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HCI In Smart Environments

A special issue of Sensors (ISSN 1424-8220). This special issue belongs to the section "Physical Sensors".

Deadline for manuscript submissions: closed (28 February 2015) | Viewed by 229112

Special Issue Editors


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Guest Editor
Department of Control and Computer Engineering, Politecnico di Torino, Corso Duca degli Abruzzi 24, I-10129 Torino, Italy
Interests: multimodal applications; human-machine interaction; image processing; target tracking; 3D rendering; virtual reality; augmented and mixed reality; remote visualization

E-Mail Website
Guest Editor
Department of Control and Computer Engineering, Politecnico di Torino Corso Duca degli Abruzzi 24, I-10129 Torino, Italy
Interests: visual odometry; remote visualization; semantics; natural language processing

Special Issue Information

Dear Colleagues,

Sensors continue to rapidly evolve becoming increasingly smaller, cheaper, accurate, reliable, efficient, responsive and also including communication capability. These key factors, as well as the availability of new technologies, are contributing to the growth of the market of consumer electronics sensors, thus reducing their costs. This scenario fosters the integration of sensors in the everyday objects of our lives, thus moving towards the creation of Smart Environments, which are aimed at making human interaction with systems a pleasant experience. In turn, it is possible to imagine new applications never envisioned a few years ago in a wide variety of areas (e.g. in Entertainment and Virtual Reality, Smart Home, Smart City, Medicine and Health care, Indoor Navigation, Automotive, Automation and Maintenance, etc.).

The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors (such as touch, motion, wearable, image, proximity and position sensors, etc.) in current and emerging applications for interacting with Smart Environments. Authors are encouraged to submit original research, reviews, and high rated manuscripts concerning (but not limited to) the following topics:

 

  • Human-Computer Interaction
  • Multimodal Systems and Interfaces
  • Natural User Interfaces
  • Mobile and Wearable Computing
  • Virtual and Augmented Reality
  • Assistive Technologies
  • Sensor data fusion in multi-sensor systems
  • Semantic technologies for multimodal integration of sensor data
  • Sensor knowledge representation
  • Annotation of sensor data
  • Innovative sensing devices
  • Innovative uses of existing sensors
  • Pervasive/Ubiquitous Computing

Dr. Gianluca Paravati
Dr. Valentina Gatteschi
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Sensors is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2600 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.


Keywords

  • smart environments
  • human computer interaction
  • multimodal systems
  • innovative sensing devices
  • natural user interfaces
  • sensor data fusion
  • semantic technologies for multimodal integration of sensor data

Published Papers (23 papers)

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Editorial

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663 KiB  
Editorial
Human-Computer Interaction in Smart Environments
by Gianluca Paravati and Valentina Gatteschi
Sensors 2015, 15(8), 19487-19494; https://doi.org/10.3390/s150819487 - 7 Aug 2015
Cited by 17 | Viewed by 10774
Abstract
Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting [...] Read more.
Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues. Full article
(This article belongs to the Special Issue HCI In Smart Environments)

Research

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14170 KiB  
Article
Augmented Robotics Dialog System for Enhancing Human–Robot Interaction
by Fernando Alonso-Martín, Aĺvaro Castro-González, Francisco Javier Fernandez de Gorostiza Luengo and Miguel Ángel Salichs
Sensors 2015, 15(7), 15799-15829; https://doi.org/10.3390/s150715799 - 3 Jul 2015
Cited by 18 | Viewed by 12634
Abstract
Augmented reality, augmented television and second screen are cutting edge technologies that provide end users extra and enhanced information related to certain events in real time. This enriched information helps users better understand such events, at the same time providing a more satisfactory [...] Read more.
Augmented reality, augmented television and second screen are cutting edge technologies that provide end users extra and enhanced information related to certain events in real time. This enriched information helps users better understand such events, at the same time providing a more satisfactory experience. In the present paper, we apply this main idea to human–robot interaction (HRI), to how users and robots interchange information. The ultimate goal of this paper is to improve the quality of HRI, developing a new dialog manager system that incorporates enriched information from the semantic web. This work presents the augmented robotic dialog system (ARDS), which uses natural language understanding mechanisms to provide two features: (i) a non-grammar multimodal input (verbal and/or written) text; and (ii) a contextualization of the information conveyed in the interaction. This contextualization is achieved by information enrichment techniques that link the extracted information from the dialog with extra information about the world available in semantic knowledge bases. This enriched or contextualized information (information enrichment, semantic enhancement or contextualized information are used interchangeably in the rest of this paper) offers many possibilities in terms of HRI. For instance, it can enhance the robot’s pro-activeness during a human–robot dialog (the enriched information can be used to propose new topics during the dialog, while ensuring a coherent interaction). Another possibility is to display additional multimedia content related to the enriched information on a visual device. This paper describes the ARDS and shows a proof of concept of its applications. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>The social robot Maggie with an external interactive tablet.</p>
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<p>Sketch of the main components of the robotic dialog system: perception skills that feed the multimodal fusion module, the dialog manager, the multimodal fission module and the expression skills that control the actuators (hardware elements).</p>
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<p>Sketch of the augmented robotic dialog system (ARDS). The system includes new components not in the RDS, information extraction and information enrichment, and a new component for managing a screen as a communicative mode. Below the text recognition component (OCR) and the speech recognition (ASR) component are represented. ASR can work in two different modes: a statistical language model (no grammatical restrictions) or a grammar-based mode.</p>
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<p>General overview of the information flow inside the augmented robotic dialog system.</p>
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<p>Optical character recognition in real time.</p>
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<p>Layar, Watchdogs and augmented television. (<b>a</b>) Screen-shot of the Layar app. Additional information is superposed onto the image on the smart-phone. (<b>b</b>) Screen-shot of the game Watchdogs. In the game, enriched information is presented in the form of cards with details about characters or objects. (<b>c</b>) Zeebox is an augmented television app that shows live information about the current content.</p>
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<p>Timing information on several use cases. OCR, optical character recognition.</p>
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<p>Human–robot dialog where the robot is showing information on a tablet about the main entities extracted from the conversation. (<b>a</b>) Maggie, a robotic platform for HRI research; (<b>b</b>) the remote tablet as an output modality.</p>
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<p>Information flow from user utterance to information enrichment.</p>
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4195 KiB  
Article
Gaze-Assisted User Intention Prediction for Initial Delay Reduction in Web Video Access
by Seungyup Lee, Juwan Yoo and Gunhee Han
Sensors 2015, 15(6), 14679-14700; https://doi.org/10.3390/s150614679 - 19 Jun 2015
Cited by 13 | Viewed by 6924
Abstract
Despite the remarkable improvement of hardware and network technology, the inevitable delay from a user’s command action to a system response is still one of the most crucial influence factors in user experiences (UXs). Especially for a web video service, an initial delay [...] Read more.
Despite the remarkable improvement of hardware and network technology, the inevitable delay from a user’s command action to a system response is still one of the most crucial influence factors in user experiences (UXs). Especially for a web video service, an initial delay from click action to video start has significant influences on the quality of experience (QoE). The initial delay of a system can be minimized by preparing execution based on predicted user’s intention prior to actual command action. The introduction of the sequential and concurrent flow of resources in human cognition and behavior can significantly improve the accuracy and preparation time for intention prediction. This paper introduces a threaded interaction model and applies it to user intention prediction for initial delay reduction in web video access. The proposed technique consists of a candidate selection module, a decision module and a preparation module that prefetches and preloads the web video data before a user’s click action. The candidate selection module selects candidates in the web page using proximity calculation around a cursor. Meanwhile, the decision module computes the possibility of actual click action based on the cursor-gaze relationship. The preparation activates the prefetching for the selected candidates when the click possibility exceeds a certain limit in the decision module. Experimental results show a 92% hit-ratio, 0.5-s initial delay on average and 1.5-s worst initial delay, which is much less than a user’s tolerable limit in web video access, demonstrating significant improvement of accuracy and advance time in intention prediction by introducing the proposed threaded interaction model. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Process flow of web access. (<b>a</b>) Typical web video access; (<b>b</b>) web video access using the proposed user intention prediction.</p>
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<p>(<b>a</b>) General framework of threaded interaction model (TIM); (<b>b</b>) proposed TIM.</p>
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<p>(<b>a</b>) A video website layout; (<b>b</b>) mouse event pattern of the video website used; (<b>c</b>) gaze event pattern of the video website used.</p>
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<p>(<b>a</b>) An example of the cursor and gaze behavior; (<b>b</b>) the proposed threaded interaction model for user intention prediction in web video access.</p>
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<p>The proposed gaze-assisted user intention prediction based on TIM.</p>
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<p>Typical target selections and decision boundary on the feature space.</p>
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<p>Test environment of the proposed gaze-assisted user intention prediction. (<b>a</b>) Framework of the implemented test system; (<b>b</b>) gaze trackers; (<b>c</b>) SmartEye Pro gaze tracking software.</p>
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<p>Relationship between hit-ratio and initial delay. (<b>a</b>) Normalized histogram of the hit-ratio; (<b>b</b>) influence of the hit-ratio.</p>
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<p>Influence of preparation time. (<b>a</b>) Normalized histogram of preparation time; (<b>b</b>) initial delay depending on preparation time (the vertical axis is drawn in binary logarithmic scale.</p>
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19429 KiB  
Article
Assessing Visual Attention Using Eye Tracking Sensors in Intelligent Cognitive Therapies Based on Serious Games
by Maite Frutos-Pascual and Begonya Garcia-Zapirain
Sensors 2015, 15(5), 11092-11117; https://doi.org/10.3390/s150511092 - 12 May 2015
Cited by 60 | Viewed by 9663
Abstract
This study examines the use of eye tracking sensors as a means to identify children’s behavior in attention-enhancement therapies. For this purpose, a set of data collected from 32 children with different attention skills is analyzed during their interaction with a set of [...] Read more.
This study examines the use of eye tracking sensors as a means to identify children’s behavior in attention-enhancement therapies. For this purpose, a set of data collected from 32 children with different attention skills is analyzed during their interaction with a set of puzzle games. The authors of this study hypothesize that participants with better performance may have quantifiably different eye-movement patterns from users with poorer results. The use of eye trackers outside the research community may help to extend their potential with available intelligent therapies, bringing state-of-the-art technologies to users. The use of gaze data constitutes a new information source in intelligent therapies that may help to build new approaches that are fully-customized to final users’ needs. This may be achieved by implementing machine learning algorithms for classification. The initial study of the dataset has proven a 0.88 (±0.11) classification accuracy with a random forest classifier, using cross-validation and hierarchical tree-based feature selection. Further approaches need to be examined in order to establish more detailed attention behaviors and patterns among children with and without attention problems. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Different levels of the task.</p>
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<p>Participant using the system while his gaze is being recorded.</p>
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<p>Raw data processing.</p>
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<p>Raw data processing [<a href="#b48-sensors-15-11092" class="html-bibr">48</a>].</p>
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<p>Outlier detection process.</p>
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<p>Time vs. correct answers: user performance.</p>
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<p>Participants with the best performance results.</p>
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<p>Participants with the worst performance results.</p>
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<p>Fixation data: best and weakest performers. (<b>a</b>) No. of fixations vs. fixation avg. duration, best performers; (<b>b</b>) No. of fixations vs. fixation avg. duration, weaker performers.</p>
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8723 KiB  
Article
An Informationally Structured Room for Robotic Assistance
by Tokuo Tsuji, Oscar Martinez Mozos, Hyunuk Chae, Yoonseok Pyo, Kazuya Kusaka, Tsutomu Hasegawa, Ken'ichi Morooka and Ryo Kurazume
Sensors 2015, 15(4), 9438-9465; https://doi.org/10.3390/s150409438 - 22 Apr 2015
Cited by 9 | Viewed by 7687
Abstract
The application of assistive technologies for elderly people is one of the most promising and interesting scenarios for intelligent technologies in the present and near future. Moreover, the improvement of the quality of life for the elderly is one of the first priorities [...] Read more.
The application of assistive technologies for elderly people is one of the most promising and interesting scenarios for intelligent technologies in the present and near future. Moreover, the improvement of the quality of life for the elderly is one of the first priorities in modern countries and societies. In this work, we present an informationally structured room that is aimed at supporting the daily life activities of elderly people. This room integrates different sensor modalities in a natural and non-invasive way inside the environment. The information gathered by the sensors is processed and sent to a centralized management system, which makes it available to a service robot assisting the people. One important restriction of our intelligent room is reducing as much as possible any interference with daily activities. Finally, this paper presents several experiments and situations using our intelligent environment in cooperation with our service robot. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
Show Figures


