Vishveshwaraiah Technological University: A Seminar Report On Blue Eyes Technology
Vishveshwaraiah Technological University: A Seminar Report On Blue Eyes Technology
A seminar report on
BLUE EYES TECHNOLOGY
Submitted by
Reshma J. Shetty (2SD06CS075)
8th semester
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CERTIFICATE
Certified that the seminar work entitled BLUE EYES TECHNOLOGY is a bonafide work
presented by RESHMA J. SHETTY bearing USN 2SD06CS075 in a partial fulfillment for the
award of degree of Bachelor of Engineering in COMPUTER SCIENCE AND
ENGINEERING branch of the Vishveshwaraiah Technological University, Belgaum during
the year 2009-10. The seminar report has been approved as it satisfies the academic
requirements with respect to seminar work presented for the Bachelor of Engineering Degree.
Staff in charge
H.O.D CSE
USN: 2SD06CS075
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INDEX
1. ABSTRACT
2. INTRODUCTION
5. EMOTION MOUSE
5.1. EMOTION AND COMPUTING
5.2. THEORY
5
5
6
7
9
12
12
13
13
14
14
15
15
16
10. CONCLUSION
16
11. REFERENCES
17
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BLUE EYES
"It's ironic that people feel like dummies in front of their computers, when in
fact the computer is the dummy"
Rosalind Picard,
Computer Science Professor,
MIT Media Lab, Cambridge.
1. ABSTRACT
Human beings interact with each other to share their thoughts and knowledge. But is it
possible to interact with a computer which can interact with us as we interact with each other?
Say, a fine morning you walk on to your computer room and switch on your computer, and then
it tells you "Hey friend, good morning you seem to be in a bad mood today!!. And then it opens
your mail box and shows you some of the mails and tries to cheer you. This is possible by what
is known as BLUE EYES technology.
Thus Blue Eyes is the technology to make computers sense and understand human
behavior and feelings and react in the proper ways. (IBM has been conducting research on the
Blue Eyes technology at its Almaden Research Center (ARC) in San Jose, California since 1997.
The ARC is IBM's main laboratory for the basic research).The basic idea behind this technology
is to giving human power to the computer. We all have some perceptual abilities. That is we can
understand each others feelings. For example we can understand a person`s emotional state by
analyzing his facial expression. Adding these perceptual abilities of human to computers, would
enable computers to interact and work together with human beings as intimate partners. The
"BLUE EYES" technology aims at creating computational machines that have perceptual and
sensory ability like those of human beings.
2. INTRODUCTION
Imagine yourself in a world where humans interact with computers. You are sitting in
front of your personal computer that can listen, talk, or even scream aloud. It has the ability to
gather information about you and interact with you through special techniques like facial
recognition, speech recognition, etc. It can even understand your emotions at the touch of the
mouse. It verifies your identity, feels your presence, and starts interacting with you .You ask the
computer to dial to your home urgently. It realizes the urgency of the situation through the
mouse, dials your mother at home, and establishes a connection.
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Tracker (SUITOR) are used to know, understand and interpret the speech and interest of the user
at that instance of time.
The four things considered for implementation of Affective Computing are:
EMOTION MOUSE.
MANUAL AND GAZE INPUT CASCADED (MAGIC) POINTING.
ARTIFICIAL INTELLIGENT SPEECH RECOGNITION.
THE SIMPLE USER INTEREST TRACKER (SUITOR).
5. EMOTION MOUSE
One goal of human computer interaction (HCI) is to make an adaptive, smart computer
system. This could possibly include gesture recognition, facial recognition, eye tracking, speech
recognition, etc. Another non-invasive way to obtain information about a person is through
touch. People obtain, store and manipulate data using their computer. In order to start creating
smart computers, the computer must start gaining information about the user. The method for
gaining user information through touch is via a computer input device, the mouse. From the
physiological data obtained from the user, an emotional state may be determined which would
then be related to the task the user is currently doing on the computer. Over a period of time, a
user model will be built in order to gain a sense of the user's personality. The scope here is to
have the computer adapt to the user in order to create a better working environment where the
user is more productive. The first steps towards realizing this goal are described here.
5.1.
Rosalind Picard (1997) describes why emotions are important to the computing
community [6]. There are two aspects of affective computing:
Giving the computer the ability to detect emotions.
Giving the computer the ability to express emotions.
