33 research outputs found

    Towards Energy Efficient Mobile Eye Tracking for AR Glasses through Optical Sensor Technology

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    After the introduction of smartphones and smartwatches, Augmented Reality (AR) glasses are considered the next breakthrough in the field of wearables. While the transition from smartphones to smartwatches was based mainly on established display technologies, the display technology of AR glasses presents a technological challenge. Many display technologies, such as retina projectors, are based on continuous adaptive control of the display based on the user’s pupil position. Furthermore, head-mounted systems require an adaptation and extension of established interaction concepts to provide the user with an immersive experience. Eye-tracking is a crucial technology to help AR glasses achieve a breakthrough through optimized display technology and gaze-based interaction concepts. Available eye-tracking technologies, such as Video Oculography (VOG), do not meet the requirements of AR glasses, especially regarding power consumption, robustness, and integrability. To further overcome these limitations and push mobile eye-tracking for AR glasses forward, novel laser-based eye-tracking sensor technologies are researched in this thesis. The thesis contributes to a significant scientific advancement towards energy-efficientmobile eye-tracking for AR glasses. In the first part of the thesis, novel scanned laser eye-tracking sensor technologies for AR glasses with retina projectors as display technology are researched. The goal is to solve the disadvantages of VOG systems and to enable robust eye-tracking and efficient ambient light and slippage through optimized sensing methods and algorithms. The second part of the thesis researches the use of static Laser Feedback Interferometry (LFI) sensors as low power always-on sensor modality for detection of user interaction by gaze gestures and context recognition through Human Activity Recognition (HAR) for AR glasses. The static LFI sensors can measure the distance to the eye and the eye’s surface velocity with an outstanding sampling rate. Furthermore, they offer high integrability regardless of the display technology. In the third part of the thesis, a model-based eye-tracking approach is researched based on the static LFI sensor technology. The approach leads to eye-tracking with an extremely high sampling rate by fusing multiple LFI sensors, which enables methods for display resolution enhancement such as foveated rendering for AR glasses and Virtual Reality (VR) systems. The scientific contributions of this work lead to a significant advance in the field of mobile eye-tracking for AR glasses through the introduction of novel sensor technologies that enable robust eye tracking in uncontrolled environments in particular. Furthermore, the scientific contributions of this work have been published in internationally renowned journals and conferences

    User-centered Virtual Environment Assessment And Design For Cognitive Rehabilitation Applications

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    Virtual environment (VE) design for cognitive rehabilitation necessitates a new methodology to ensure the validity of the resulting rehabilitation assessment. We propose that benchmarking the VE system technology utilizing a user-centered approach should precede the VE construction. Further, user performance baselines should be measured throughout testing as a control for adaptive effects that may confound the metrics chosen to evaluate the rehabilitation treatment. To support these claims we present data obtained from two modules of a user-centered head-mounted display (HMD) assessment battery, specifically resolution visual acuity and stereoacuity. Resolution visual acuity and stereoacuity assessments provide information about the image quality achieved by an HMD based upon its unique system parameters. When applying a user-centered approach, we were able to quantify limitations in the VE system components (e.g., low microdisplay resolution) and separately point to user characteristics (e.g., changes in dark focus) that may introduce error in the evaluation of VE based rehabilitation protocols. Based on these results, we provide guidelines for calibrating and benchmarking HMDs. In addition, we discuss potential extensions of the assessment to address higher level usability issues. We intend to test the proposed framework within the Human Experience Modeler (HEM), a testbed created at the University of Central Florida to evaluate technologies that may enhance cognitive rehabilitation effectiveness. Preliminary results of a feasibility pilot study conducted with a memory impaired participant showed that the HEM provides the control and repeatability needed to conduct such technology comparisons. Further, the HEM affords the opportunity to integrate new brain imaging technologies (i.e., functional Near Infrared Imaging) to evaluate brain plasticity associated with VE based cognitive rehabilitation

    Advanced Calibration of Automotive Augmented Reality Head-Up Displays = Erweiterte Kalibrierung von Automotiven Augmented Reality-Head-Up-Displays

