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BlueEyes is a human recognition venture initiated by IBM. It aims to enable devices to recognize and use natural input, such as facial expressions. BlueEyes uses sensing technology to identify a user's actions and to extract key information. This information is then analyzed to determine the user's physical, emotional, or informational state.
BlueEyes is a human recognition venture initiated by IBM. It aims to enable devices to recognize and use natural input, such as facial expressions. BlueEyes uses sensing technology to identify a user's actions and to extract key information. This information is then analyzed to determine the user's physical, emotional, or informational state.
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BlueEyes is a human recognition venture initiated by IBM. It aims to enable devices to recognize and use natural input, such as facial expressions. BlueEyes uses sensing technology to identify a user's actions and to extract key information. This information is then analyzed to determine the user's physical, emotional, or informational state.
Авторское право:
Attribution Non-Commercial (BY-NC)
Доступные форматы
Скачайте в формате TXT, PDF, TXT или читайте онлайн в Scribd
BlueEyes Technology and its Applications-Research post
BlueEyes and Its Applications
BlueEyes is the name of a human recognition venture initiated by IBM to allow pe ople to interact with computers in a more natural manner. The technology aims to enable devices to recognize and use natural input, such as facial expressions. The initial developments of this project include scroll mice and other input dev ices that sense the user's pulse, monitor his or her facial expressions, and the movement of his or her eyelids. I have prepared a 4-page handout on BlueEyes and Its Business Applications from several cited sources. BlueEyes and Its Applications Animal survival depends on highly developed sensory abilities. Likewise, human c ognition depends on highly developed abilities to perceive, integrate, and inter pret visual, auditory, and touch information. Without a doubt, computers would b e much more powerful if they had even a small fraction of the perceptual ability of animals or humans. Adding such perceptual abilities to computers would enabl e computers and humans to work together more as partners. Toward this end, the B lueEyes project aims at creating computational devices with the sort of perceptu al abilities that people take for granted. How can we make computers "see" and "feel"? BlueEyes uses sensing technology to identify a user's actions and to extract key information. This information is then analyzed to determine the user's physical , emotional, or informational state, which in turn can be used to help make the user more productive by performing expected actions or by providing expected inf ormation. For example, a BlueEyes-enabled television could become active when th e user makes eye contact, at which point the user could then tell the television to "turn on". Most of us hardly notice the surveillance cameras watching over the grocery stor e or the bank. But lately those lenses have been looking for far more than shopl ifters. Applications: 1.Engineers at IBM's ffice:smarttags" Research Center in San Jose, CA, report th at a number of large retailers have implemented surveillance systems that record and interpret customer movements, using software from Almaden's BlueEyes resear ch project. BlueEyes is developing ways for computers to anticipate users' wants by gathering video data on eye movement and facial expression. Your gaze might rest on a Web site heading, for example, and that would prompt your computer to find similar links and to call them up in a new window. But the first practical use for the research turns out to be snooping on shoppers. BlueEyes software makes sense of what the cameras see to answer key questions fo r retailers, including, How many shoppers ignored a promotion? How many stopped? How long did they stay? Did their faces register boredom or delight? How many r eached for the item and put it in their shopping carts? BlueEyes works by tracki ng pupil, eyebrow and mouth movement. When monitoring pupils, the system uses a camera and two infrared light sources placed inside the product display. One lig ht source is aligned with the camera's focus; the other is slightly off axis. Wh en the eye looks into the camera-aligned light, the pupil appears bright to the sensor, and the software registers the customer's attention.this is way it captu res the person's income and buying preferences. BlueEyes is actively been incorp orated in some of the leading retail outlets. 2. Another application would be in the automobile industry. By simply touching a computer input device such as a mouse, the computer system is designed to be ab le to determine a person's emotional state. for cars, it could be useful to help with critical decisions like: "I know you want to get into the fast lane, but I'm afraid I can't do that.Your too upset right now" and therefore assist in driving safely. 3. Current interfaces between computers and humans can present information vivid ly, but have no sense of whether that information is ever viewed or understood. In contrast, new real-time computer vision techniques for perceiving people allo ws us to create "Face-responsive Displays" and "Perceptive Environments", which can sense and respond to users that are viewing them. Using stereo-vision techni ques, we are able to detect, track, and identify users robustly and in real time . This information can make spoken language interface more robust, by selecting the acoustic information from a visually-localized source. Environments can beco me aware of how many people are present, what activity is occuring, and therefor e what display or messaging modalities are most appropriate to use in the curren t situation. The results of our research will allow the interface between comput ers and human users to become more natural and intuitive. 