. Dies impliziert auch neue Möglichkeiten in der modalitätsübergreifenden Kommunikation, die über duale Interaktionskonzepte, wie sie heutzutage bereits üblich sind, hinausgehen. Die vorliegende Arbeit befasst sich mit der Unterstützung von Anwendungsentwicklern mit Hilfe einer Plattform zur deklarativen und modellbasierten Entwicklung von multimodalen Dialogapplikationen mit einem Fokus auf verteilte Ein- und Ausgabegeräte in cyber-physischen Umgebungen. Die bearbeiteten Aufgaben können grundlegend in drei Teile gegliedert werden: - Die Konzeption von Modellen und Strategien für die Spezifikation von Dialoganwendungen in einem deklarativen Entwicklungsansatz. Dies beinhaltet Modelle für das Definieren von Projektressourcen, Dialogverhalten, Spracherkennergrammatiken, graphischen Benutzerschnittstellen und Abbildungsregeln, die die gerätespezifische Darstellung von Ein- und Ausgabegeräten in eine gemeinsame Repräsentationssprache transformieren. - Die Implementierung einer Laufzeitumgebung, die eine flexible und erweiterbare Architektur für die einfache Integration neuer Geräte und Komponenten bietet. Die Plattform realisiert Konzepte und Strategien der multimodalen Mensch-Maschine-Interaktion und ist die Basis vollwertiger multimodaler Dialoganwendungen für beliebige Domänen, Szenarien und Gerätekonfigurationen. - Eine Softwareentwicklungsumgebung, die in die Eclipse Rich Client Plattform integriert ist und Entwicklern Assistenten und Editoren an die Hand gibt, die das Erstellen und Editieren von neuen multimodalen Dialoganwendungen unterstützen
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