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VISION
for ASSISTIVE TECHNOLOGIES
    Edwige Pissaloux, ISIR/UPMC & CNRS (UMR 7222), Paris
    Andrea Carbone, ISIR/UPMC & CNRS (UMR 7222), Paris
                 Christophe Veigl, FHTW, Vienna
                Christophe Weiss, FHTW, Vienna




/         ^        /              Z         /^/Z
Outline
    1. Interaction and human capabilities :
              definition & new technologies.
    2. Vision based technologies for interaction with pointing.
    3. AsTeRICS project contribution to vision technology design.
    4. Results of first user evaluations of AsTeRICS gaze tracker.
    5. Conclusions.




W    /Z    Z/d /Z    h Z   > ^      /Z    d              hWD
1. Interaction and human capabilities :
                definitions  new technologies.

Definitions
• Interaction = reciprocal actions/influences
       - key concept of modern societies
       - based on human attention
       - involves different actors
          (real person, virtual characters, objects, ubiquitous environments, etc.)

• Interaction allows
       - accessibility to all computer based ICT solutions
       - new skills acquisition  development
       - new communication modes elaboration
         (ART= Attention Responsive Technology; multimodal paradigms, etc.).
New technologies for interaction
• New assistive technologies consider a mix of human
  capabilities not integrated in classic interactive tools:
  - brain physiological signals (BCI)
  - brain plasticity
  - visual perception (visual attention)
  - pure technological « intelligent tools »
    (tactile, haptic, robots, orthotics, computer vision).

This presentation objective :
• visual perception  computer vision
• pointing operation
2. Vision based AT
               for interaction with pointing
• Pointing = the designation of an object by mediation of
  the arm, hand and sight.

• Two steps natural pointing operation usual execution :
(1) pointed object localization in space and identification via sight
    (point of regard (PoR) “touches” the object);
(2) arm/hand lifting for /physical or virtual (distal) “touch” of the object.


• In the case of upper limb impairments the second step
  should be executed by other means (other body parts).
New AT
      for pointing of an object on a PC

• Implementation outline
    use of image and vision processing
   targeted body part(s) detection and tracking
   mouse different operation simulation.
Finger as a pointer
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Limb as a pointer
    • the concept of a pictorial structure (not fully connect graph) to
      represent the investigated part of the human body.




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Shoulder  elbow
                                as a pointer
• EU 6th FWP IST IP AMI, University of Twente (1)
          - approach oriented at the estimation and recognition of poses
            which generalizes detection of different body parts
            (different limb sections such as shoulder, elbow)




          K

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              : W    Z W   D        h      W   D           /       /   :      s

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Face and head as pointer
• Different facial features : nose, global face, eyebrows, and their combination
•       Processing
        - targeted feature is detected in acquired images during the calibration
        - targeted feature is tracked during the interaction.

Mouse functionalities emulation:
- the mouse spatial displacements can be deduced from nose/head/eyebrows movements,
- the mouse click (or object selection) is implemented through the (left or right)
   eye double blinks or through dwell time.




    t      D         Z           D   D          ,                /       /
    ^           / /^W     D
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Eye  gaze as a pointer
   • Object selection via gaze is a fundamental interaction modality,
        as the gaze position anticipates and finally allows,
       an action execution on the gazed object.
   • Two configurations for eye- gaze trackers




            Z        d              t                       Z         /

• The main characteristics :
- remote systems : no devices/sensors have to be mounted on the subject’s body,
                   but restriction of the movement in the interaction space ;
- Wearable systems : high accuracy, gaze-estimation in natural viewing context,
                      unlimited interaction space
3. AsTeRICS project contribution
         to vision technology design (http://www.asterics.eu)
Objectives
- the design of an adaptable and scalable system supporting
    also unconventional peripherals (BCI, vision, etc.)
     for people with severely reduced motor capabilities interactions
 - the evaluation of system with primary and secondary users.




d Z/^               ^
AsTeRICS wearable gaze tracker
Main characteristics
- adjustable to the end-user anatomy (head size, distance eye/camera, etc.)
- adaptable to specific needs (small-amplitude head movements compensation,
   easy to wear, precision of detection compatible with targeted skills for interaction, etc.)