<p>The top image outlines a map of our intelligent room. Pictures of different parts of the room are shown in the bottom images.</p>
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<p>Information about objects provided by the intelligent cabinet. Image (<b>a</b>) shows the original position of the objects inside the intelligent cabinet; The image (<b>b</b>) shows the database viewer with their positions and the corresponding shape models.</p>
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<p>Structure of the intelligent cabinet.</p>
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<p>(<b>a</b>) shows the service trolley used in our room, while (<b>b</b>) depicts our wheelchair.</p>
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<p>(<b>a</b>) shows the laser range finder used in our floor system; (<b>b</b>) depicts the configuration of the sensing system when detecting an object.</p>
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<p>Inertial sensor attached to a slipper.</p>
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<p>Foot acceleration for the first person (<b>a</b>) and second person (<b>b</b>).</p>
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<p>The right image depicts a 2D representation of the environment obtained using the laser range finder (LRF) where the person is marked with a circle. The left image shows the corresponding real scene.</p>
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<p>The acceleration (z-axis) of foot motion is shown. The double arrows indicate the period that the blobs are measured by the floor sensing system.</p>
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3534 KiB  
Article
Exploring Direct 3D Interaction for Full Horizontal Parallax Light Field Displays Using Leap Motion Controller
by Vamsi Kiran Adhikarla, Jaka Sodnik, Peter Szolgay and Grega Jakus
Sensors 2015, 15(4), 8642-8663; https://doi.org/10.3390/s150408642 - 14 Apr 2015
Cited by 47 | Viewed by 10480
Abstract
This paper reports on the design and evaluation of direct 3D gesture interaction with a full horizontal parallax light field display. A light field display defines a visual scene using directional light beams emitted from multiple light sources as if they are emitted [...] Read more.
This paper reports on the design and evaluation of direct 3D gesture interaction with a full horizontal parallax light field display. A light field display defines a visual scene using directional light beams emitted from multiple light sources as if they are emitted from scene points. Each scene point is rendered individually resulting in more realistic and accurate 3D visualization compared to other 3D displaying technologies. We propose an interaction setup combining the visualization of objects within the Field Of View (FOV) of a light field display and their selection through freehand gesture tracked by the Leap Motion Controller. The accuracy and usefulness of the proposed interaction setup was also evaluated in a user study with test subjects. The results of the study revealed high user preference for free hand interaction with light field display as well as relatively low cognitive demand of this technique. Further, our results also revealed some limitations and adjustments of the proposed setup to be addressed in future work. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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Graphical abstract