Not only are emotions crucial for rational decision making as he describes, but emotion detection
is an important step to an adaptive computer system. An adaptive, smart computer system has
been driving our efforts to detect a person's emotional state. An important element of
incorporating emotion into computing is for productivity for a computer user. A study (Dryer &
Horowitz, 1997) has shown that people with personalities that are similar or complement each
other collaborate well [3]. Dryer has also shown that people view their computer as having a
personality. For these reasons, it is important to develop computers which can work well with its
user.
By matching a person's emotional state and the context of the expressed emotion, over a
period of time the person's personality is being exhibited. Therefore, by giving the computer a
longitudinal understanding of the emotional state of its user, the computer could adapt a working
style which fits with its user's personality. The result of this collaboration could increase
productivity for the user. One way of gaining information from a user non-intrusively is by
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video. Cameras have been used to detect a person's emotional state (Johnson, 1999). We have
explored gaining information through touch. One obvious place to put sensors is on the mouse.
Through observing normal computer usage (creating and editing documents and surfing the
web), people spend approximately 1/3 of their total computer time touching their input device.
Because of the incredible amount of time spent touching an input device, we will explore the
possibility of detecting emotion through touch.
5.2.
THEORY
Based on Paul Ekman's facial expression work [1], we see a correlation between a
person's emotional state and a person's physiological measurements. Selected works from Ekman
and others on measuring facial behaviors describe Ekman's Facial Action Coding System
(Ekman and Rosenberg, 1997). Since human emotional changes are mostly reflected in heart
pulse rate, breathing rate , facial expressions, eye movements, voice etc., one of his experiments
involved participants attached to devices to record certain measurements including pulse,
galvanic skin response (GSR), temperature, somatic movement and blood pressure. He then
recorded the measurements as the participants were instructed to mimic facial expressions which
corresponded to the six basic emotions. He defined the six basic emotions as anger, fear, sadness,
disgust, joy and surprise. From this work [4], Dryer (1993) determined how physiological
measures could be used to distinguish various emotional states.
Six participants were trained to exhibit the facial expressions of the six basic emotions.
While each participant exhibited these expressions, the physiological changes associated with
affect were assessed. The measures taken were GSR, heart rate, skin temperature and general
somatic activity (GSA). These data were then subject to two analyses.
For the first analysis, a multidimensional scaling (MDS) procedure was used to determine
the dimensionality of the data. This analysis suggested that the physiological similarities and
dissimilarities of the six emotional states fit within a four dimensional model.
For the second analysis, a discriminant function analysis was used to determine the
mathematic functions that would distinguish the six emotional states. This analysis suggested
that all four physiological variables made significant, non-redundant contributions to the
functions that distinguish the six states. Moreover, these analyses indicate that these four
physiological measures are sufficient to determine reliably a person's specific emotional state.
Because of our need to incorporate these measurements into a small, non-intrusive form, we will
explore taking these measurements from the hand. The amount of conductivity of the skin is best
taken from the fingers. However, the other measures may not be as obvious or robust. We
hypothesize that changes in the temperature of the finger are reliable for prediction of emotion.
We also hypothesize the GSA can be measured by change in movement in the computer mouse.
Our efforts to develop a robust pulse meter are not discussed here.
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objects. Other than for disabled users, who have no alternative, using eye gaze for practical
pointing does not appear to be very promising.
There are interaction techniques that utilize eye movement to assist the control task but
do not force the user to be overly conscious of his eye movement The desire was design a
technique in which pointing and selection remained primarily a manual control task but were
also aided by gaze tracking. Our key idea is to use gaze to dynamically redefine (warp) the
"home" position of the pointing cursor to be at the vicinity of the target, which was presumably
what the user was looking at, thereby effectively reducing the cursor movement amplitude
needed for target selection.
Once the cursor position had been redefined, the user would need to only make a small
movement to, and click on, the target with a regular manual input device. In other words, we
wanted to achieve Manual And Gaze Input Cascaded (MAGIC) pointing, or Manual Acquisition
with Gaze Initiated Cursor. There are many different ways of designing a MAGIC pointing
technique. Critical to its effectiveness is the identification of the target the user intends to
acquire. We have designed two MAGIC pointing techniques, one liberal and the other
conservative in terms of target identification and cursor placement. The liberal approach is to
warp the cursor to every new object the user looks at.
The user can then take control of the cursor by hand near (or on) the target, or ignore it
and search for the next target. Operationally, a new object is defined by sufficient distance (e.g.,
120 pixels) from the current cursor position, unless the cursor is in a controlled motion by hand.
