HCI Bibliography Home | HCI Conferences | AH Archive | Detailed Records | RefWorks | EndNote | Hide Abstracts
AH Tables of Contents: 10111213141516

Proceedings of the 2010 Augmented Human International Conference

Fullname:Proceedings of the 1st Augmented Human International Conference
Editors:Hideo Saito; Jean-Marc Seigneur; Guillaume Moreau; Pranav Mistry
Location:Megève, France
Dates:2010-Apr-02 to 2010-Apr-03
Publisher:ACM
Standard No:ISBN: 1-60558-825-3, 978-1-60558-825-4; ACM DL: Table of Contents hcibib: AH10
Papers:25
Pages:175
Links:Conference Home Page
ExoInterfaces: novel exosceleton haptic interfaces for virtual reality, augmented sport and rehabilitation BIBAKFull-Text 1
  Dzmitry Tsetserukou; Katsunari Sato; Susumu Tachi
We developed novel haptic interfaces, FlexTorque and FlexTensor that enable realistic physical interaction with real and Virtual Environments. The idea behind FlexTorque is to reproduce human muscle structure, which allows us to perform dexterous manipulation and safe interaction with environment in daily life. FlexTorque suggests new possibilities for highly realistic, very natural physical interaction in virtual environments. There are no restrictions on the arm movement, and it is not necessary to hold a physical object during interaction with objects in virtual reality. Because the system can generate strong forces, even though it is light-weight, easily wearable, and intuitive, users experience a new level of realism as they interact with virtual environments.
Keywords: augmented games, augmented sport, exoskeleton, force feedback, game controller, haptic display, haptic interface, rehabilitation, virtual reality
PossessedHand: a hand gesture manipulation system using electrical stimuli BIBAKFull-Text 2
  Emi Tamaki; Takashi Miyaki; Jun Rekimoto
Acquiring knowledge about the timing and speed of hand gestures is important to learn physical skills, such as playing musical instruments, performing arts, and making handicrafts. However, it is difficult to use devices that dynamically and mechanically control a user's hand for learning because such devices are very large, and hence, are unsuitable for daily use. In addition, since groove-type devices interfere with actions such as playing musical instruments, performing arts, and making handicrafts, users tend to avoid wearing these devices. To solve these problems, we propose PossessedHand, a device with a forearm belt, for controlling a user's hand by applying electrical stimulus to the muscles around the forearm of the user. The dimensions of PossessedHand are 10 x 7.0 x 8.0 cm, and the device is portable and suited for daily use. The electrical stimuli are generated by an electronic pulse generator and transmitted from 14 electrode pads. Our experiments confirmed that PossessedHand can control the motion of 16 joints in the hand. We propose an application of this device to help a beginner learn how to play musical instruments such as the piano and koto.
Keywords: electrical stimuli, hand gesture, interaction device, output device, wearable
A GMM based 2-stage architecture for multi-subject emotion recognition using physiological responses BIBAFull-Text 3
  Gu Yuan; Tan Su Lim; Wong Kai Juan; Ho Moon-Ho Ringo; Qu Li
There is a trend these days to add emotional characteristics as new features into human-computer interaction to equip machines with more intelligence when communicating with humans. Besides traditional audio-visual techniques, physiological signals provide a promising alternative for automatic emotion recognition. Ever since Dr. Picard and colleagues brought forward the initial concept of physiological signals based emotion recognition, various studies have been reported following the same system structure. In this paper, we implemented a novel 2-stage architecture of the emotion recognition system in order to improve the performance when dealing with multi-subject context. This type of system is more realistic practical implementation. Instead of directly classifying data from all the mixed subjects, one step was added ahead to transform a traditional subject-independent case into several subject-dependent cases by classifying new coming sample into each existing subject model using Gaussian Mixture Model (GMM). For simultaneous classification on four affective states, the correct classification ration (CCR) shows significant improvement from 80.7% to over 90% which supports the feasibility of the system.
Gaze-directed ubiquitous interaction using a Brain-Computer Interface BIBAKFull-Text 4
  Dieter Schmalstieg; Alexander Bornik; Gernot Müller-Putz; Gert Pfurtscheller
n this paper, we present a first proof-of-concept for using a mobile Brain-Computer Interface (BCI) coupled to a wearable computer as an ambient input device for a ubiquitous computing service. BCI devices, such as electroencephalogram (EEG) based BCI, can be used as a novel form of human-computer interaction device. A user can log into a nearby computer terminal by looking at its screen. This feature is enabled by detecting a user's gaze through the analysis of the brain's response to visually evoked patterns. We present the experimental setup and discuss opportunities and limitations of the technique.