Graphical abstract
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<p>Displaying in 3D using Stereoscopic 3D (S3D), multiview 3D and light field technologies.</p>
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<p>Light field and multiview autostereoscopic display comparison (<b>a</b>) Original 2D input patterns; (<b>b</b>) Screen shot of multiview autostereoscopic display; (<b>c</b>) Screen shot of projection-based light field display.</p>
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<p>Leap Motion Controller and the coordinate system used to describe positions in its sensory space.</p>
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<p>Main components of a light field display: geometrically aligned multiple optical modules, a holographic screen and side mirrors which help in increasing the field of view. (<b>a</b>) Horizontally holographic screen allows directive light transmission; (<b>b</b>) Vertically, the screen scatters light beams widely such that the projected image can be viewed from any height.</p>
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<p>Light field rendering from OpenGL command stream: the various commands from application software are modified in real-time using the display geometry description. Geometry and texture information is modified and processed to render multi-perspective light field.</p>
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<p>Display right hand coordinate system: screen lies along the plane <span class="html-italic">z</span> = 0, <span class="html-italic">x-</span>axis pointing to the right, <span class="html-italic">y</span> pointing to the vertical direction and <span class="html-italic">z-</span>axis out of the screen.</p>
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<p>Experimental setup: The controlling PC runs two applications: main OpenGL frontend rendering application for 2D LCD display and backend wrapper application that tracks the commands in current instance of OpenGL (front end application) and generates modified stream for light field rendering. The front end rendering application also receives and processes user interaction commands from Leap Motion Controller in real-time.</p>
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<p>Light field display and Leap Motion Controller calibration: Depth volume bounded by the screen plane and physically accessible constrained boundary plane is calibrated to a comparable sized volume of Leap Motion Controller. Yellow circles show the markers drawn on the screen plane and green circles show markers drawn on boundary plane 1 in the figure.</p>
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<p>Calibration errors on a uniformly sampled grid in Leap Motion Controller space after projecting to display space.</p>
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<p>Interaction with the light field display using Leap Motion Controller as finger tracking device.</p>
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<p>Mean task completion times for the interaction with the objects in 2D and 3D.</p>
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<p>Total workload score and workload scores on the individual subscales of the NASA TLX (Task Load Index) test.</p>
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2316 KiB  
Article
Brain Process for Perception of the “Out of the Body” Tactile Illusion for Virtual Object Interaction
by Hye Jin Lee, Jaedong Lee, Chi Jung Kim, Gerard J. Kim, Eun-Soo Kim and Mincheol Whang
Sensors 2015, 15(4), 7913-7932; https://doi.org/10.3390/s150407913 - 1 Apr 2015
Cited by 10 | Viewed by 11208
Abstract
“Out of the body” tactile illusion refers to the phenomenon in which one can perceive tactility as if emanating from a location external to the body without any stimulator present there. Taking advantage of such a tactile illusion is one way to provide [...] Read more.
“Out of the body” tactile illusion refers to the phenomenon in which one can perceive tactility as if emanating from a location external to the body without any stimulator present there. Taking advantage of such a tactile illusion is one way to provide and realize richer interaction feedback without employing and placing actuators directly at all stimulation target points. However, to further explore its potential, it is important to better understand the underlying physiological and neural mechanism. As such, we measured the brain wave patterns during such tactile illusion and mapped out the corresponding brain activation areas. Participants were given stimulations at different levels with the intention to create veridical (i.e., non-illusory) and phantom sensations at different locations along an external hand-held virtual ruler. The experimental data and analysis indicate that both veridical and illusory sensations involve, among others, the parietal lobe, one of the most important components in the tactile information pathway. In addition, we found that as for the illusory sensation, there is an additional processing resulting in the delay for the ERP (event-related potential) and involvement by the limbic lobe. These point to regarding illusion as a memory and recognition task as a possible explanation. The present study demonstrated some basic understanding; how humans process “virtual” objects and the way associated tactile illusion is generated will be valuable for HCI (Human-Computer Interaction). Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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Figure 1

