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COURSE CS-469 (OPTIONAL) MODERN TOPICS IN HUMAN – COMPUTER INTERACTION UNIVERSITY OF CRETE COMPUTER SCIENCE DEPARTMENT CS-469: Modern Topics in Human – Computer Interaction Slide 1

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Page 1: COURSE CS-469 (OPTIONAL) MODERN TOPICS IN HUMAN COMPUTER ...hy469/files/lectures/Eye... · Human-computer interaction Eye movements can be measured and used to enable an individual

COURSE CS-469 (OPTIONAL)

MODERN TOPICS

IN HUMAN – COMPUTER INTERACTION

UNIVERSITY OF CRETECOMPUTER SCIENCE DEPARTMENT

CS-469: Modern Topics in Human – Computer Interaction Slide 1

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▪ Eye Tracking

▪ Introduction to the eye gaze and eye tracking

▪ Application domains and examples

▪ Eye tracking technologies

▪ How they work

▪ Eye movement metrics

▪ Problems and limitations

▪ Head pose tracking

▪ The role of the head in communication

▪ Head gestures

▪ Application domains and examples

▪ Challenges – limitations

▪ Body tracking

▪ Interacting with the body

▪ How to track the body

▪ Application domains and Examples

Overview

CS-469: Modern Topics in Human – Computer Interaction Slide 2

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Eye Tracking

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▪ People use their eyes mainly for observation but

gaze is also used to enhance communication

▪ Thus the direction of gaze of a person not only allows

observation of the world, but also reveals their focus

of visual attention

▪ It is this ability to observe the visual attention of a

person, by human or machine that allows eye gaze

tracking for communication

Introduction

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▪ Eye tracking is a technique whereby an individual’s eye movements

are measured to identify

▪ where a person is looking at any given time

▪ the sequence in which the eyes are shifting from one location to another

▪ Eye movements can be captured and used as

▪ indicators of the user’s visual focus of attention

▪ gaze is considered to be a good indicator of a person's attention on external objects

[Stiefelhagen et al. 2001]

▪ control signals to enable people to interact with interfaces directly without the

need for mouse or keyboard input

▪ this can be a major advantage for certain populations of users such as disabled

individuals

Eye Tracking

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▪Neuroscience: obtaining a complete understanding

of human vision

▪ Knowledge of the physiological organization of the optic

tract, as well as of the cognitive and behavioral aspects of

vision

▪ Eye tracking is also used in research to acquire a better

understanding of neurological functions and related

diseases and impairments

Application Domains (1/6)

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▪Psychology

▪ Understanding eye-movement characteristics during:

▪ Reading

▪ Scene viewing

▪ Search tasks

▪Natural tasks

▪Auditory language processing

▪Other information-processing tasks

▪ Developmental psychology

Application Domains (2/6)

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Human-computer interaction

▪ Eye movements can be measured and used to enable an individual actually

to interact with an interface

▪ Gaze pointing: Users could position a cursor by simply looking at where they want it

to go, or “click” an icon by gazing at it for a certain amount of time, or by blinking

Virtual reality environments can also be controlled by the use of eye

movements

▪ The large three-dimensional spaces that users operate in often contain far-away

objects that have to be manipulated

▪ Eye movements seem to be the ideal tool in such a context, as moving the eyes to

span long distances requires little effort compared with other control methods [Jacob

& Karn, 2003]

Application Domains (3/6)

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▪ Research and Usability Evaluation

▪ Eye-movement recordings can provide a dynamic

trace of what a person is looking at a visual display

▪ Measuring other aspects of eye movements can reveal

the amount of processing being applied to the

focused objects

▪ By defining “areas of interest” over certain parts of an

interface

▪ the visibility, meaningfulness and placement of specific interface

elements can be objectively evaluated and the resulting findings

can be used to improve the design of the interface

Application Domains (4/6)

Heat map

Gaze plot

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▪Monitoring driver vigilance

