Abstract:-:-
Is
it possible to create a computer, which can interact with us as we interact
each other? For example imagine in a fine morning you walk on to your computer
room and switch on your computer, and then it tells you “Hey friend, good
morning you seem to be a bad mood today. And then it opens your mail box and
shows you some of the mails and tries to cheer you. It seems to be a fiction,
but it will be the life lead by “BLUE EYES” in the very near future.
The
basic idea behind this technology is to give the computer the human power. We
all have some perceptual abilities. That is we can understand each others
feelings. For example we can understand ones emotional state by analyzing his
facial expression. If we add these perceptual abilities of human to computers
would enable computers to work together with human beings as intimate partners.
The “BLUE EYES” technology aims at creating computational machines that have
perceptual and sensory ability like those of human beings.
Experimental Design
An
experiment was designed to test the above hypotheses. The four physiological
readings measured were heart rate, temperature, GSR and somatic movement. The
heart rate was measured through a commercially available chest strap sensor.
The temperature was measured with a thermocouple attached to a digital
multimeter (DMM). The GSR was also measured with a DMM. The somatic movement
was measured by recording the computer
mouse movements.
Manual And Gaze Input Cascaded (Magic) Pointing
This
work explores a new direction in utilizing eye gaze for computer input. Gaze
tracking has long been considered as an alternative or potentially superior
pointing method for computer input. We believe that many fundamental
limitations exist with traditional gaze pointing. In particular, it is
unnatural to overload a perceptual channel such as vision with a motor control
task. We therefore propose an alternative approach, dubbed MAGIC (Manual And
Gaze Input Cascaded) pointing. With such an approach, pointing appears to the
user to be a manual task, used for fine manipulation and selection. However, a
large portion of the cursor movement is eliminated by warping the cursor to the
eye gaze area, which encompasses the target. Two specific MAGIC pointing
techniques, one conservative and one liberal, were designed, analyzed, and
implemented with an eye tracker we developed. They were then tested in a pilot
study. This early stage exploration showed that the MAGIC pointing techniques
might offer many advantages, including reduced physical effort and fatigue as
compared to traditional manual pointing, greater accuracy and naturalness than
traditional gaze pointing, and possibly faster speed than manual pointing. The
pros and cons of the two techniques are discussed in light of both performance
data and subjective reports.
Implementation
We
took two engineering efforts to implement the MAGIC pointing techniques. One
was to design and implement an eye tracking system and the other was to
implement MAGIC pointing techniques at the operating systems level, so that the
techniques can work with all software applications beyond “demonstration”
software.
Experimental Design
The
two MAGIC pointing techniques described earlier were put to test using a set of
parameters such as the filter’s temporal and spatial thresholds, the minimum
cursor warping distance, and the amount of “intelligent bias” (subjectively
selected by the authors without extensive user testing). Ultimately the MAGIC
pointing techniques should be evaluated with an array of manual input devices,
against both pure manual and pure gaze-operated pointing methods.
Since this is an
early pilot study, we decided to limit ourselves to one manual input device. A
standard mouse was first considered to be the manual input device in the
experiment. However, it was soon realized not to be the most suitable device
for MAGIC pointing, especially when a user decides to use the push-upwards
strategy with the intelligent offset. Because in such a case the user always
moves in one direction, the mouse tends to be moved off the pad, forcing the
user adjust the mouse position, often during a pointing trial. We hence decided
to use a miniature isometric pointing stick. Another device suitable for MAGIC
pointing is a touchpad: the user can choose one convenient gesture and to take
advantage of the intelligent offset. The experimental task was essentially a
Fitts’ pointing task. Subjects were asked to point and click at targets
appearing in random order. If the subject clicked off-target, a miss was logged
but the trial continued until a target was clicked. An extra trial was added to
make up for the missed trial. Only trials with no misses were collected for
time performance analyses.
Implimenting Magic Pointing
We
programmed the two MAGIC pointing techniques on a Windows NT system. The
techniques work independently from the applications. The MAGIC pointing program
takes data from both the manual input device (of any type, such as a mouse) and
the eye tracking system running either on the same machine or on another
machine connected via serial port. Raw data from an eye tracker cannot be
directly used for gaze-based interaction, due to noise from image processing,
eye movement jitters, and samples taken during saccade (ballistic eye movement)
periods. We experimented with various filtering techniques and found the most
effective filter in our case is similar to that described in. The goal of
filter design in general is to make the best compromise between preserving
signal bandwidth and eliminating unwanted noise. The key is to select fixation
points with minimal delay. Samples collected during a saccade are unwanted and
should be avoided. In designing our algorithm for picking points of fixation,
we considered our tracking system speed (30 Hz), and that the MAGIC pointing
techniques utilize gaze information only once for each new target, probably
immediately after a saccade. Our filtering algorithm was designed to pick a
fixation with minimum delay by means of selecting two adjacent points over two
samples.
Conclusion
The
nineties witnessed quantum leaps interface designing for improved man machine
interactions. The BLUE EYES technology ensures a convenient way of simplifying
the life by providing more delicate and user friendly facilities in computing
devices. Now that we have proven the method, the next step is to improve the
hardware. Instead of using cumbersome modules to gather information about the
user, it will be better to use smaller and less intrusive units. The day is not
far when this technology will push its way into your house hold, making you
more lazy. It may even reach your hand held mobile
device. Any way this is only a technological forecast.
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