Figure 1
<p>(<b>a</b>) Illustration of the two main illusory tactile sensations (funneling and saltation) [<a href="#B5-sensors-15-07913" class="html-bibr">5</a>,<a href="#B6-sensors-15-07913" class="html-bibr">6</a>] and recent extensions: (<b>b</b>) “out of the body” illusion (tactile experience from a hand-held physical medium) [<a href="#B10-sensors-15-07913" class="html-bibr">10</a>]; (<b>c</b>) “across the body” illusion (e.g., between hands of separate limbs) [<a href="#B11-sensors-15-07913" class="html-bibr">11</a>]; (<b>d</b>) 2D modulation for hand-held mobile interaction [<a href="#B12-sensors-15-07913" class="html-bibr">12</a>]; and (<b>e</b>) illusion for augmented object (tactile interaction using both tactile illusion (funneling/saltation) and virtual visual feedback [<a href="#B14-sensors-15-07913" class="html-bibr">14</a>]).</p>
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<p>Possible applications of the “out of the body” phantom tactile sensation: two-handed/fingered interaction and feeling tactile sensations as if coming from the middle of: (<b>a</b>) a mobile device; (<b>b</b>) holographic imagery; (<b>c</b>) indirectly from a virtual object in a monitor; and (<b>d</b>) an augmented marker (e.g., seen through a head-mounted display).</p>
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<p>The two conditions in the experiment: veridical stimulations on the fingertips at P1 and P5 (note that P1 and P5 are where the vibrators are actually located) and funneling stimulation to induce illusory sensation at P2–P4 with the virtual object seen to connect the body.</p>
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<p>The experimental set up for experiment. Vibratory stimulations were given to the two index fingers, and a user watched the monitor where an augmented virtual ruler was placed on the fingers. An EEG cap was used to measure and document the brain activity.</p>
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<p>The amplitude rendering (as originally proposed by Alles [<a href="#B7-sensors-15-07913" class="html-bibr">7</a>]) for funneling to create phantom (or real) sensations at five different positions (P1–P5). For example, to generate a phantom sensation at P4, Vibrator A’s amplitude is set at 1.25 V and Vibrator B 3.75 V.</p>
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<p>Significant differences shown in the ERP latency between the illusory sensation (at P2, P3 and P4, black box) and the veridical one (at P1 and P5, white box) in: (<b>a</b>) frontal lobe; and (<b>b</b>) parietal lobe (based on the Mann–Whitney U test) (** <span class="html-italic">p</span> &lt; 0.05).</p>
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<p>Significant differences shown in the ERP latency between the far-illusory (P3, black box) and veridical (P1 and P5, white box) sensation in all of the parietal lobe (based on the Kruskal-Wallis test) (** <span class="html-italic">p</span> &lt; 0.05).</p>
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<p>Brain activation areas in the delta band frequency: (<b>a</b>) veridical (at P1, P5); and (<b>b</b>) illusory (at P2–P4). The activation of a subject mapped in a sLORETA (standard low resolution brain electromagnetic tomography) generic brain template is presented.</p>
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<p>Results of the post-questionnaire.</p>
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3274 KiB  
Article
Adaptive Software Architecture Based on Confident HCI for the Deployment of Sensitive Services in Smart Homes
by Mario Vega-Barbas, Iván Pau, María Luisa Martín-Ruiz and Fernando Seoane
Sensors 2015, 15(4), 7294-7322; https://doi.org/10.3390/s150407294 - 25 Mar 2015
Cited by 17 | Viewed by 10369
Abstract
Smart spaces foster the development of natural and appropriate forms of human-computer interaction by taking advantage of home customization. The interaction potential of the Smart Home, which is a special type of smart space, is of particular interest in fields in which the [...] Read more.
Smart spaces foster the development of natural and appropriate forms of human-computer interaction by taking advantage of home customization. The interaction potential of the Smart Home, which is a special type of smart space, is of particular interest in fields in which the acceptance of new technologies is limited and restrictive. The integration of smart home design patterns with sensitive solutions can increase user acceptance. In this paper, we present the main challenges that have been identified in the literature for the successful deployment of sensitive services (e.g., telemedicine and assistive services) in smart spaces and a software architecture that models the functionalities of a Smart Home platform that are required to maintain and support such sensitive services. This architecture emphasizes user interaction as a key concept to facilitate the acceptance of sensitive services by end-users and utilizes activity theory to support its innovative design. The application of activity theory to the architecture eases the handling of novel concepts, such as understanding of the system by patients at home or the affordability of assistive services. Finally, we provide a proof-of-concept implementation of the architecture and compare the results with other architectures from the literature. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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Figure 1
<p>Graphical representation of the deployment of a telemedicine service in the digital home using the developed architecture.</p>
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<p>Development of Home Operation Units from real daily objects.</p>
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<p>Contract-Document exchange.</p>
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<p>Activity behavior in a telemedicine service deployed in the digital home.</p>
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<p>Example of an activity model applied to this study.</p>
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<p>Activity-Action-Process schema.</p>
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<p>Graphical representation of the architecture’s modules.</p>
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<p>Graphical representation of the Activity module.</p>
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<p>Abstraction layers: model of device-to-process transformation.</p>
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<p>Overall deployment architecture for the case study of assistive services to control the caffeine consumption of hypertensive patients.</p>
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<p>Component diagram.</p>
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<p>Sequence diagram of the case study.</p>
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<p>Sequence diagram of the case study updated with the “Show relevant information” action.</p>
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<p>Transformation of an activity in an understandable message.</p>
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<p>Mobile application to control the user’s caffeine consumption.</p>
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2148 KiB  
Article
Design of a Mobile Brain Computer Interface-Based Smart Multimedia Controller
by Kevin C. Tseng, Bor-Shing Lin, Alice May-Kuen Wong and Bor-Shyh Lin
Sensors 2015, 15(3), 5518-5530; https://doi.org/10.3390/s150305518 - 6 Mar 2015
Cited by 14 | Viewed by 8597
Abstract
Music is a way of expressing our feelings and emotions. Suitable music can positively affect people. However, current multimedia control methods, such as manual selection or automatic random mechanisms, which are now applied broadly in MP3 and CD players, cannot adaptively select suitable [...] Read more.
Music is a way of expressing our feelings and emotions. Suitable music can positively affect people. However, current multimedia control methods, such as manual selection or automatic random mechanisms, which are now applied broadly in MP3 and CD players, cannot adaptively select suitable music according to the user’s physiological state. In this study, a brain computer interface-based smart multimedia controller was proposed to select music in different situations according to the user’s physiological state. Here, a commercial mobile tablet was used as the multimedia platform, and a wireless multi-channel electroencephalograph (EEG) acquisition module was designed for real-time EEG monitoring. A smart multimedia control program built in the multimedia platform was developed to analyze the user’s EEG feature and select music according his/her state. The relationship between the user’s state and music sorted by listener’s preference was also examined in this study. The experimental results show that real-time music biofeedback according a user’s EEG feature may positively improve the user’s attention state. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Basic scheme of proposed brain computer interface-based mobile multimedia controller.</p>
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<p>(<b>a</b>) Block diagram and (<b>b</b>) photograph of wireless multi-channel EEG acquisition module.</p>
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<p>Operation procedure of smart multimedia control program.</p>
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<p>(<b>a</b>) Flowchart of EEG feature extraction algorithm, and (<b>b</b>) time-series diagram of multimedia control.</p>
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<p>Music preference level corresponding to different types of music. Here, ** denotes significance.</p>
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<p>Time-frequency analysis of EEG signal corresponding to different self-rating cognitive state level.</p>
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<p>Self-rating cognitive state level and EEG spectra in theta rhythm corresponding to different music types. Here, ** denotes significance.</p>
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<p>Four randomly selected results for real-time music biofeedback.</p>
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<p>Self-rating cognitive state level and EEG spectra in theta rhythm under music biofeedback. Here, ** denotes significance.</p>
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2544 KiB  
Article
Human Computer Interactions in Next-Generation of Aircraft Smart Navigation Management Systems: Task Analysis and Architecture under an Agent-Oriented Methodological Approach
by José M. Canino-Rodríguez, Jesús García-Herrero, Juan Besada-Portas, Antonio G. Ravelo-García, Carlos Travieso-González and Jesús B. Alonso-Hernández
Sensors 2015, 15(3), 5228-5250; https://doi.org/10.3390/s150305228 - 4 Mar 2015
Cited by 9 | Viewed by 9879
Abstract
The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS) that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers [...] Read more.
The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS) that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers perform and coordinate their activities according to new roles and technological supports. The design of new Human-Computer Interactions (HCI) for performing these activities is a key element of SATS. However efforts for developing such tools need to be inspired on a parallel characterization of hypothetical air traffic scenarios compatible with current ones. This paper is focused on airborne HCI into SATS where cockpit inputs came from aircraft navigation systems, surrounding traffic situation, controllers’ indications, etc. So the HCI is intended to enhance situation awareness and decision-making through pilot cockpit. This work approach considers SATS as a system distributed on a large-scale with uncertainty in a dynamic environment. Therefore, a multi-agent systems based approach is well suited for modeling such an environment. We demonstrate that current methodologies for designing multi-agent systems are a useful tool to characterize HCI. We specifically illustrate how the selected methodological approach provides enough guidelines to obtain a cockpit HCI design that complies with future SATS specifications. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Methodological Approach.</p>
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<p>System Specification from aircraft scenarios: goals and functionalities identified from “trajectory guidance” and “air-ground negotiation” sub-scenarios.</p>
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<p>Gate-to-Gate Flight Procedures List.</p>
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<p>Simplified System Overview.</p>
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<p>Air-Ground Negotiation Protocol Example.</p>
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<p>Notes used in agent and capability overview diagrams.</p>
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<p>Aircraft Agent Architecture.</p>
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<p>Next procedure planning capability overview.</p>
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<p>Trajectory Guidance Capability.</p>
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<p>Cockpit HCI architecture.</p>
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1271 KiB  
Article
Biosignal Analysis to Assess Mental Stress in Automatic Driving of Trucks: Palmar Perspiration and Masseter Electromyography
by Rencheng Zheng, Shigeyuki Yamabe, Kimihiko Nakano and Yoshihiro Suda
Sensors 2015, 15(3), 5136-5150; https://doi.org/10.3390/s150305136 - 2 Mar 2015
Cited by 53 | Viewed by 7810
Abstract
Nowadays insight into human-machine interaction is a critical topic with the large-scale development of intelligent vehicles. Biosignal analysis can provide a deeper understanding of driver behaviors that may indicate rationally practical use of the automatic technology. Therefore, this study concentrates on biosignal analysis [...] Read more.
