115 research outputs found

    A Self-initializing Eyebrow Tracker for Binary Switch Emulation

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    We designed the Eyebrow-Clicker, a camera-based human computer interface system that implements a new form of binary switch. When the user raises his or her eyebrows, the binary switch is activated and a selection command is issued. The Eyebrow-Clicker thus replaces the "click" functionality of a mouse. The system initializes itself by detecting the user's eyes and eyebrows, tracks these features at frame rate, and recovers in the event of errors. The initialization uses the natural blinking of the human eye to select suitable templates for tracking. Once execution has begun, a user therefore never has to restart the program or even touch the computer. In our experiments with human-computer interaction software, the system successfully determined 93% of the time when a user raised his eyebrows.Office of Naval Research; National Science Foundation (IIS-0093367

    Interaction par le regard : évaluation du retour d’information progressif

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    National audienceIn monomodal approaches, eye-tracking for gaze-based interaction suffers from a tight coupling between perception and action: making the distinction between user action and user perception of information is almost impossible. This paper proposes the concept of progressive feedback to release this coupling. First experiments confirm that gaze-based interaction can be credible in some contexts of use. Moreover, progressive feedback appears as possibly valuable.L’utilisation de l’oculométrie pour l’interaction par le regard se caractérise, dans le cas d’une approche monomodale, par un fort couplage entre perception et action : il n’est pas possible, dans le cas général, de distinguer une prise d’information d’une action de l’utilisateur. C’est pourquoi nous proposons une nouvelle approche, basée sur un retour d’information progressif, permettant une réduction de ce couplage. Les premiers résultats expérimentaux sont encourageants et indiquent que l’interaction par le regard peut être une technique d’interaction crédible dans certains contextes d’usage. Ils mettent aussi en lumière l’intérêt du retour d’information progressif

    The Effects of Eye Gaze Based Control on Operator Performance in Monitoring Multiple Displays

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    This study investigated the utility and efficacy of using eye tracking technology as a method for selecting control of a camera within a multiple display configuration. A task analysis with a Keystroke-Level-Model (KLM) was conducted to acquire an estimated time for switching between cameras. KLM estimates suggest that response times are faster using an eye tracker than manual control -indicating a time savings. To confirm these estimates, and test other hypotheses a 2 Ă— 2 within-subjects factorial design was used to examine the effects of Control (Using an eye tracker, or manual) under different Task Loads (Low, High). Dependent variables included objective performance (accuracy and response times during an identification task) and subjective workload measured by the NASA-TLX. The eye tracker under the specific experimental conditions was not significantly better or worse, however, further research may support that the use of the eye tracker could surpass the use of manual method in terms of operator performance given the time saving data from our initial task analysis using a Keystroke Level Model (KLM). Overall, this study provided great insight into using an eye tracker in a multiple display monitoring system

    Gaze-supported gaming: MAGIC techniques for first person shooters

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    MAGIC--Manual And Gaze Input Cascaded-pointing techniques have been proposed as an efficient way in which the eyes can support the mouse input in pointing tasks. MAGIC Sense is one of such techniques in which the cursor speed is modulated by how far it is from the gaze point. In this work, we implemented a continuous and a discrete adaptations of MAGIC Sense for First-Person Shooter input. We evaluated the performance of these techniques in an experiment with 15 participants and found no significant gain in performance, but moderate user preference for the discrete technique

    On object selection in gaze controlled environments

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    In the past twenty years, gaze control has become a reliable alternative input method not only for handicapped users. The selection of objects, however, which is of highest importance and of highest frequency in computer control, requires explicit control not inherent in eye movements. Objects have been therefore usually selected via prolonged fixations (dwell times). Dwell times seemed to be for many years the unique reliable method for selection. In this paper, we review pros and cons of classical selection methods and novel metaphors, which are based on pies and gestures. The focus is on the effectiveness and efficiency of selections. In order to estimate the potential of current suggestions for selection, a basic empirical comparison is recommended

    Exploring Vision-Based Interfaces: How to Use Your Head in Dual Pointing Tasks

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    The utility of vision-based face tracking for dual pointing tasks is evaluated. We first describe a 3-D face tracking technique based on real-time parametric motion-stereo, which is non-invasive, robust, and self-initialized. The tracker provides a real-time estimate of a ?frontal face ray? whose intersection with the display surface plane is used as a second stream of input for scrolling or pointing, in paral-lel with hand input. We evaluated the performance of com-bined head/hand input on a box selection and coloring task: users selected boxes with one pointer and colors with a second pointer, or performed both tasks with a single pointer. We found that performance with head and one hand was intermediate between single hand performance and dual hand performance. Our results are consistent with previously reported dual hand conflict in symmetric pointing tasks, and suggest that a head-based input stream should be used for asymmetric control

    BLUE EYES TECHNOLOGY

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    Our paper deals with BLUE EYES TECHNOLOGY. Blue eye is a technology, which aims at creating computational machines that have perceptual and sensory abilities like those of human beings. The basic idea behind this technology is to give computer human power. For example, we can understand humans’ emotional state by his facial expressions. If we add these perceptual abilities to computers, we would enable them to work together with human beings as intimate partners. It provides technical means for monitoring and recording human-operator’s physiological condition. 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 can verify your identity, feel your presence, and start interacting with you. The machine can understand what a user wants, where he is looking at, and even realize his physical or emotional states. It realizes the urgency of the situation through the mouse. For instance if you ask the computer to dial to your friend at his office, it understands the situation and establishes a connection. It can reconstruct the course of operator’s work
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