Keywords: authentication, biometrics, brain computer interface, electroencephalogram, gaze tracking, object selection
Relevance of EEG input signals in the augmented human reader BIBAKFull-Text 5
  Inês Oliveira; Ovidiu Grigore; Nuno Guimarães; Luís Duarte
This paper studies the discrimination of electroencephalographic (EEG) signals based in their capacity to identify silent attentive visual reading activities versus non reading states.
   The use of physiological signals is growing in the design of interactive systems due to their relevance in the improvement of the coupling between user states and application behavior.
   Reading is pervasive in visual user interfaces. In previous work, we integrated EEG signals in prototypical applications, designed to analyze reading tasks. This work searches for signals that are most relevant for reading detection procedures. More specifically, this study determines which features, input signals, and frequency bands are more significant for discrimination between reading and non-reading classes. This optimization is critical for an efficient and real time implementation of EEG processing software components, a basic requirement for the future applications.
   We use probabilistic similarity metrics, independent of the classification algorithm. All analyses are performed after determining the power spectrum density of delta, theta, alpha, beta and gamma rhythms. The results about the relevance of the input signals are validated with functional neurosciences knowledge.
   The experiences have been performed in a conventional HCI lab, with non clinical EEG equipment and setup. This is an explicit and voluntary condition. We anticipate that future mobile and wireless EEG capture devices will allow this work to be generalized to common applications.
Keywords: EEG processing and classification, HCI, feature relevance measurement, reading detection, similarity metrics
Brain Computer Interfaces for inclusion BIBAKFull-Text 6
  P. J. McCullagh; M. P. Ware; G. Lightbody
In this paper, we describe an intelligent graphical user interface (IGUI) and a User Application Interface (UAI) tailored to Brain Computer Interface (BCI) interaction, designed for people with severe communication needs. The IGUI has three components; a two way interface for communication with BCI2000 concerning user events and event handling; an interface to user applications concerning the passing of user commands and associated device identifiers, and the receiving of notification of device status; and an interface to an extensible mark-up language (xml) file containing menu content definitions. The interface has achieved control of domotic applications. The architecture however permits control of more complex 'smart' environments and could be extended further for entertainment by interacting with media devices. Using components of the electroencephalogram (EEG) to mediate expression is also technically possible, but is much more speculative, and without proven efficacy. The IGUI-BCI approach described could potentially find wider use in the augmentation of the general population, to provide alternative computer interaction, an additional control channel and experimental leisure activities.
Keywords: brain computer interfaces, domotic control, entertainment, user interface
Emotion detection using noisy EEG data BIBAKFull-Text 7
  Mina Mikhail; Khaled El-Ayat; Rana El Kaliouby; James Coan; John J. B. Allen
Emotion is an important aspect in the interaction between humans. It is fundamental to human experience and rational decision-making. There is a great interest for detecting emotions automatically. A number of techniques have been employed for this purpose using channels such as voice and facial expressions. However, these channels are not very accurate because they can be affected by users' intentions. Other techniques use physiological signals along with electroencephalography (EEG) for emotion detection. However, these approaches are not very practical for real time applications because they either ask the participants to reduce any motion and facial muscle movement or reject EEG data contaminated with artifacts. In this paper, we propose an approach that analyzes highly contaminated EEG data produced from a new emotion elicitation technique. We also use a feature selection mechanism to extract features that are relevant to the emotion detection task based on neuroscience findings. We reached an average accuracy of 51% for joy emotion, 53% for anger, 58% for fear and 61% for sadness.
Keywords: affective computing, brain signals, feature extraction, support vector machines
World's first wearable humanoid robot that augments our emotions BIBAKFull-Text 8
  Dzmitry Tsetserukou; Alena Neviarouskaya
In the paper we are proposing a conceptually novel approach to reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner during online communication through wearable humanoid robot. The core component, Affect Analysis Model, automatically recognizes nine emotions from text. The detected emotion is stimulated by innovative haptic devices integrated into the robot. The implemented system can considerably enhance the emotionally immersive experience of real-time messaging. Users can not only exchange messages but also emotionally and physically feel the presence of the communication partner (e.g., family member, friend, or beloved person).