Nowadays insight into human-machine interaction is a critical topic with the large-scale development of intelligent vehicles. Biosignal analysis can provide a deeper understanding of driver behaviors that may indicate rationally practical use of the automatic technology. Therefore, this study concentrates on biosignal analysis to quantitatively evaluate mental stress of drivers during automatic driving of trucks, with vehicles set at a closed gap distance apart to reduce air resistance to save energy consumption. By application of two wearable sensor systems, a continuous measurement was realized for palmar perspiration and masseter electromyography, and a biosignal processing method was proposed to assess mental stress levels. In a driving simulator experiment, ten participants completed automatic driving with 4, 8, and 12 m gap distances from the preceding vehicle, and manual driving with about 25 m gap distance as a reference. It was found that mental stress significantly increased when the gap distances decreased, and an abrupt increase in mental stress of drivers was also observed accompanying a sudden change of the gap distance during automatic driving, which corresponded to significantly higher ride discomfort according to subjective reports. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Photograph of the driving simulator.</p>
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<p>Schematic of the digital perspiration meter.</p>
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<p>Palm with attached capsule.</p>
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<p>Right side of a participant’s head, showing the reference electrode attached to the ear lobe, and paired electrodes pasted on the right masseter muscle.</p>
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<p>Preceding vehicles with the different gap distances. (<b>a</b>) 25 m gap distance; (<b>b</b>) 12 m gap distance; (<b>c</b>) 8 m gap distance; (<b>d</b>) 4 m gap distance.</p>
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<p>Variable gap distances in the automatic driving. (<b>a</b>) 12 m gap distance; (<b>b</b>) 8 m gap distance; (<b>c</b>) 4 m gap distance.</p>
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<p>Variable gap distances in the automatic driving. (<b>a</b>) 12 m gap distance; (<b>b</b>) 8 m gap distance; (<b>c</b>) 4 m gap distance.</p>
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<p>Examples of the measured biosignals in the automatic driving with a 4 m gap distance. (<b>a</b>) Raw signal of palmar perspiration rate; (<b>b</b>) Raw EMG signal of masseter.</p>
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<p>Stress intensity estimated from palmar perspiration. Depending on the interquartile range for the box plot, outliers are indicated by circles (1.5–3) or stars (&gt;3).</p>
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<p>Stress intensity estimated from masseter EMG signal. Depending on the interquartile range for the box plot, outliers are indicated by circles (1.5–3) or stars (&gt;3).</p>
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<p>Subjective evaluation of ride comfort for the different driving conditions. Depending on the interquartile range for the box plot, outliers are indicated by circles (1.5–3) or stars (&gt;3).</p>
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2871 KiB  
Article
Adding Pluggable and Personalized Natural Control Capabilities to Existing Applications
by Fabrizio Lamberti, Andrea Sanna, Gilles Carlevaris and Claudio Demartini
Sensors 2015, 15(2), 2832-2859; https://doi.org/10.3390/s150202832 - 28 Jan 2015
Cited by 5 | Viewed by 5827
Abstract
Advancements in input device and sensor technologies led to the evolution of the traditional human-machine interaction paradigm based on the mouse and keyboard. Touch-, gesture- and voice-based interfaces are integrated today in a variety of applications running on consumer devices (e.g., gaming consoles [...] Read more.
Advancements in input device and sensor technologies led to the evolution of the traditional human-machine interaction paradigm based on the mouse and keyboard. Touch-, gesture- and voice-based interfaces are integrated today in a variety of applications running on consumer devices (e.g., gaming consoles and smartphones). However, to allow existing applications running on desktop computers to utilize natural interaction, significant re-design and re-coding efforts may be required. In this paper, a framework designed to transparently add multi-modal interaction capabilities to applications to which users are accustomed is presented. Experimental observations confirmed the effectiveness of the proposed framework and led to a classification of those applications that could benefit more from the availability of natural interaction modalities. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Overall architecture of the designed framework. The application “wrapper” communicates with the GUI parser/wizard manager to produce a description of the application's interface. The natural user interface (NUI)-based interface controller manages incoming poses, gestures, tracking data and voice commands transmitted by the NUI streaming server and, by acting as a state machine, translates them into control commands that are put into the events queue. The application interface is finally updated by the operating system to let the user appreciate the effect of his or her natural interaction.</p>
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<p>Steps of the process designed to identify and extract the elements constituting the application's GUI: (<b>a</b>) the portion of the interface before user interaction; (<b>b</b>) the appearance of the interface right after user interaction (mouse over the “select” button and the highlighting effect); (<b>c</b>) the difference image; and (<b>d</b>) the button identified.</p>
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<p>Graphical elements classified in the considered GUI (including menus, sub-menus, menu items, buttons, combo boxes, <span class="html-italic">etc.</span>).</p>
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<p>Portion of the XML User Interface Language (XUL)-based description for the considered GUI. For each element, the size and relative location in the desktop interface are reported.</p>
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<p>3D hand model used for generating the reference poses (three configurations are shown, obtained by working on a subset of the possible DOFs).</p>
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<p>Hand segmentation, computation of the palm center and generation of the re-coded depth map to be used for querying the pose database: (<b>a</b>) image observed by the sensor; (<b>b</b>) segmented depth map; and (<b>c</b>) 40 × 40 pixel re-coded map.</p>
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<p>Hand pose estimation. The re-coded map containing the user's hand is compared against the pose database with an evaluation function working on depth distances. The configuration that is most similar is assumed as the estimate of the user's hand pose, and related parameters are extracted.</p>
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<p>The six users' poses (RGB data) considered in the experimental tests.</p>
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<p>Screenshot of Cortona3D Viewer during experimental tests.</p>
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826 KiB  
Article
Eye/Head Tracking Technology to Improve HCI with iPad Applications
by Asier Lopez-Basterretxea, Amaia Mendez-Zorrilla and Begoña Garcia-Zapirain
Sensors 2015, 15(2), 2244-2264; https://doi.org/10.3390/s150202244 - 22 Jan 2015
Cited by 30 | Viewed by 11704
Abstract
In order to improve human computer interaction (HCI) for people with special needs, this paper presents an alternative form of interaction, which uses the iPad’s front camera and eye/head tracking technology. With this functional nature/capability operating in the background, the user can control [...] Read more.
In order to improve human computer interaction (HCI) for people with special needs, this paper presents an alternative form of interaction, which uses the iPad’s front camera and eye/head tracking technology. With this functional nature/capability operating in the background, the user can control already developed or new applications for the iPad by moving their eyes and/or head. There are many techniques, which are currently used to detect facial features, such as eyes or even the face itself. Open source bookstores exist for such purpose, such as OpenCV, which enable very reliable and accurate detection algorithms to be applied, such as Haar Cascade using very high-level programming. All processing is undertaken in real time, and it is therefore important to pay close attention to the use of limited resources (processing capacity) of devices, such as the iPad. The system was validated in tests involving 22 users of different ages and characteristics (people with dark and light-colored eyes and with/without glasses). These tests are performed to assess user/device interaction and to ascertain whether it works properly. The system obtained an accuracy of between 60% and 100% in the three test exercises taken into consideration. The results showed that the Haar Cascade had a significant effect by detecting faces in 100% of cases, unlike eyes and the pupil where interference (light and shade) evidenced less effectiveness. In addition to ascertaining the effectiveness of the system via these exercises, the demo application has also helped to show that user constraints need not affect the enjoyment and use of a particular type of technology. In short, the results obtained are encouraging and these systems may continue to be developed if extended and updated in the future. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Tipped position with iPad stand.</p>
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<p>Suitable user-iPad position.</p>
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<p>High-level block diagram.</p>
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<p>Low-level diagram of first stage.</p>
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<p>Haar Cascade integral images.</p>
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<p>Low-level diagram of second stage.</p>
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<p>Flow chart for headMovement algorithm filtering.</p>
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<p>Low-level diagram of third stage.</p>
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<p>Flow chart for blinkControl algorithm filtering.</p>
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1701 KiB  
Article
Single-Sample Face Recognition Based on Intra-Class Differences in a Variation Model
by Jun Cai, Jing Chen and Xing Liang
Sensors 2015, 15(1), 1071-1087; https://doi.org/10.3390/s150101071 - 8 Jan 2015
Cited by 25 | Viewed by 7635
Abstract
In this paper, a novel random facial variation modeling system for sparse representation face recognition is presented. Although recently Sparse Representation-Based Classification (SRC) has represented a breakthrough in the field of face recognition due to its good performance and robustness, there is the [...] Read more.
In this paper, a novel random facial variation modeling system for sparse representation face recognition is presented. Although recently Sparse Representation-Based Classification (SRC) has represented a breakthrough in the field of face recognition due to its good performance and robustness, there is the critical problem that SRC needs sufficiently large training samples to achieve good performance. To address these issues, we challenge the single-sample face recognition problem with intra-class differences of variation in a facial image model based on random projection and sparse representation. In this paper, we present a developed facial variation modeling systems composed only of various facial variations. We further propose a novel facial random noise dictionary learning method that is invariant to different faces. The experiment results on the AR, Yale B, Extended Yale B, MIT and FEI databases validate that our method leads to substantial improvements, particularly in single-sample face recognition problems. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>The illustrative examples of the facial variation model based on Yale B database. (<b>a</b>) The “prototypes” derived by averaging the images of the same subject; (<b>b</b>) The “sample-to-centroid” variation images of SSRC method; (<b>c</b>) The intra-class difference of the “sample-to-centroid” variation images of our method.</p>
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<p>The basic idea of our method. (<b>Top</b>) The intra-class variant basis derived from the reference person can be shared by other people; (<b>Bottom</b>) The nonzero coefficients of the sparse representation are expected to concentrate on the training samples with the same identity as the test sample and on the related intra-class similarity and difference of facial variant bases.</p>
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<p>The comparative results of low-rank minimization optimization under difference face datasets. (<b>a</b>) auto-correlation coefficient of facial variation bases; (<b>b</b>) cross-correlation coefficient between facial variation bases and prototype base; (<b>c</b>) the rank of facial variation bases.</p>
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<p>The relationship between the compressive sampling ratio and recognition rate of our method and SSRC for the AR Face Dataset.</p>
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<p>Some specific selected subjects from AR Face Dataset in our experiment.</p>
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<p>The cropped images of a subject in AR Face Database. (<b>a</b>) Neutral expression; (<b>b</b>) Expression changes; (<b>c</b>) Illumination changes; (<b>d</b>) Disguise with sunglasses; (<b>e</b>) Disguise with scarf.</p>
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<p>Comparative recognition rates for 3 to 6 reference subjects in the Extended Yale B dataset.</p>