Hardware
- hot-mirrors or telescopic arms
- multiple combinations of sensors coping with different capabilities and interaction
  needs
- batteries for long autonomy.

Foreseen combinations :
- a three camera system using only visible lighting
           for full gaze tracking in 3D space ;
- a ‘minimal’ set with only one IR eye-camera and
   a custom PCB integrating an IR tracker, a gyroscope and a Sip/Puff sensor.
d Z/^


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4. Results of first user evaluations.
AsTeRICS system prototype 1 – remote (web-camera based) gaze tracker
- June-August 2011
- different sensors and sensor-combinations
- 50 users in Austria, Poland and Spain
- spasms and involuntary head movements

Tests
- Interaction with a screen

Results
- spasms and involuntary head movements represented a big problem,
   preventing precise pointing or computer mouse control
- BUT highest level of acceptance.

Future developments
- tremor reduction algorithms and
- evaluation of the head mounted eye tracker
5. Conclusion
Vast impact of the vision technology a on the quality of life,

Vision allows new modes
- to access ICT and internet-based services
    (games, e-library, e-shopping, e-health, e-rehabilitation, e-learning, etc.)
- to access smart environments which constitute the infrastructure for gaze interaction
    with environmental control systems
   (lighting control, heating/ventilation or usage of home entertainment devices);
- for new skills acquisition (such as navigation in virtual worlds) (with training).

Future (second phase) of the AsTeRICS project
- the head-mounted gaze estimation system will be finished,
- both, the remote and the head-mounted solution,
    will be evaluated in qualitative and quantitative user tests.
Thanks to
-   EU FP7 ICT program
-   France Soudage

Francis Martinez, ISIR/UPMC
Darius Mazeika, ISIR/UPMC  Kaunas University (Lithuania)

Isabelle Liu, Master Student, UPMC
Jaza Gul Mohammed, Master Student, UPMC

Jacky Chen, EM, MIT
Faith Keza, CS, MIT



Thank to you for your participation

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58 towards a new gaze tracker