Keywords: 3D world, affective user interfaces, haptic communication, haptic display, instant messaging, online communication, tactile display, wearable humanoid robot
KIBITZER: a wearable system for eye-gaze-based mobile urban exploration BIBAKFull-Text 9
  Matthias Baldauf; Peter Fröhlich; Siegfried Hutter
Due to the vast amount of available georeferenced information novel techniques to more intuitively and efficiently interact with such content are increasingly required. In this paper, we introduce KIBITZER, a lightweight wearable system that enables the browsing of urban surroundings for annotated digital information. KIBITZER exploits its user's eye-gaze as natural indicator of attention to identify objects-of-interest and offers speech- and non-speech auditory feedback. Thus, it provides the user with a 6th sense for digital georeferenced information. We present a description of our system's architecture and the interaction technique and outline experiences from first functional trials.
Keywords: eye-gaze, mobile spatial interaction, wearable computing
Airwriting recognition using wearable motion sensors BIBAFull-Text 10
  Christoph Amma; Dirk Gehrig; Tanja Schultz
In this work we present a wearable input device which enables the user to input text into a computer. The text is written into the air via character gestures, like using an imaginary blackboard. To allow hands-free operation, we designed and implemented a data glove, equipped with three gyroscopes and three accelerometers to measure hand motion. Data is sent wirelessly to the computer via Bluetooth. We use HMMs for character recognition and concatenated character models for word recognition. As features we apply normalized raw sensor signals. Experiments on single character and word recognition are performed to evaluate the end-to-end system. On a character database with 10 writers, we achieve an average writer-dependent character recognition rate of 94.8% and a writer-independent character recognition rate of 81.9%. Based on a small vocabulary of 652 words, we achieve a single-writer word recognition rate of 97.5%, a performance we deem is advisable for many applications. The final system is integrated into an online word recognition demonstration system to showcase its applicability.
Augmenting the driver's view with realtime safety-related information BIBAKFull-Text 11
  Peter Fröhlich; Raimund Schatz; Peter Leitner; Matthias Baldauf; Stephan Mantler
In the last couple of years, in-vehicle information systems have advanced in terms of design and technical sophistication. This trend manifests itself in the current evolution of navigation devices towards advanced 3D visualizations as well as real-time telematics services. We present important constituents for the design space of realistic visualizations in the car and introduce realization potentials in advanced vehicle-to-infrastructure application scenarios. To evaluate this design space, we conducted a driving simulator study, in which the in-car HMI was systematically manipulated with regard to its representation of the outside world. The results show that in the context of safety-related applications, realistic views provide higher perceived safety than with traditional visualization styles, despite their higher visual complexity. We also found that the more complex the safety recommendation the HMI has to communicate, the more drivers perceive a realistic visualization as a valuable support. In a comparative inquiry after the experiment, we found that egocentric and bird's eye perspectives are preferred to top-down perspectives for safety-related in-car safety information systems.
Keywords: realistic visualization, telematics, user studies
An experimental augmented reality platform for assisted maritime navigation BIBAKFull-Text 12
  Olivier Hugues; Jean-Marc Cieutat; Pascal Guitton
This paper deals with integrating a vision system with an efficient thermal camera and a classical one in maritime navigation software based on a virtual environment (VE). We then present an exploratory field of augmented reality (AR) in situations of mobility and the different applications linked to work at sea provided by adding this functionality. This work was carried out thanks to a CIFRE agreement within the company MaxSea Int.
Keywords: augmented reality, combining exteroceptive data, human factor, image processing, mixed environment
Skier-ski system model and development of a computer simulation aiming to improve skier's performance and ski BIBAKFull-Text 13
  François Roux; Gilles Dietrich; Aude-Clémence Doix
Background. Based on personal experience of ski teaching, ski training and ski competing, we have noticed that some gaps exist between classical models describing body-techniques and actual motor acts made by performing athletes. The evolution of new parabolic shaped skis with new mechanical and geometric characteristics increase these differences even more. Generally, scientific research focuses on situations where skiers are separated from their skis. Also, many specialized magazines, handbooks and papers print articles with similar epistemology. In this paper, we describe the development of a three-dimensional analysis to model the skier-skis' system. We subsequently used the model to propose an evaluation template to coaches that includes eight techniques and three observable consequences in order to make objective evaluations of their athletes' body-techniques. Once the system is modeled, we can develop a computer simulation in the form of a jumping jack, respecting degrees of freedom of the model. We can manipulate movement of each body segment or skis' gears' characteristics to detect performance variations. The purpose of this project is to elaborate assumptions to improve performance and propose experimental protocols to coaches to enable them to evaluate performance. This computer simulation also involves board and wheeled sports.