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<p>All 14 images of an individual in FEI Face Database.</p>
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<p>The illustrative examples of the facial variation model based on FEI database. (<b>a</b>) The intra-class difference of the “sample-to-centroid” variation images of our method. SSRC method; (<b>b</b>) The intra-class difference of the “sample-to-centroid” variation images of our method.</p>
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2488 KiB  
Article
A Real-Time Pinch-to-Zoom Motion Detection by Means of a Surface EMG-Based Human-Computer Interface
by Jongin Kim, Dongrae Cho, Kwang Jin Lee and Boreom Lee
Sensors 2015, 15(1), 394-407; https://doi.org/10.3390/s150100394 - 29 Dec 2014
Cited by 27 | Viewed by 8207
Abstract
In this paper, we propose a system for inferring the pinch-to-zoom gesture using surface EMG (Electromyography) signals in real time. Pinch-to-zoom, which is a common gesture in smart devices such as an iPhone or an Android phone, is used to control the size [...] Read more.
In this paper, we propose a system for inferring the pinch-to-zoom gesture using surface EMG (Electromyography) signals in real time. Pinch-to-zoom, which is a common gesture in smart devices such as an iPhone or an Android phone, is used to control the size of images or web pages according to the distance between the thumb and index finger. To infer the finger motion, we recorded EMG signals obtained from the first dorsal interosseous muscle, which is highly related to the pinch-to-zoom gesture, and used a support vector machine for classification between four finger motion distances. The powers which are estimated by Welch’s method were used as feature vectors. In order to solve the multiclass classification problem, we applied a one-versus-one strategy, since a support vector machine is basically a binary classifier. As a result, our system yields 93.38% classification accuracy averaged over six subjects. The classification accuracy was estimated using 10-fold cross validation. Through our system, we expect to not only develop practical prosthetic devices but to also construct a novel user experience (UX) for smart devices. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Scheme for pinch-to-zoom gesture. sEMG signal which is highly related to the pinch-to-zoom gesture is obtained from first dorsal interosseous muscle. In this figure, d means the distance between thumb and index finger.</p>
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<p>System configuration for detecting pinch-to-zoom gesture in real-time. The total system consists of sensor interface device and computational unit parts. In sensor interface device, EMG was recorded from first dorsal interosseous muscle and transmitted to computational unit parts. In computational unit, feature was extracted from sEMG and classified.</p>
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<p>Graphic user interface (GUI) for our system. The GUI display (1) raw EMG; (2) preprocessed EMG; (3) power spectral density (PSD); and (4) the distance between thumb and index fingers.</p>
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<p>Experimental procedure. Visual cues (0 cm, 4 cm, 8 cm and 12 cm) were randomly presented during the tasks (1.5 s). Pre-recording (0.5 s) and inter-trial intervals (1 s) were also assigned.</p>
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<p>(<b>a</b>) sEMG time-series data. Amplitude of the EMG is more increased as the distance between thumb and index finger is shorter; (<b>b</b>) The power spectral density for S4. The powers in all frequency bands are statistically different (<span class="html-italic">p</span> &lt; 0.01) between the four experimental conditions (0 cm, 4 cm, 8 cm, 12 cm).</p>
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<p>Diagram of classification algorithm for 4-class classification based on “One-Vs-One” strategy. Classification procedure consists of training phase and testing phase. In training phase, our classification algorithm trains total six binary classifiers (0 cm <span class="html-italic">vs.</span> 4 cm, 0 cm <span class="html-italic">vs.</span> 8 cm, 0 cm <span class="html-italic">vs.</span> 12 cm, 4 cm <span class="html-italic">vs.</span> 8 cm, 4 cm <span class="html-italic">vs.</span> 12 cm and 8 cm <span class="html-italic">vs.</span> 12 cm). In testing phase, sEMG response to unknown class was used for the input of six binary classifiers. The algorithms find the majority class from the outputs of six classifiers. Namely, the 4-class classification algorithm decides the majority class by the distance between thumb and index finger.</p>
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<p>Snapshots of the application to control Powerpoint 2010 based on the pinch-to-zoom recognition system. (<b>a</b>) Scenario to run a slideshow. In this case, our system transforms the result of classifier, 0 cm into the command, “run slideshow” and the others (4 cm, 8 cm and 12 cm) into neutral commands; (<b>b</b>) Scenario to move slide. In this case, our system transforms the 12 cm result of the classifier into the command, “move to previous slide”, 0 cm into “move to next slide”, and both 4 cm and 8 cm into neutral.</p>
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4695 KiB  
Article
Face Recognition System for Set-Top Box-Based Intelligent TV
by Won Oh Lee, Yeong Gon Kim, Hyung Gil Hong and Kang Ryoung Park
Sensors 2014, 14(11), 21726-21749; https://doi.org/10.3390/s141121726 - 18 Nov 2014
Cited by 21 | Viewed by 8584
Abstract
Despite the prevalence of smart TVs, many consumers continue to use conventional TVs with supplementary set-top boxes (STBs) because of the high cost of smart TVs. However, because the processing power of a STB is quite low, the smart TV functionalities that can [...] Read more.
Despite the prevalence of smart TVs, many consumers continue to use conventional TVs with supplementary set-top boxes (STBs) because of the high cost of smart TVs. However, because the processing power of a STB is quite low, the smart TV functionalities that can be implemented in a STB are very limited. Because of this, negligible research has been conducted regarding face recognition for conventional TVs with supplementary STBs, even though many such studies have been conducted with smart TVs. In terms of camera sensors, previous face recognition systems have used high-resolution cameras, cameras with high magnification zoom lenses, or camera systems with panning and tilting devices that can be used for face recognition from various positions. However, these cameras and devices cannot be used in intelligent TV environments because of limitations related to size and cost, and only small, low cost web-cameras can be used. The resulting face recognition performance is degraded because of the limited resolution and quality levels of the images. Therefore, we propose a new face recognition system for intelligent TVs in order to overcome the limitations associated with low resource set-top box and low cost web-cameras. We implement the face recognition system using a software algorithm that does not require special devices or cameras. Our research has the following four novelties: first, the candidate regions in a viewer’s face are detected in an image captured by a camera connected to the STB via low processing background subtraction and face color filtering; second, the detected candidate regions of face are transmitted to a server that has high processing power in order to detect face regions accurately; third, in-plane rotations of the face regions are compensated based on similarities between the left and right half sub-regions of the face regions; fourth, various poses of the viewer’s face region are identified using five templates obtained during the initial user registration stage and multi-level local binary pattern matching. Experimental results indicate that the recall; precision; and genuine acceptance rate were about 95.7%; 96.2%; and 90.2%, respectively. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Proposed face recognition system for digital TV with supplementary STB.</p>
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<p>Flowchart of our proposed method: (<b>a</b>) Client part, (<b>b</b>) Server part.</p>
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<p>Examples illustrating segmentation of the user area: (<b>a</b>) Input image; (<b>b</b>) Background image; (<b>c</b>) Difference image obtained from (a) and (b); (<b>d</b>) Binary image of (c); (<b>e</b>) Image after morphological operation; (<b>f</b>) Image obtained by filling holes in (e).</p>
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<p>Color filtering examples: (<b>a</b>) Binary image after color filtering; (<b>b</b>) Resulting image after morphological operations.</p>
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<p>Example of the result from preprocessing by the client.</p>
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<p>Preprocessed image that contains multiple rotated faces.</p>
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<p>Multiple face boxes in the same face region.</p>
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<p>Examples of GLDH and Y scores.</p>
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<p>Chosen face boxes of <a href="#f7-sensors-14-21726" class="html-fig">Figure 7</a> using the GLDH method.</p>
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767 KiB  
Article
Adaptive Activity and Environment Recognition for Mobile Phones
by Jussi Parviainen, Jayaprasad Bojja, Jussi Collin, Jussi Leppänen and Antti Eronen
Sensors 2014, 14(11), 20753-20778; https://doi.org/10.3390/s141120753 - 3 Nov 2014
Cited by 22 | Viewed by 5790
Abstract
In this paper, an adaptive activity and environment recognition algorithm running on a mobile phone is presented. The algorithm makes inferences based on sensor and radio receiver data provided by the phone. A wide set of features that can be extracted from these [...] Read more.
In this paper, an adaptive activity and environment recognition algorithm running on a mobile phone is presented. The algorithm makes inferences based on sensor and radio receiver data provided by the phone. A wide set of features that can be extracted from these data sources were investigated, and a Bayesian maximum a posteriori classifier was used for classifying between several user activities and environments. The accuracy of the method was evaluated on a dataset collected in a real-life trial. In addition, comparison to other state-of-the-art classifiers, namely support vector machines and decision trees, was performed. To make the system adaptive for individual user characteristics, an adaptation algorithm for context model parameters was designed. Moreover, a confidence measure for the classification correctness was designed. The proposed adaptation algorithm and confidence measure were evaluated on a second dataset obtained from another real-life trial, where the users were requested to provide binary feedback on the classification correctness. The results show that the proposed adaptation algorithm is effective at improving the classification accuracy. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Data collection program.</p>
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<p>During the second trial, user were able to give input on whether the classification was correct or incorrect.</p>
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<p>Simulated distributions.</p>
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<p>Simulated likelihood distributions before and after perfect adaptation.</p>
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<p>Two main features after the feature compression.</p>
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<p>Class <span class="html-italic">street/road</span> features.</p>
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<p>Class <span class="html-italic">street/road</span> probability distribution functions.</p>
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<p>Predicted <span class="html-italic">yes</span>-probability for each sample in the sorted activities data. The small bar plots tell how many yes and no answers there are inside the two small rectangural areas.</p>
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<p>Predicted <span class="html-italic">yes</span>-probability for each sample in the sorted environment data. The small bar plots tell how many yes and no answers there are inside the two small rectangural areas.</p>
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5092 KiB  
Article
Laser Spot Tracking Based on Modified Circular Hough Transform and Motion Pattern Analysis
by Damir Krstinić, Ana Kuzmanić Skelin and Ivan Milatić
Sensors 2014, 14(11), 20112-20133; https://doi.org/10.3390/s141120112 - 27 Oct 2014
Cited by 14 | Viewed by 8280
Abstract
Laser pointers are one of the most widely used interactive and pointing devices in different human-computer interaction systems. Existing approaches to vision-based laser spot tracking are designed for controlled indoor environments with the main assumption that the laser spot is very bright, if [...] Read more.
Laser pointers are one of the most widely used interactive and pointing devices in different human-computer interaction systems. Existing approaches to vision-based laser spot tracking are designed for controlled indoor environments with the main assumption that the laser spot is very bright, if not the brightest, spot in images. In this work, we are interested in developing a method for an outdoor, open-space environment, which could be implemented on embedded devices with limited computational resources. Under these circumstances, none of the assumptions of existing methods for laser spot tracking can be applied, yet a novel and fast method with robust performance is required. Throughout the paper, we will propose and evaluate an efficient method based on modified circular Hough transform and Lucas–Kanade motion analysis. Encouraging results on a representative dataset demonstrate the potential of our method in an uncontrolled outdoor environment, while achieving maximal accuracy indoors. Our dataset and ground truth data are made publicly available for further development. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Laser spot tracking based on modified circular Hough transform (mCHT) and motion pattern analysis.</p>