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    In dieser Arbeit werden fortschrittliche Kalibrierungsmethoden für Augmented-Reality-Head-up-Displays (AR-HUDs) in Kraftfahrzeugen vorgestellt, die auf parametrischen perspektivischen Projektionen und nichtparametrischen Verzerrungsmodellen basieren. Die AR-HUD-Kalibrierung ist wichtig, um virtuelle Objekte in relevanten Anwendungen wie z.B. Navigationssystemen oder Parkvorgängen korrekt zu platzieren. Obwohl es im Stand der Technik einige nützliche Ansätze für dieses Problem gibt, verfolgt diese Dissertation das Ziel, fortschrittlichere und dennoch weniger komplizierte Ansätze zu entwickeln. Als Voraussetzung für die Kalibrierung haben wir mehrere relevante Koordinatensysteme definiert, darunter die dreidimensionale (3D) Welt, den Ansichtspunkt-Raum, den HUD-Sichtfeld-Raum (HUD-FOV) und den zweidimensionalen (2D) virtuellen Bildraum. Wir beschreiben die Projektion der Bilder von einem AR-HUD-Projektor in Richtung der Augen des Fahrers als ein ansichtsabhängiges Lochkameramodell, das aus intrinsischen und extrinsischen Matrizen besteht. Unter dieser Annahme schätzen wir zunächst die intrinsische Matrix unter Verwendung der Grenzen des HUD-Sichtbereichs. Als nächstes kalibrieren wir die extrinsischen Matrizen an verschiedenen Blickpunkten innerhalb einer ausgewählten "Eyebox" unter Berücksichtigung der sich ändernden Augenpositionen des Fahrers. Die 3D-Positionen dieser Blickpunkte werden von einer Fahrerkamera verfolgt. Für jeden einzelnen Blickpunkt erhalten wir eine Gruppe von 2D-3D-Korrespondenzen zwischen einer Menge Punkten im virtuellen Bildraum und ihren übereinstimmenden Kontrollpunkten vor der Windschutzscheibe. Sobald diese Korrespondenzen verfügbar sind, berechnen wir die extrinsische Matrix am entsprechenden Betrachtungspunkt. Durch Vergleichen der neu projizierten und realen Pixelpositionen dieser virtuellen Punkte erhalten wir eine 2D-Verteilung von Bias-Vektoren, mit denen wir Warping-Karten rekonstruieren, welche die Informationen über die Bildverzerrung enthalten. Für die Vollständigkeit wiederholen wir die obigen extrinsischen Kalibrierungsverfahren an allen ausgewählten Betrachtungspunkten. Mit den kalibrierten extrinsischen Parametern stellen wir die Betrachtungspunkte wieder her im Weltkoordinatensystem. Da wir diese Punkte gleichzeitig im Raum der Fahrerkamera verfolgen, kalibrieren wir weiter die Transformation von der Fahrerkamera in den Weltraum unter Verwendung dieser 3D-3D-Korrespondenzen. Um mit nicht teilnehmenden Betrachtungspunkten innerhalb der Eyebox umzugehen, erhalten wir ihre extrinsischen Parameter und Warping-Karten durch nichtparametrische Interpolationen. Unsere Kombination aus parametrischen und nichtparametrischen Modellen übertrifft den Stand der Technik hinsichtlich der Zielkomplexität sowie Zeiteffizienz, während wir eine vergleichbare Kalibrierungsgenauigkeit beibehalten. Bei allen unseren Kalibrierungsschemen liegen die Projektionsfehler in der Auswertungsphase bei einer Entfernung von 7,5 Metern innerhalb weniger Millimeter, was einer Winkelgenauigkeit von ca. 2 Bogenminuten entspricht, was nahe am Auflösungvermögen des Auges liegt

    Contributions to virtual reality

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    153 p.The thesis contributes in three Virtual Reality areas: Âż Visual perception: a calibration algorithm is proposed to estimate stereo projection parameters in head-mounted displays, so that correct shapes and distances can be perceived, and calibration and control procedures are proposed to obtain desired accommodation stimuli at different virtual distances.Âż Immersive scenarios: the thesis analyzes several use cases demanding varying degrees of immersion and special, innovative visualization solutions are proposed to fulfil their requirements. Contributions focus on machinery simulators, weather radar volumetric visualization and manual arc welding simulation.Âż Ubiquitous visualization: contributions are presented to scenarios where users access interactive 3D applications remotely. The thesis follows the evolution of Web3D standards and technologies to propose original visualization solutions for volume rendering of weather radar data, e-learning on energy efficiency, virtual e-commerce and visual product configurators

    Eye Tracking: A Perceptual Interface for Content Based Image Retrieval

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    In this thesis visual search experiments are devised to explore the feasibility of an eye gaze driven search mechanism. The thesis first explores gaze behaviour on images possessing different levels of saliency. Eye behaviour was predominantly attracted by salient locations, but appears to also require frequent reference to non-salient background regions which indicated that information from scan paths might prove useful for image search. The thesis then specifically investigates the benefits of eye tracking as an image retrieval interface in terms of speed relative to selection by mouse, and in terms of the efficiency of eye tracking mechanisms in the task of retrieving target images. Results are analysed using ANOVA and significant findings are discussed. Results show that eye selection was faster than a computer mouse and experience gained during visual tasks carried out using a mouse would benefit users if they were subsequently transferred to an eye tracking system. Results on the image retrieval experiments show that users are able to navigate to a target image within a database confirming the feasibility of an eye gaze driven search mechanism. Additional histogram analysis of the fixations, saccades and pupil diameters in the human eye movement data revealed a new method of extracting intentions from gaze behaviour for image search, of which the user was not aware and promises even quicker search performances. The research has two implications for Content Based Image Retrieval: (i) improvements in query formulation for visual search and (ii) new methods for visual search using attentional weighting. Futhermore it was demonstrated that users are able to find target images at sufficient speeds indicating that pre-attentive activity is playing a role in visual search. A current review of eye tracking technology, current applications, visual perception research, and models of visual attention is discussed. A review of the potential of the technology for commercial exploitation is also presented