▪ deficiencies in visual attention are responsible for a large

proportion of road traffic accidents

▪ Eye movement recording and analysis provide important

techniques for understanding the nature of the driving

task and are important for developing driver training

strategies and accident countermeasures

Application Domains (5/6)

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▪ Marketing and advertising

▪ Eye tracking can provide insight into how the consumer disperses visual attention

over different forms of advertising

Application Domains (6/6)

Example of marketing eye-tracking analysis

http://www.youtube.com/watch?v=iaRMUKBSSCY

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▪ electro-oculography (EOG) (the user wears small electrodes around the eye to detect the eye position)

▪ scleral contact lens/search coil (the user wears a contact lens with a magnetic coil on the eye that is tracked by an external magnetic system)

▪ video-oculography (VOG) or photo-oculography(POG) (still or moving images are taken of the eye to determine the position of the eye)

▪ video-based combined pupil/corneal reflection techniques (extend VOG by artificially illuminating both the pupil and cornea of the eye for increased tracking accuracy)

Most of the currently available eye control systems are video based (VOG) with corneal reflection

Eye-tracking Technologies

EOG

VOG

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▪ Fixations: moments when the eyes are relatively stationary, taking in or “encoding” information

▪ Saccades: quick eye movements occurring between fixations

▪ Scanpaths: A scanpath describes a complete saccade-fixate-saccade sequence

▪ Blink rate and pupil size: Blink rate and pupil size can be used as an index of cognitive workload

▪ Generally, unreliable

Eye-Movement Metrics

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▪ Interpreting a person’s intentions from their eye movements

is not a trivial task

▪ The eye is primarily a perceptual organ, not normally used

for control, so the question arises of how casual viewing can

be separated from intended gaze driven commands

▪ If all objects on the computer screen would react to the

user’s gaze, it would cause a so-called “Midas touch” (or

perhaps “Midas gaze”) problem:

▪ “everywhere you look something gets activated”

The Midas Touch Problem

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▪ Systems that use eye tracking as an input device should be able to distinguish casual viewing from the desire to produce intentional commands, since the same communication modality (gaze) is used for both:

▪ perception - viewing the information and objects

▪ and control - manipulating those objects by gaze

▪ This way the system can avoid the Midas touch problem, where all objects viewed are unintentionally selected

▪ The obvious solution is to combine gaze pointing with some other modality for selection

▪ If the person is able to produce a separate “click”, then this click can be used to select the focused item

▪ This can be a separate switch, a blink, a wink, a wrinkle on the forehead or even smiling or any other muscle activity available to that person

Midas Touch and Selection Techniques (1/2)

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▪ Using dwell time is a common approach for reducing false selections

▪ Dwell time: a prolonged gaze, with a duration longer than a typical

fixation

▪ Most current eye control systems provide adjustable dwell time to

avoid tiring the eyes and hinder concentration on the task

▪ Another solution for the Midas touch problem is to use a special

selection area or an on-screen button

▪ Thus, in addition to a long enough dwell time, it is beneficial to the

user if eye control can be paused with for example an onscreen

‘pause’ command to allow free viewing of the screen without the

fear of Midas touch

Midas Touch and Selection Techniques (2/2)

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▪Accuracy Limitations

▪ On-screen interactive objects must be larger so that they

become easier to “hit”

▪Movement Freedom Limitations

▪ Non-invasive solutions require that the user’s position is

within a certain field of view so that the eye-tracking

hardware has clear visibility of the eyes

Other Limitations

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Head Pose Tracking

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The role of the head in communication (1/4)

People use the orientation of their head to convey rich, interpersonal information

There is an important meaning in the movement of the head as a form of gesturing in a conversation

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▪ Observing a person’s head could reveal interesting information

▪ For instance, quick head movements may be a sign of surprise or alarm

▪ Head pose estimation is intrinsically linked with visual gaze

estimation*

▪ Head pose provides a coarse indication of gaze

▪ When humans pay attention to an external object they orient themselves

towards that object to have it in the center of their visual field

* the ability to characterize the direction and focus of a person’s eyes

The role of the head in communication (2/4)

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▪ Direction of gaze is highly influenced by the pose of the head