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<p>Ideal laser spot; gradient directions are shown in red.</p>
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<p>Magnified examples of real laser spots. (<b>a</b>) Moving laser spot on an irregular surface; (<b>b</b>) laser spot at a long distance.</p>
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<p>Detected laser spot candidates: the location of the true laser spot and the location of the candidate with the highest weight are marked with arrows.</p>
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<p>Examples of different backgrounds. (<b>a</b>) street; (<b>b</b>) dirt; (<b>c</b>) fairway; (<b>d</b>) grass; (<b>e</b>) paver; (<b>f</b>) indoor.</p>
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<p>Percentage of correct detections of order <span class="html-italic">n</span> of the mCHT-based detector.</p>
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<p>Laser spot detection accuracy for the mCHT-based detector (yellow boxplots) and for the mCHT-based detector and motion pattern analysis (orange boxplots) for linebreak different distances.</p>
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<p>Laser spot detection accuracy for the mCHT-based detector (yellow boxplots) and for the mCHT-based detector and motion pattern analysis (orange boxplots) for different backgrounds.</p>
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<p>Motion vectors <span class="html-italic">c⃗<sub>i</sub></span> for detections on different distances. (<b>a</b>) Motion vectors, max distance 5 m; (<b>b</b>) motion vector, max distance 5 m; (<b>c</b>) motion vectors, max distance 10 m; (<b>d</b>) motion vectors, max distance 10 m; (<b>e</b>) motion vectors, max distance 40 m; (<b>f</b>) motion vectors, max distance 40 m.</p>
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3367 KiB  
Article
Estimation of Eye Closure Degree Using EEG Sensors and Its Application in Driver Drowsiness Detection
by Gang Li and Wan-Young Chung
Sensors 2014, 14(9), 17491-17515; https://doi.org/10.3390/s140917491 - 18 Sep 2014
Cited by 39 | Viewed by 11022
Abstract
Currently, driver drowsiness detectors using video based technology is being widely studied. Eyelid closure degree (ECD) is the main measure of the video-based methods, however, drawbacks such as brightness limitations and practical hurdles such as distraction of the drivers limits its success. This [...] Read more.
Currently, driver drowsiness detectors using video based technology is being widely studied. Eyelid closure degree (ECD) is the main measure of the video-based methods, however, drawbacks such as brightness limitations and practical hurdles such as distraction of the drivers limits its success. This study presents a way to compute the ECD using EEG sensors instead of video-based methods. The premise is that the ECD exhibits a linear relationship with changes of the occipital EEG. A total of 30 subjects are included in this study: ten of them participated in a simple proof-of-concept experiment to verify the linear relationship between ECD and EEG, and then twenty participated in a monotonous highway driving experiment in a driving simulator environment to test the robustness of the linear relationship in real-life applications. Taking the video-based method as a reference, the Alpha power percentage from the O2 channel is found to be the best input feature for linear regression estimation of the ECD. The best overall squared correlation coefficient (SCC, denoted by r2) and mean squared error (MSE) validated by linear support vector regression model and leave one subject out method is r2 = 0.930 and MSE = 0.013. The proposed linear EEG-ECD model can achieve 87.5% and 70.0% accuracy for male and female subjects, respectively, for a driver drowsiness application, percentage eyelid closure over the pupil over time (PERCLOS). This new ECD estimation method not only addresses the video-based method drawbacks, but also makes ECD estimation more computationally efficient and easier to implement in EEG sensors in a real time way. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Trial structure adopted in the experimental protocol.</p>
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<p>(<b>a</b>) EEG headset and occipital electrode positions, according to the 10–20 systems, of the Emotiv EPOC device used for EEG acquisition. (<b>b</b>) The contact quality of electrodes and scalp is good (green color). (<b>c</b>) Experimental configuration: quantitatively measure the ECD using a video-based method meanwhile testing the EEG.</p>
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<p>The typical signals for one trial ECD plots.</p>
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<p>The typical signals for one trial EEG signals.</p>
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<p>The typical changes of power percentage for one trial EEG signals as the increase of ECD.</p>
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<p>The simple linear regression model used to quantify the linear relationship between ECD and EEG.</p>
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<p>The EEG power spectrum features with the growth of ECD.</p>
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<p>Example of the experimental setup for monotonous driving.</p>
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<p>The typical EEG recordings and their time-frequency analysis that vary with the five ECD groups. (<b>a</b>) FO group (<b>b</b>) SC group (<b>c</b>) HC group (<b>d</b>) AC group (<b>e</b>) FC group.</p>
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<p>The typical EEG recordings and their time-frequency analysis that vary with the five ECD groups. (<b>a</b>) FO group (<b>b</b>) SC group (<b>c</b>) HC group (<b>d</b>) AC group (<b>e</b>) FC group.</p>
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2018 KiB  
Article
Assessment of Eye Fatigue Caused by 3D Displays Based on Multimodal Measurements
by Jae Won Bang, Hwan Heo, Jong-Suk Choi and Kang Ryoung Park
Sensors 2014, 14(9), 16467-16485; https://doi.org/10.3390/s140916467 - 4 Sep 2014
Cited by 49 | Viewed by 8583
Abstract
With the development of 3D displays, user’s eye fatigue has been an important issue when viewing these displays. There have been previous studies conducted on eye fatigue related to 3D display use, however, most of these have employed a limited number of modalities [...] Read more.
With the development of 3D displays, user’s eye fatigue has been an important issue when viewing these displays. There have been previous studies conducted on eye fatigue related to 3D display use, however, most of these have employed a limited number of modalities for measurements, such as electroencephalograms (EEGs), biomedical signals, and eye responses. In this paper, we propose a new assessment of eye fatigue related to 3D display use based on multimodal measurements. compared to previous works Our research is novel in the following four ways: first, to enhance the accuracy of assessment of eye fatigue, we measure EEG signals, eye blinking rate (BR), facial temperature (FT), and a subjective evaluation (SE) score before and after a user watches a 3D display; second, in order to accurately measure BR in a manner that is convenient for the user, we implement a remote gaze-tracking system using a high speed (mega-pixel) camera that measures eye blinks of both eyes; thirdly, changes in the FT are measured using a remote thermal camera, which can enhance the measurement of eye fatigue, and fourth, we perform various statistical analyses to evaluate the correlation between the EEG signal, eye BR, FT, and the SE score based on the T-test, correlation matrix, and effect size. Results show that the correlation of the SE with other data (FT, BR, and EEG) is the highest, while those of the FT, BR, and EEG with other data are second, third, and fourth highest, respectively. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Experimental procedures used in our research.</p>
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<p>Proposed system for the assessment of eye fatigue. (<b>a</b>) Proposed experimental device; (<b>b</b>) Example of experimental environment.</p>
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<p>International 10–20 electrode placement system.</p>
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<p>Example of sub-block-based template matching algorithm.</p>
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<p>Example of measurement of eye blinking. (<b>a</b>) Open eyes; (<b>b</b>) Closed eyes.</p>
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<p>Example of detection of face and nose. (<b>a</b>) The detected regions of face and nose in the web-camera image; (<b>b</b>) The defined regions of the face and nose in the thermal camera image.</p>
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<p>Example of the measurement region for variation of FT.</p>
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<p>Experimental procedure.</p>
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<p>Comparison of SE scores before and after watching the 3D display.</p>
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14175 KiB  
Article
Robust Arm and Hand Tracking by Unsupervised Context Learning
by Vincent Spruyt, Alessandro Ledda and Wilfried Philips
Sensors 2014, 14(7), 12023-12058; https://doi.org/10.3390/s140712023 - 7 Jul 2014
Cited by 8 | Viewed by 6785
Abstract
Hand tracking in video is an increasingly popular research field due to the rise of novel human-computer interaction methods. However, robust and real-time hand tracking in unconstrained environments remains a challenging task due to the high number of degrees of freedom and the [...] Read more.
Hand tracking in video is an increasingly popular research field due to the rise of novel human-computer interaction methods. However, robust and real-time hand tracking in unconstrained environments remains a challenging task due to the high number of degrees of freedom and the non-rigid character of the human hand. In this paper, we propose an unsupervised method to automatically learn the context in which a hand is embedded. This context includes the arm and any other object that coherently moves along with the hand. We introduce two novel methods to incorporate this context information into a probabilistic tracking framework, and introduce a simple yet effective solution to estimate the position of the arm. Finally, we show that our method greatly increases robustness against occlusion and cluttered background, without degrading tracking performance if no contextual information is available. The proposed real-time algorithm is shown to outperform the current state-of-the-art by evaluating it on three publicly available video datasets. Furthermore, a novel dataset is created and made publicly available for the research community. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Illustration of contextual learning. Objects colored in green exhibit a temporally correlated behaviour to the hands, and are learned automatically. Hand and arm bounding boxes are estimated by partitioned sampling particle filtering, and the hand segmentation mask is obtained by active contour modeling.</p>
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<p>Structured data, shown in red and blue, is defined by the known hand trajectories shown in cyan and green. Blue patches exhibit motion that is correlated to the motion of the labeled hands, whereas red patches are negative samples.</p>
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<p>Positive (context) and negative (background) patches are sampled automatically to train an online Random Forest classifier. Positive samples are shown in blue, whereas negative samples are shown in red. (<b>a</b>) Positive and negative patch candidates are selected automatically, based on the optical flow estimates. (<b>b</b>) Positive patches are pushed towards the center of the arm and slightly shifted copies are instantiated.</p>
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<p>The original image, the skin probability map and the CS-LBP image.</p>
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<p>Pixels that are classified as being part of the hand's context are shown in green. The brightness indicates the posterior probability (classifiers certainty) that the label assignment was correct.</p>
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<p>Context learning allows our hand tracker to automatically learn the appearance of any object that exhibits coherent motion with the hand itself. In this image, the person is holding a magazine.</p>
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<p>In this illustration, the location of the left hand is estimated in frame t + 1, based on its context in frame t. Cross-correlation based template matching is used to match a region of interest in the context classification distribution of frame t, with the context classification distribution of frame t + 1. The result is a prediction of the hand location, purely based on static, contextual information.</p>
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<p>Bootstrap filters use the state transition prior as a proposal distribution. This can cause particle depletion in which few particles are assigned a high weight whereas most particles only model the tails of the posterior.</p>
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<p>Top row: Hand tracking fails due to occlusion. Bottom row: Arm tracking helps to disambiguate in case of clutter or occlusion. <b>(a)</b> Hand tracking as proposed in [<a href="#b16-sensors-14-12023" class="html-bibr">16</a>]. <b>(b)</b> Arm and hand tracking using partitioned sampling.</p>
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Review