  • 1. VISION for ASSISTIVE TECHNOLOGIES Edwige Pissaloux, ISIR/UPMC & CNRS (UMR 7222), Paris Andrea Carbone, ISIR/UPMC & CNRS (UMR 7222), Paris Christophe Veigl, FHTW, Vienna Christophe Weiss, FHTW, Vienna / ^ / Z /^/Z
  • 2. Outline 1. Interaction and human capabilities : definition & new technologies. 2. Vision based technologies for interaction with pointing. 3. AsTeRICS project contribution to vision technology design. 4. Results of first user evaluations of AsTeRICS gaze tracker. 5. Conclusions. W /Z Z/d /Z h Z > ^ /Z d hWD
  • 3. 1. Interaction and human capabilities : definitions new technologies. Definitions • Interaction = reciprocal actions/influences - key concept of modern societies - based on human attention - involves different actors (real person, virtual characters, objects, ubiquitous environments, etc.) • Interaction allows - accessibility to all computer based ICT solutions - new skills acquisition development - new communication modes elaboration (ART= Attention Responsive Technology; multimodal paradigms, etc.).
  • 4. New technologies for interaction • New assistive technologies consider a mix of human capabilities not integrated in classic interactive tools: - brain physiological signals (BCI) - brain plasticity - visual perception (visual attention) - pure technological « intelligent tools » (tactile, haptic, robots, orthotics, computer vision). This presentation objective : • visual perception computer vision • pointing operation
  • 5. 2. Vision based AT for interaction with pointing • Pointing = the designation of an object by mediation of the arm, hand and sight. • Two steps natural pointing operation usual execution : (1) pointed object localization in space and identification via sight (point of regard (PoR) “touches” the object); (2) arm/hand lifting for /physical or virtual (distal) “touch” of the object. • In the case of upper limb impairments the second step should be executed by other means (other body parts).
  • 6. New AT for pointing of an object on a PC • Implementation outline use of image and vision processing targeted body part(s) detection and tracking mouse different operation simulation.
  • 7. Finger as a pointer • h d W D E d , z t z d / D / D / ' / d ^/''Z W,
  • 8. Limb as a pointer • the concept of a pictorial structure (not fully connect graph) to represent the investigated part of the human body. h ^ h^ D/d • d h^ W , W W / : s ^ D D ' Z Z d h d s^^E K ^
  • 9. Shoulder elbow as a pointer • EU 6th FWP IST IP AMI, University of Twente (1) - approach oriented at the estimation and recognition of poses which generalizes detection of different body parts (different limb sections such as shoulder, elbow) K • E d : W Z W D h W D / / : s ^ , D / : s
  • 10. Face and head as pointer • Different facial features : nose, global face, eyebrows, and their combination • Processing - targeted feature is detected in acquired images during the calibration - targeted feature is tracked during the interaction. Mouse functionalities emulation: - the mouse spatial displacements can be deduced from nose/head/eyebrows movements, - the mouse click (or object selection) is implemented through the (left or right) eye double blinks or through dwell time. t D Z D D , / / ^ / /^W D ' Z ' E / s K
  • 11. Eye gaze as a pointer • Object selection via gaze is a fundamental interaction modality, as the gaze position anticipates and finally allows, an action execution on the gazed object. • Two configurations for eye- gaze trackers Z d t Z / • The main characteristics : - remote systems : no devices/sensors have to be mounted on the subject’s body, but restriction of the movement in the interaction space ; - Wearable systems : high accuracy, gaze-estimation in natural viewing context, unlimited interaction space
  • 12. 3. AsTeRICS project contribution to vision technology design (http://www.asterics.eu) Objectives - the design of an adaptable and scalable system supporting also unconventional peripherals (BCI, vision, etc.) for people with severely reduced motor capabilities interactions - the evaluation of system with primary and secondary users. d Z/^ ^
  • 13. AsTeRICS wearable gaze tracker Main characteristics - adjustable to the end-user anatomy (head size, distance eye/camera, etc.) - adaptable to specific needs (small-amplitude head movements compensation, easy to wear, precision of detection compatible with targeted skills for interaction, etc.) Hardware - hot-mirrors or telescopic arms - multiple combinations of sensors coping with different capabilities and interaction needs - batteries for long autonomy. Foreseen combinations : - a three camera system using only visible lighting for full gaze tracking in 3D space ; - a ‘minimal’ set with only one IR eye-camera and a custom PCB integrating an IR tracker, a gyroscope and a Sip/Puff sensor.
  • 14. d Z/^ / s /Z W Z D W Z ^ W Z / d W /W ^
  • 15. d Z/^ t • s • /Z Z • • , d • ^D
  • 16. 4. Results of first user evaluations. AsTeRICS system prototype 1 – remote (web-camera based) gaze tracker - June-August 2011 - different sensors and sensor-combinations - 50 users in Austria, Poland and Spain - spasms and involuntary head movements Tests - Interaction with a screen Results - spasms and involuntary head movements represented a big problem, preventing precise pointing or computer mouse control - BUT highest level of acceptance. Future developments - tremor reduction algorithms and - evaluation of the head mounted eye tracker
  • 17. 5. Conclusion Vast impact of the vision technology a on the quality of life, Vision allows new modes - to access ICT and internet-based services (games, e-library, e-shopping, e-health, e-rehabilitation, e-learning, etc.) - to access smart environments which constitute the infrastructure for gaze interaction with environmental control systems (lighting control, heating/ventilation or usage of home entertainment devices); - for new skills acquisition (such as navigation in virtual worlds) (with training). Future (second phase) of the AsTeRICS project - the head-mounted gaze estimation system will be finished, - both, the remote and the head-mounted solution, will be evaluated in qualitative and quantitative user tests.
  • 18. Thanks to - EU FP7 ICT program - France Soudage Francis Martinez, ISIR/UPMC Darius Mazeika, ISIR/UPMC Kaunas University (Lithuania) Isabelle Liu, Master Student, UPMC Jaza Gul Mohammed, Master Student, UPMC Jacky Chen, EM, MIT Faith Keza, CS, MIT Thank to you for your participation