▪ Wollaston illusion: Although the eyes are the same in both images (a, b), the

perceived gaze direction is dictated by the orientation of the head

The role of the head in communication (3/4)

Physiological investigations have demonstrated that a person’s prediction of gaze comes from a combination of both head pose and eye direction

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▪ Establishing the visual focus of attention

▪ Mutual gaze can also be used as a sign of awareness

▪ Observing a person’s head direction can also provide information

about the environment

The role of the head in communication (4/4)

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▪ Head pose systems seek to make use of the information conveyed through

head orientation to

▪ create an alternative input stream or

▪ to create a complimentary secondary input stream in a multimodal system

▪ In a computer vision context, head pose estimation

▪ Is the process of inferring the orientation of a human head from digital imagery

▪ It requires a series of processing steps to transform a pixel-based representation of a

head into a high-level concept of direction

▪ Tracking of head movements can be achieved:

▪ either with a wearable device

▪ or through vision technologies

Head Pose Tracking

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Spatial and Semantic Head Gestures

▪ Head gestures can be classified as spatial head gestures and semantic

head gestures

▪ Spatial head gestures (where the head moves in one of the general

directions: left, right, up, or down) allow for spatial references and

indication of directions

▪ Semantic head gestures like nodding and shaking the head are used to

express agreement or disagreement

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▪ Head pose estimation systems play a key role in:

▪ Intelligent environments

▪ Alternative input interfaces

▪ Human-robot interaction

▪ Automobile Safety

▪ Advertising effectiveness

▪ Sign language communication

Applications of head pose estimation systems

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▪ Smart rooms that monitor the activities of the

occupants and identify the visual focus of

attention

▪ Smart meeting rooms that support humans in

any kind of meeting situations (Ba & Odobez

2011, Stiefelhagen et al. 2001)

▪ Smart lecture environments that automatically

detect and track the face of the lecturer (Voit et

al. 2006)

Intelligent Environments (1/2)

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▪ Domotic Control systems that allow

users to gain full control of the

surrounding environment’s devices and

interactive components (e.g. doors,

window blinds) (Ntoa et al. 2013)

Intelligent Environments (2/2)

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▪ Some existing examples include systems that allow a

user to control a computer mouse using head

movements

▪ Addressing mainly disabled or situationally disabled users

▪ Malkewitz (1998) introduced a system combining

speech input and head movements to simulate

keyboard and mouse controls, using a tracking

device, with a sensor probe worn on the top of the

user’s head for tracing head movements

▪ Evans et al. (2000) created a head-operated joystick

using infrared light emitting diodes (LED’s) and

photodetectors to determine head position,

achieving thus a low cost mouse emulation device

Alternative Input Interfaces

Head-operated joystick

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▪ Katzenmaier et al. (2004) revealed that head pose estimation is more

reliable that acoustic and visual cues for identifying the addressee in

human-human-robot interactions

▪ Hommel & Handmann (2011) focus on improving human-robot

interaction

▪ Head pose becomes classified to attention or inattention

▪ This visual attention estimation will be used to

▪ Get feedback whether the user is interested in the current dialog

▪ For correct interpretation of the current emotional condition

Human-Robot Interaction (1/2)

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▪ Gaschler et al. (2012) analyzed how humans use head pose in

various states of an interaction

▪ The analysis showed:

▪ customers follow a defined script to order their drink - attention request, ordering,

closing of interaction

▪ customers use head pose to nonverbally request the attention of the bartender, to

signal the ongoing process, and to close the interaction

Human-Robot Interaction (2/2)

Based on these findings, the robot bartender of the European JAMES project uses head pose estimation to infer the state of interaction of human customers in a multi-party bar scenario

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▪ There is great interest in driver assistance systems that act as virtual

passengers, using the driver’s head pose as a cue to visual focus of

attention and mental state

▪ Head pose estimation and head movements have been used as

indicators of a driver’s fatigue, attention, or even intention to change

lane

Recent research efforts present systems for monitoring driver’s inattention,

focusing on the drowsiness or fatigue category, by evaluating several parameters

The level of inattentiveness is a result of the combination of the aforementioned

parameters using a fuzzy classifier

Automobile Safety (1/2)