Since there is a 120-pixel threshold, the cursor will not be warped when the user does continuous
manipulation such as drawing. Note that this MAGIC pointing technique is different from
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traditional eye gaze control, where the user uses his eye to point at targets either without a cursor
or with a cursor that constantly follows the jittery eye gaze motion.
The liberal approach may appear "pro-active," since the cursor waits readily in the
vicinity of or on every potential target. The user may move the cursor once he decides to acquire
the target he is looking at. On the other hand, the user may also feel that the cursor is over-active
when he is merely looking at a target, although he may gradually adapt to ignore this behavior.
The more conservative MAGIC pointing technique we have explored does not warp a cursor to a
target until the manual input device has been actuated. Once the manual, input device has been
actuated, the cursor is warped to the gaze area reported by the eye tracker. This area should be on
or in the vicinity of the target. The user would then steer the cursor annually towards the target to
complete the target acquisition. To minimize directional uncertainty after the cursor appears in
the conservative technique, we introduced an "intelligent" bias. Instead of being placed at the
enter of the gaze area, the cursor position is offset to the intersection of the manual actuation
vector and the boundary f the gaze area. This means that once warped, the cursor is likely to
appear in motion towards the target, regardless of how the user actually actuated the manual
input device. We hoped that with the intelligent bias the user would not have to gaze position
reported by eye tracker Eye tracking boundary with 95% confidence True target will be within
the circle with 95% probability.
6.1.
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Cursor is placed in the vicinity of a target that the user fixates on. Actuate input device, observe
the cursor position and decide in which direction to steer the cursor. The cost to this method is the
increased manual movement amplitude. The conservative MAGIC pointing technique with "intelligent
offset" To initiate a pointing trial, there are two strategies available to the user. One is to follow "virtual
inertia:" move from tie cursor's current position towards the new target the user is looking at. This is
likely the strategy the user will employ, due to the way the user interacts with today's interface. The
alternative strategy, which may be more advantageous but takes time to learn, is to ignore the previous
cursor position and make a motion which is most convenient and least effortful to the user for a given
input device. Refer Figure-1.
The goal of the conservative MAGIC pointing method is the following. Once the user looks at a
target and moves the input device, the cursor will appear "out of the blue" in motion towards the target,
on the side of the target opposite to the initial actuation vector. In comparison to the liberal approach, this
conservative approach has both pros and cons. While with this technique the cursor would never be overactive and jump to a place the user does not intend to acquire, it may require more hand-eye coordination
effort (Refer figure-2).Both the liberal and the conservative MAGIC pointing techniques offer the
following potential advantages:
1.
Reduction
of
manual
stress
and
fatigue,
since
screen long-distance cursor movement is eliminated from manual control.
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the
cross
2.
Practical accuracy level. In comparison to traditional pure gaze pointing whose accuracy is
fundamentally limited by the nature of eye movement, the MAGIC pointing techniques let
the hand complete the pointing task, so they can be as accurate as any other manual input
techniques.
3. A more natural mental model for the user. The user does not have to be aware of the role of
the eye gaze. To the user, pointing continues to be a manual task, with a cursor conveniently
appearing where it needs to be.
4. Speed. Since the need for large magnitude pointing operations is less than with pure manual
cursor control, it is possible that MAGIC pointing will be faster than pure manual pointing.
5. Improved subjective speed and ease-of-use. Since the manual pointing amplitude is smaller,
the user may perceive the MAGIC pointing system to operate faster and more pleasantly than
pure manual control, even if it operates at the same speed or more slowly.
The fourth point wants further discussion. According to the well accepted Fitts' Law, manual
pointing time is logarithmically proportional to the A/W ratio, where A is the movement distance and W
is the target size. In other words, targets which are smaller or farther away take longer to acquire.
For MAGIC pointing, since the target size remains the same but the cursor movement distance is
shortened, the pointing time can hence be reduced. It is less clear if eye gaze control follows Fitts' Law. In
Ware and Mikaelian's study, selection time was shown to be logarithmically proportional to target
distance, thereby conforming to Fitts' Law. To the contrary, Silbert and Jacob found that trial completion
time with eye tracking input increases little with distance, therefore defying Fitts' Law. In addition to
problems with today's eye tracking systems, such as delay, error, and inconvenience, there may also be
many potential human factor disadvantages to the MAGIC pointing techniques we have proposed,
including the following:
With the more liberal MAGIC pointing technique, the cursor warping can be
overactive at times, since the cursor moves to the new gaze location whenever the eye
gaze moves more than a set distance (e.g., 120 pixels) away from the cursor. This
could be particularly distracting when the user is trying to read. It is possible to
introduce additional constraint according to the context. For example, when the user's
eye appears to follow a text reading pattern, MAGIC pointing can be automatically
suppressed.