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1147 KiB  
Review
Augmenting the Senses: A Review on Sensor-Based Learning Support
by Jan Schneider, Dirk Börner, Peter Van Rosmalen and Marcus Specht
Sensors 2015, 15(2), 4097-4133; https://doi.org/10.3390/s150204097 - 11 Feb 2015
Cited by 78 | Viewed by 13129
Abstract
In recent years sensor components have been extending classical computer-based support systems in a variety of applications domains (sports, health, etc.). In this article we review the use of sensors for the application domain of learning. For that we analyzed 82 sensor-based [...] Read more.
In recent years sensor components have been extending classical computer-based support systems in a variety of applications domains (sports, health, etc.). In this article we review the use of sensors for the application domain of learning. For that we analyzed 82 sensor-based prototypes exploring their learning support. To study this learning support we classified the prototypes according to the Bloom’s taxonomy of learning domains and explored how they can be used to assist on the implementation of formative assessment, paying special attention to their use as feedback tools. The analysis leads to current research foci and gaps in the development of sensor-based learning support systems and concludes with a research agenda based on the findings. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Sensor-based learning support on the learning domains.</p>
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<p>Sensor-based support on formative assessment.</p>
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<p>Framework used for the analysis of sensor-based support on effective feedback.</p>
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328 KiB  
Review
A Survey of Online Activity Recognition Using Mobile Phones
by Muhammad Shoaib, Stephan Bosch, Ozlem Durmaz Incel, Hans Scholten and Paul J.M. Havinga
Sensors 2015, 15(1), 2059-2085; https://doi.org/10.3390/s150102059 - 19 Jan 2015
Cited by 407 | Viewed by 24947
Abstract
Physical activity recognition using embedded sensors has enabled many context-aware applications in different areas, such as healthcare. Initially, one or more dedicated wearable sensors were used for such applications. However, recently, many researchers started using mobile phones for this purpose, since these ubiquitous [...] Read more.
Physical activity recognition using embedded sensors has enabled many context-aware applications in different areas, such as healthcare. Initially, one or more dedicated wearable sensors were used for such applications. However, recently, many researchers started using mobile phones for this purpose, since these ubiquitous devices are equipped with various sensors, ranging from accelerometers to magnetic field sensors. In most of the current studies, sensor data collected for activity recognition are analyzed offline using machine learning tools. However, there is now a trend towards implementing activity recognition systems on these devices in an online manner, since modern mobile phones have become more powerful in terms of available resources, such as CPU, memory and battery. The research on offline activity recognition has been reviewed in several earlier studies in detail. However, work done on online activity recognition is still in its infancy and is yet to be reviewed. In this paper, we review the studies done so far that implement activity recognition systems on mobile phones and use only their on-board sensors. We discuss various aspects of these studies. Moreover, we discuss their limitations and present various recommendations for future research. Full article
(This article belongs to the Special Issue HCI In Smart Environments)
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<p>Activity recognition steps.</p>
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<p>Local approach for activity recognition on mobile phones.</p>
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