8 research outputs found

    Low-cost eye-tracking for human computer interaction

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    Knowing the user\u27s point of gaze has long held the promise of being a useful methodology for human computer interaction. However, a number of barriers have stood in the way of the integration of eye tracking into everyday applications, including the intrusiveness, robustness, availability, and price of eye-tracking systems. The goal of this thesis is to lower these barriers so that eye tracking can be used to enhance current human computer interfaces. An eye-tracking system was developed. The system consists of an open-hardware design for a digital eye tracker that can be built from low-cost off-the-shelf components, and a set of open-source software tools for digital image capture, manipulation, and analysis in eye-tracking applications. Both infrared and visible spectrum eye-tracking algorithms were developed and used to calculate the user\u27s point of gaze in two types of eye tracking systems, head-mounted and remote eye trackers. The accuracy of eye tracking was found to be approximately one degree of visual angle. It is expected that the availability of this system will facilitate the development of eye-tracking applications and the eventual integration of eye tracking into the next generation of everyday human computer interfaces

    Group Equivariant BEV for 3D Object Detection

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    Recently, 3D object detection has attracted significant attention and achieved continuous improvement in real road scenarios. The environmental information is collected from a single sensor or multi-sensor fusion to detect interested objects. However, most of the current 3D object detection approaches focus on developing advanced network architectures to improve the detection precision of the object rather than considering the dynamic driving scenes, where data collected from sensors equipped in the vehicle contain various perturbation features. As a result, existing work cannot still tackle the perturbation issue. In order to solve this problem, we propose a group equivariant bird's eye view network (GeqBevNet) based on the group equivariant theory, which introduces the concept of group equivariant into the BEV fusion object detection network. The group equivariant network is embedded into the fused BEV feature map to facilitate the BEV-level rotational equivariant feature extraction, thus leading to lower average orientation error. In order to demonstrate the effectiveness of the GeqBevNet, the network is verified on the nuScenes validation dataset in which mAOE can be decreased to 0.325. Experimental results demonstrate that GeqBevNet can extract more rotational equivariant features in the 3D object detection of the actual road scene and improve the performance of object orientation prediction.Comment: 8 pages,3 figures,accepted by International Joint Conference on Neural Networks (IJCNN)202

    Towards Domain-Independent and Real-Time Gesture Recognition Using mmWave Signal

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    Human gesture recognition using millimeter wave (mmWave) signals provides attractive applications including smart home and in-car interface. While existing works achieve promising performance under controlled settings, practical applications are still limited due to the need of intensive data collection, extra training efforts when adapting to new domains (i.e. environments, persons and locations) and poor performance for real-time recognition. In this paper, we propose DI-Gesture, a domain-independent and real-time mmWave gesture recognition system. Specifically, we first derive the signal variation corresponding to human gestures with spatial-temporal processing. To enhance the robustness of the system and reduce data collecting efforts, we design a data augmentation framework based on the correlation between signal patterns and gesture variations. Furthermore, we propose a dynamic window mechanism to perform gesture segmentation automatically and accurately, thus enable real-time recognition. Finally, we build a lightweight neural network to extract spatial-temporal information from the data for gesture classification. Extensive experimental results show DI-Gesture achieves an average accuracy of 97.92%, 99.18% and 98.76% for new users, environments and locations, respectively. In real-time scenario, the accuracy of DI-Gesutre reaches over 97% with average inference time of 2.87ms, which demonstrates the superior robustness and effectiveness of our system.Comment: The paper is submitted to the journal of IEEE Transactions on Mobile Computing. And it is still under revie

    Low-cost eye-tracking for human computer interaction

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    Knowing the user's point of gaze has long held the promise of being a useful methodology for human computer interaction. However, a number of barriers have stood in the way of the integration of eye tracking into everyday applications, including the intrusiveness, robustness, availability, and price of eye-tracking systems. The goal of this thesis is to lower these barriers so that eye tracking can be used to enhance current human computer interfaces. An eye-tracking system was developed. The system consists of an open-hardware design for a digital eye tracker that can be built from low-cost off-the-shelf components, and a set of open-source software tools for digital image capture, manipulation, and analysis in eye-tracking applications. Both infrared and visible spectrum eye-tracking algorithms were developed and used to calculate the user's point of gaze in two types of eye tracking systems, head-mounted and remote eye trackers. The accuracy of eye tracking was found to be approximately one degree of visual angle. It is expected that the availability of this system will facilitate the development of eye-tracking applications and the eventual integration of eye tracking into the next generation of everyday human computer interfaces.</p
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