4. We could see its use in video games where, it could give individual challenge s to customers playing video games.Typically targeting commercial business. The integration of children's toys, technologies and computers is enabling new p lay experiences that were not commercially feasible until recently. The Intel Pl ay QX3 Computer Microscope, the Me2Cam with Fun Fair, and the Computer Sound Mor pher are commercially available smart toy products developed by the Intel Smart Toy Lab in . One theme that is common across these PC-connected toys is that use rs interact with them using a combination of visual, audible and tactile input & output modalities. The presentation will provide an overview of the interaction design of these products and pose some unique challenges faced by designers and engineers of such experiences targeted at novice computer users, namely young c hildren. 5. The familiar and useful come from things we recognize. Many of our favorite t hings' appearance communicate their use; they show the change in their value tho ugh patina. As technologists we are now poised to imagine a world where computin g objects communicate with us in-situ; where we are. We use our looks, feelings, and actions to give the computer the experience it needs to work with us. Keybo ards and mice will not continue to dominate computer user interfaces. Keyboard i nput will be replaced in large measure by systems that know what we want and req uire less explicit communication. Sensors are gaining fidelity and ubiquity to r ecord presence and actions; sensors will notice when we enter a space, sit down, lie down, pump iron, etc. Pervasive infrastructure is recording it. This talk w ill cover projects from the Context Aware Computing Group at MIT Media Lab. A researcher at Stanford has created an alternative to the mouse that allows a p erson using a computer to click links, highlight text, and scroll simply by look ing at the screen and tapping a key on the keyboard. By using standard eye-track ing hardware--a specialized computer screen with a high-definition camera and in frared lights--Manu Kumar, a doctoral student who works with computer-science pr ofessor Terry Winograd, has developed a novel user interface that is easy to ope rate. "Eye-tracking technology was developed for disabled users," Kumar explains , "but the work that we're doing here is trying to get it to a point where it be comes more useful for able-bodied users." He says that nondisabled users tend to have a higher standard for easy-to-use interfaces, and previously, eye-tracking technology that disabled people use hasn't appealed to them. At the heart of Kumar's technology is software called EyePoint that works with s tandard eye-tracking hardware. The software uses an approach that requires that a person look at a Web link, for instance, and hold a "hot key" on the keyboard (usually found on the number pad on the right) as she is looking. The area of th e screen that's being looked at becomes magnified. Then, the person pinpoints he r focus within the magnified region and releases the hot key, effectively clicki ng through to the link. Kumar's approach could take eye-tracking user interfaces in the right direction. Instead of designing a common type of gaze-based interface that is controlled c ompletely by the eyes--for instance, a system in which a user gazes at a given l ink, then blinks in order to click through--he has involved the hand, which make s the interaction more natural. "He's got the right idea to let the eye augment the hand," says Robert Jacob, professor of computer science at Tufts University, in Medford, MA. Rudimentary eye-tracking technology dates back to the early 1900s. Using photogr aphic film, researchers captured reflected light from subjects' eyes and used th e information to study how people read and look at pictures. But today's technol ogy involves a high-resolution camera and a series of infrared light-emitting di odes. This hardware is embedded into the bezel of expensive monitors; the one Ku mar uses cost $25,000. The camera picks up the movement of the pupil and the ref lection of the infrared light off the cornea, which is used as a reference point because it doesn't move. Even the best eye tracker isn't perfect, however. "The eye is not really very st able," says Kumar. Even when a person is fixated on a point, the pupil jitters. So he wrote an algorithm that allows the computer to smooth out the eye jitters in real time. The rest of the research, says Kumar, involves studying how people look at a screen and figuring out a way to build an interface that "does not ov erload the visual channel." In other words, he wanted to make its use feel natur al to the user. One of the important features of the interface, says Kumar, is that it works wit hout a person needing to control a cursor. Unlike the mouse-based system in ubiq uitous use today, EyePoint provides no feedback on where a person is looking. Pr evious studies have shown that it is distracting to a person when she is aware o f her gaze because she consciously tries to control its location. In the usabili ty studies that Kumar conducted, he found that people's performance dropped when he implemented a blue dot that followed their eyes. 3. system designing will be adapted to your needs and what you want in a computer. 4. System overview mentions the configuration of your system in both hardware an d also software