   Methods. Eleven elite alpine skiers participated. Video cameras were used to observe motor acts in alpine skiers in two tasks: slalom and giant slalom turns. Kinematic data were input into the 3D Vision software. Two on-board balances were used to measure the six components of ski-boots→skis torques. All data sources were then synchronized.
   Findings. We found correlations between force and torque measurements, the progression of center of pressure and the eight body-techniques. Based on these results, we created a technological model of the skier-ski system. Then, we have made a reading template and a model to coach young alpine skiers in clubs and world cup alpine skiers and, we have obtained results demonstrating the usefulness of our research.
   Interpretation. These results suggest that it is now possible to create a three-dimensional simulator of an alpine skier. This tool is able to compare competitors' body-techniques to detect the most performing body-techniques. Additionally, it is potentially helpful to consider and evaluate new techniques and ski characteristics.
Keywords: computer simulation, elite skiing, skier-ski system, techniques reading template
T.A.C: augmented reality system for collaborative tele-assistance in the field of maintenance through internet BIBAKFull-Text 14
  Sébastien Bottecchia; Jean-Marc Cieutat; Jean-Pierre Jessel
In this paper we shall present the T.A.C. (Télé-Assistance-Collaborative) system whose aim is to combine remote collaboration and industrial maintenance. T.A.C. enables the copresence of parties within the framework of a supervised maintenance task to be remotely "simulated" thanks to augmented reality (AR) and audio-video communication. To support such cooperation, we propose a simple way of interacting through our O.A.P. paradigm and AR goggles specially developed for the occasion. The handling of 3D items to reproduce gestures and an additional knowledge management tool (e-portfolio, feedback, etc) also enables this solution to satisfy the new needs of industry.
Keywords: TeleAssistance, augmented reality, cognitive psychology, collaboration, computer vision
Designing and evaluating advanced interactive experiences to increase visitor's stimulation in a museum BIBAKFull-Text 15
  Bénédicte Schmitt; Cedric Bach; Emmanuel Dubois; Francis Duranthon
In this paper, we describe the design and a pilot study of two Mixed Interactive Systems (MIS), interactive systems combining digital and physical artifacts. These MIS aim at stimulating visitors of a Museum of Natural History about a complex phenomenon. This phenomenon is the pond eutrophication that is a breakdown of a dynamical equilibrium caused by human activities: this breakdown results in a pond unfit for life. This paper discusses the differences between these two MIS prototypes, the design process that lead to their implementation and the dimensions used to evaluate these prototypes: user experience (UX), usability of the MIS and the users' understanding of the eutrophication phenomenon.
Keywords: advanced interactive experience, co-design, eutrophication, mixed interactive systems, museology
Partial matching of garment panel shapes with dynamic sketching design BIBAFull-Text 16
  Shuang Liang; Rong-Hua Li; George Baciu; Eddie C. L. Chan; Dejun Zheng
Fashion industry and textile manufacturing in past decade, have been starting to reapply enhanced intelligent CAD process technologies. In this paper, we propose a partial panel matching system to facilitate the typical garment design process. This process provides recommendations to the designer during the panel design process and performs partial matching of the garment panel shapes. There are three main parts in our partial matching system. First, we make use of a Bézier-based sketch regularization to pre-process the panel sketch data. Second, we propose a set of bi-segment panel shape descriptors to describe and enrich the local features of the shape for partial matching. Finally, based on our previous work, we add an interactive sketching input environment to design garments. Experiment results show the effectiveness and efficiency of the proposed system.
Fur interface with bristling effect induced by vibration BIBAKFull-Text 17
  Masahiro Furukawa; Yuji Uema; Maki Sugimoto; Masahiko Inami
Wearable computing technology is one of the methods that can augment the information processing ability of humans. However, in this area, a soft surface is often necessary to maximize the comfort and practicality of such wearable devices. Thus in this paper, we propose a soft surface material, with an organic bristling effect achieved through mechanical vibration, as a new user interface. We have used fur in order to exhibit the visually rich transformation induced by the bristling effect while also achieving the full tactile experience and benefits of soft materials. Our method needs only a layer of fur and simple vibration motors. The hairs of fur instantly bristle with only horizontal mechanical vibration. The vibration is provided by a simple vibration motor embedded below the fur material. This technology has significant potential as garment textiles or to be utilized as a general soft user interface.