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▪ In the same context of driver assistance, but from a different

perspective, head localization and head pose estimation algorithms

can be used for pedestrians’ detection and for estimating their

awareness of a moving vehicle

▪ For example, a recent approach proposed an algorithm for such a detection of

pedestrians using a moving, vehicle-mounted camera, based on low resolution,

lack of color images, with high variations in illumination and background [Schulz et

al., 2011]

Automobile Safety (2/2)

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▪ Smith et al. (2008) define and address the problem of finding the

visual focus of attention for a varying number of wandering people

▪ A single video camera is employed to monitor the attention passers-by pay to an

outdoor advertisement

▪ To determine if a person is looking at the advertisement or not head pose

estimation and location information is evaluated

▪ Results indicated good performance on sequences where up to three mobile

observers pass in front of an advertisement

Advertising effectiveness

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▪ Head gestures recognition is important for sign language

communication

▪ Erdem & Sclaroff (2002) have proposed a system that uses a 3D head

tracker to recover head rotation and translation parameters from

monocular video

Sign language communication

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▪ The difficulties in creating head pose estimation systems are:

▪ immense variability in individual appearance

▪ differences in lighting, background, and camera geometry

Challenges-Limitations

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Body Tracking

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▪ “we know more than we can tell”

- Michael Polanyi

▪ Consider riding a bicycle: the bicyclist is simultaneously navigating,

balancing, steering, and pedaling

Interacting with the Body (1/2)

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▪ Many theories support the importance of body engagement during

interaction:

▪ Physical interaction with the world facilitates a child’s cognitive development

(Piaget, 1953)

▪ Kinesthetic learning approach (Begel et al., 2004)

▪ Embodied cognition (Wilson, 2002; Anderson, 2003)

▪ Motor / Muscle Memory (Seitz, 1999)

Interacting with the Body (2/2)

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▪ Body movements can be traced with the use of:

▪ a wearable device or with

▪ vision techniques, using cameras

▪ Moen (2007) introduced BodyBug, a wearable device able to climb up

and down, or stay still, according to the wearer’s body movements

▪ The results of their study indicate that when designing for movement-based

interaction one must consider how the movement quality might influence the

user’s experiences and take into account that specific movements are more or less

appropriate in certain situations and environments

Tracking Body Movements (1/2)

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▪ Nintendo Wii & Sony Move both use a wearable device to track the

user

▪ The system does not take advantage of users’ full body movement, but only of

specific parts of the body where the controller is attached

▪ For example an experienced player could manage playing tennis from the comfort

of his couch by just moving appropriately his hand holding the console controller

▪ Microsoft Kinect provides a hands-free solution and allows

applications to exploit full-body movement, featuring a variety of

sports, fitness and dancing games

Tracking Body Movements (2/2)

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▪ An interactive and immersive story environment,

where children’s actions (e.g., dancing with a

monster, rowing a boat) are recognized and used

to drive the story and control the narrative

▪ The room appropriately responds to the actions

of the children by changing projected video

images on the two video walls, moving sound

effects around the room, providing guiding

narration and hints, varying the lighting, and

playing individually scored musical

accompaniments

KidsRoom

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▪ A system that supports the exploration of

digital representations of large-scale

museum artifacts through non-

instrumented, location-based, multi-user

interaction

Macrographia

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▪ Smart environments may exploit users’ bodily information for home

care and especially for fall detection

▪ It is important to note that the significance of inactivity changes with

context. A person lying on a sofa, as she often does, is probably only

resting. In contrast, a person lying on the floor where she has not

previously lain may have fallen and require assistance

▪ When this information is combined with body pose and motion

information this should provide a useful cue for fall detection

Fall Detection

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The End

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https://tinyurl.com/headb0dy

Quiz

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Midas Touch

Key Phrase

CS-469: Modern Topics in Human – Computer Interaction Slide 46