    Design of a Mobile Application for Eye Signs Screening

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    Mestrado em Engenharia Computação e Instrumentação MédicaAdvances in technology make mobile phones very attractive to everyone, specially smartphones, with a large number of applications, being the medical ones a growing market. In the field of ophthalmology, some diseases or other health problems are being detected very frequently just by looking to a photograph, specially in social networks. This fact encouraged us to create a mobile application that may detect some eye pathologies and that could be used almost by everybody, even in low income countries. In this master thesis the necessary features of a mobile application for eye signs screening are described, portraying some ocular pathologies (amblyopia and retinoblastoma e.g.) that can be detected with a photograph using solely a smartphone with ash. Also the data collection protocol necessary to obtain this data and later process it with the use of algorithms are depicted. A beta version of the developed application is presented, with the set of instructions to the user. This application, to apply the defined protocol, was designed keeping in mind the target user, the parents, who can use it at home as a tool to trace the visual health of their children, given that an ophthalmologist follow-up is scarce or nonexistent in many places. Finally, some results of a Hospital field study are portrayed with complementary medical opinions about the application and also about the protocol designed, which is assessed as a necessary complement to an early diagnosis for important diseases like amblyopia or strabismus that have large incidence in children

    Blickpunktabhängige Computergraphik

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    Contemporary digital displays feature multi-million pixels at ever-increasing refresh rates. Reality, on the other hand, provides us with a view of the world that is continuous in space and time. The discrepancy between viewing the physical world and its sampled depiction on digital displays gives rise to perceptual quality degradations. By measuring or estimating where we look, gaze-contingent algorithms aim at exploiting the way we visually perceive to remedy visible artifacts. This dissertation presents a variety of novel gaze-contingent algorithms and respective perceptual studies. Chapter 4 and 5 present methods to boost perceived visual quality of conventional video footage when viewed on commodity monitors or projectors. In Chapter 6 a novel head-mounted display with real-time gaze tracking is described. The device enables a large variety of applications in the context of Virtual Reality and Augmented Reality. Using the gaze-tracking VR headset, a novel gaze-contingent render method is described in Chapter 7. The gaze-aware approach greatly reduces computational efforts for shading virtual worlds. The described methods and studies show that gaze-contingent algorithms are able to improve the quality of displayed images and videos or reduce the computational effort for image generation, while display quality perceived by the user does not change.Moderne digitale Bildschirme ermöglichen immer höhere Auflösungen bei ebenfalls steigenden Bildwiederholraten. Die Realität hingegen ist in Raum und Zeit kontinuierlich. Diese Grundverschiedenheit führt beim Betrachter zu perzeptuellen Unterschieden. Die Verfolgung der Aug-Blickrichtung ermöglicht blickpunktabhängige Darstellungsmethoden, die sichtbare Artefakte verhindern können. Diese Dissertation trägt zu vier Bereichen blickpunktabhängiger und wahrnehmungstreuer Darstellungsmethoden bei. Die Verfahren in Kapitel 4 und 5 haben zum Ziel, die wahrgenommene visuelle Qualität von Videos für den Betrachter zu erhöhen, wobei die Videos auf gewöhnlicher Ausgabehardware wie z.B. einem Fernseher oder Projektor dargestellt werden. Kapitel 6 beschreibt die Entwicklung eines neuartigen Head-mounted Displays mit Unterstützung zur Erfassung der Blickrichtung in Echtzeit. Die Kombination der Funktionen ermöglicht eine Reihe interessanter Anwendungen in Bezug auf Virtuelle Realität (VR) und Erweiterte Realität (AR). Das vierte und abschließende Verfahren in Kapitel 7 dieser Dissertation beschreibt einen neuen Algorithmus, der das entwickelte Eye-Tracking Head-mounted Display zum blickpunktabhängigen Rendern nutzt. Die Qualität des Shadings wird hierbei auf Basis eines Wahrnehmungsmodells für jeden Bildpixel in Echtzeit analysiert und angepasst. Das Verfahren hat das Potenzial den Berechnungsaufwand für das Shading einer virtuellen Szene auf ein Bruchteil zu reduzieren. Die in dieser Dissertation beschriebenen Verfahren und Untersuchungen zeigen, dass blickpunktabhängige Algorithmen die Darstellungsqualität von Bildern und Videos wirksam verbessern können, beziehungsweise sich bei gleichbleibender Bildqualität der Berechnungsaufwand des bildgebenden Verfahrens erheblich verringern lässt

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
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