Keywords: computational clothing, computational fashion, pet robot, physical computer interfaces, soft user interface, visual and haptic design
Evaluating cross-sensory perception of superimposing virtual color onto real drink: toward realization of pseudo-gustatory displays BIBAKFull-Text 18
  Takuji Narumi; Munehiko Sato; Tomohiro Tanikawa; Michitaka Hirose
In this research, we aim to realize a gustatory display that enhances our experience of enjoying food. However, generating a sense of taste is very difficult because the human gustatory system is quite complicated and is not yet fully understood. This is so because gustatory sensation is based on chemical signals whereas visual and auditory sensations are based on physical signals. In addition, the brain perceives flavor by combining the senses of gustation, smell, sight, warmth, memory, etc. The aim of our research is to apply the complexity of the gustatory system in order to realize a pseudo-gustatory display that presents flavors by means of visual feedback. This paper reports on the prototype system of such a display that enables us to experience various tastes without changing their chemical composition through the superimposition of virtual color. The fundamental thrust of our experiment is to evaluate the influence of cross-sensory effects by superimposing virtual color onto actual drinks and recording the responses of subjects who drink them. On the basis of experimental results, we concluded that visual feedback sufficiently affects our perception of flavor to justify the construction of pseudo-gustatory displays.
Keywords: cross-sensory perception, gustatory display, pseudo-gustation
The Reading Glove: designing interactions for object-based tangible storytelling BIBAKFull-Text 19
  Joshua Tanenbaum; Karen Tanenbaum; Alissa Antle
In this paper we describe a prototype Tangible User Interface (TUI) for interactive storytelling that explores the semantic properties of tangible interactions using the fictional notion of psychometry as inspiration. We propose an extension of Heidegger's notions of "ready-to-hand" and "present-at-hand", which allows them to be applied to the narrative and semantic aspects of an interaction. The Reading Glove allows interactors to extract narrative "memories" from a collection of ten objects using natural grasping and holding behaviors via a wearable interface. These memories are presented in the form of recorded audio narration. We discuss the design process and present some early results from an informal pilot study intended to refine these design techniques for future tangible interactive narratives.
Keywords: interactive narrative, object stories, tangible user interfaces, wearable computing
Control of augmented reality information volume by glabellar fader BIBAKFull-Text 20
  Hiromi Nakamura; Homei Miyashita
In this paper, we propose a device for controlling the volume of augmented reality information by the glabellar movement. Our purpose is to avoid increasing the sum of the amount of information during the perception of "Real Space +Augmented Reality" by an intuitive and seamless control. For this, we focused on the movement of the glabella (between the eyebrows) when the user stare at objects as a trigger of information presentation. The system detects the movement of the eyebrows by the amount of the light reflected by a photo-reflector, and controlling information volume or the transparency of objects in augmented reality space.
Keywords: glabellar, information volume, photo reflector
Towards mobile/wearable device electrosmog reduction through careful network selection BIBAKFull-Text 21
  Jean-Marc Seigneur; Xavier Titi; Tewfiq El Maliki
There is some concern regarding the effect of smart phones and other wearable devices using wireless communication and worn by the users very closely to their body. In this paper, we propose a new network switching selection model and its algorithms that minimize the non-ionizing radiation of these devices during use. We validate the model and its algorithms with a proof-of-concept implementation on the Android platform.
Keywords: electrosmog, wireless hand-over
Bouncing Star project: design and development of augmented sports application using a ball including electronic and wireless modules BIBAKFull-Text 22
  Osamu Izuta; Toshiki Sato; Sachiko Kodama; Hideki Koike
In our project, we created a new ball, "Bouncing Star" (Hane-Boshi in Japanese), comprised of electronic devices. We also created augmented sports system using Bouncing Star and a computer program to support an interface between the digital and the physical world. This program is able to recognize the ball's state of motion (static, rolled, thrown, bound, etc.) by analyzing data received through a wireless module. The program also tracks the ball's position through image recognition techniques. On this system, we developed augmented sports applications which integrate real time dynamic computer graphics and responsive sounds which are synchronized with the ball's characteristics of motion. Our project's goal is to establish a new dynamic form of entertainment which can be realized through the combination of the ball and digital technologies.
Keywords: augmented sports, ball interface, computer-supported cooperative play, image recognition, interactive surface, sensing technology, wireless module
On-line document registering and retrieving system for AR annotation overlay BIBAKFull-Text 23
  Hideaki Uchiyama; Julien Pilet; Hideo Saito
We propose a system that registers and retrieves text documents to annotate them on-line. The user registers a text document captured from a nearly top view and adds virtual annotations. When the user thereafter captures the document again, the system retrieves and displays the appropriate annotations, in real-time and at the correct location. Registering and deleting documents is done by user interaction. Our approach relies on LLAH, a hashing based method for document image retrieval. At the on-line registering stage, our system extracts keypoints from the input image and stores their descriptors computed from their neighbors. After registration, our system can quickly find the stored document corresponding to an input view by matching keypoints. From the matches, our system estimates the geometrical relationship between the camera and the document for accurately overlaying the annotations. In the experimental results, we show that our system can achieve on-line and real-time performances.
Keywords: LLAH, Poes estimation, augmented reality, document retrieval, feature matching
Augmenting human memory using personal lifelogs BIBAKFull-Text 24
  Yi Chen; Gareth J. F. Jones
Memory is a key human facility to support life activities, including social interactions, life management and problem solving. Unfortunately, our memory is not perfect. Normal individuals will have occasional memory problems which can be frustrating, while those with memory impairments can often experience a greatly reduced quality of life. Augmenting memory has the potential to make normal individuals more effective, and those with significant memory problems to have a higher general quality of life. Current technologies are now making it possible to automatically capture and store daily life experiences over an extended period, potentially even over a lifetime. This type of data collection, often referred to as a personal life log (PLL), can include data such as continuously captured pictures or videos from a first person perspective, scanned copies of archival material such as books, electronic documents read or created, and emails and SMS messages sent and received, along with context data of time of capture and access and location via GPS sensors. PLLs offer the potential for memory augmentation. Existing work on PLLs has focused on the technologies of data capture and retrieval, but little work has been done to explore how these captured data and retrieval techniques can be applied to actual use by normal people in supporting their memory. In this paper, we explore the needs for augmenting human memory from normal people based on the psychology literature on mechanisms about memory problems, and discuss the possible functions that PLLs can provide to support these memory augmentation needs. Based on this, we also suggest guidelines for data for capture, retrieval needs and computer-based interface design. Finally we introduce our work-in-process prototype PLL search system in the iCLIPS project to give an example of augmenting human memory with PLLs and computer based interfaces.
Keywords: augmented human memory, context-aware retrieval, lifelogs, personal information archives
Aided eyes: eye activity sensing for daily life BIBAKFull-Text 25
  Yoshio Ishiguro; Adiyan Mujibiya; Takashi Miyaki; Jun Rekimoto
Our eyes collect a considerable amount of information when we use them to look at objects. In particular, eye movement allows us to gaze at an object and shows our level of interest in the object. In this research, we propose a method that involves real-time measurement of eye movement for human memory enhancement; the method employs gaze-indexed images captured using a video camera that is attached to the user's glasses. We present a prototype system with an infrared-based corneal limbus tracking method. Although the existing eye tracker systems track eye movement with high accuracy, they are not suitable for daily use because the mobility of these systems is incompatible with a high sampling rate. Our prototype has small phototransistors, infrared LEDs, and a video camera, which make it possible to attach the entire system to the glasses. Additionally, the accuracy of this method is compensated by combining image processing methods and contextual information, such as eye direction, for information extraction. We develop an information extraction system with real-time object recognition in the user's visual attention area by using the prototype of an eye tracker and a head-mounted camera. We apply this system to (1) fast object recognition by using a SURF descriptor that is limited to the gaze area and (2) descriptor matching of a past-images database. Face recognition by using haar-like object features and text logging by using OCR technology is also implemented. The combination of a low-resolution camera and a high-resolution, wide-angle camera is studied for high daily usability. The possibility of gaze-guided computer vision is discussed in this paper, as is the topic of communication by the photo transistor in the eye tracker and the development of a sensor system that has a high transparency.
Keywords: eye tracking, gaze information, information extracting for lifelog, lifelog computing