2. With the more conservative MAGIC pointing technique, the uncertainty of the exact
location at which the cursor might appear may force the user, especially a novice, to
adopt a cumbersome strategy: take a touch (use the manual input device to activate
the cursor), wait (for the cursor to appear), and move (the cursor to the target
manually). Such a strategy may prolong the target acquisition time. The user may
have to learn a novel hand-eye coordination pattern to be efficient with this technique.
Gaze position reported by eye tracker Eye tracking boundary with 95% confidence
True target will be within the circle with 95% probability The cursor is warped to the
boundary of the gaze area, along the initial actuation vector Previous cursor position,
far from target Initial manual actuation vector
1.
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3.
6.2.
With pure manual pointing techniques, the user, knowing the current cursor location,
could conceivably perform his motor acts in parallel to visual search. Motor action
may start as soon as the user's gaze settles on a target. With MAGIC pointing
techniques, the motor action computation (decision) cannot start until the cursor
appears. This may negate the time saving gained from the MAGIC pointing
technique's reduction of movement amplitude. Clearly, experimental (implementation
and empirical) work is needed to validate, refine, or invent alternative MAGIC
pointing techniques.
IMPLEMENTATION
We took two engineering efforts to implement the MAGIC pointing techniques. One was
to design and implement an eye tracking system and the other was to implement MAGIC
pointing techniques at the operating systems level, so that the techniques can work with all
software applications beyond "demonstration" software.
6.3.
Since the goal of this work is to explore MAGIC pointing as a user interface technique,
we started out by purchasing a commercial eye tracker (ASL Model 5000) after a market survey.
In comparison to the system reported in early studies, this system is much more compact and
reliable. However, we felt that it was still not robust enough for a variety of people with different
eye characteristics, such as pupil brightness and correction glasses. We hence chose to develop
and use our own eye tracking system [10]. Available commercial systems, such as those made by
ISCAN Incorporated, LC Technologies, and Applied Science Laboratories (ASL), rely on a
single light source that is positioned either off the camera axis in the case of the ISCANETL-400
systems, or on-axis in the case of the LCT and the ASL E504 systems. Illumination from an offaxis
source
(or
ambient
illumination)
generates
a
dark
pupil
image.
When the light source is placed on-axis with the camera optical axis, the camera is able to detect
the light reflected from the interior of the eye, and the image of the pupil appears bright (See
Figure-3) .This effect is often seen as the red-eye in flash photographs when the flash is close to
the camera lens.
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Bright (left) and dark (right) pupil images result from on- and off-axis illumination. The
glints, or corneal reflections, from the on- and off-axis light sources can be easily identified as
the bright points in the iris. The Almaden system uses two near infrared (IR) time multiplexed
light sources, composed of two sets of IR LED's, which were synchronized with the camera
frame rate. One light source is placed very close to the camera's optical axis and is synchronized
with the even frames. Odd frames are synchronized with the second light source, positioned off
axis. The two light sources are calibrated to provide approximately equivalent whole-scene
illumination. Pupil detection is realized by means of subtracting the dark pupil image from the
bright pupil image. After thresholding the difference, the largest connected component is
identified as the pupil. This technique significantly increases the robustness and reliability of the
eye tracking system. After implementing our system with satisfactory results, we discovered that
similar pupil detection schemes had been independently developed by Tomonoetal and Eb'isawa
and Satoh.
6.4.
called person accepts the call, the connection is given quickly. This is artificial intelligence
where an automatic call-handling system is used without employing any telephone operator.
7.1.
TECHNOLOGY
Artificial Intelligence (AI) involves two basic ideas. First, it involves studying the
thought processes of human beings. Second, it deals with representing those processes via
machines (like computers, robots, etc). Al is behavior of a machine, which, if performed by a
human being, would be called intelligent. It makes machines smarter and more useful, and is less
expensive than natural intelligence. Natural language processing (NLP) refers to artificial
intelligence methods of communicating with a computer in a natural language like English. The
main objective of a NLP program is to understand input and initiate action. The input words are
scanned and matched against internally stored known words. Identification of a key word causes
some action to be taken. In this way, one can communicate with the computer in one's language.
No special commands or computer language are required. There is no need to enter programs in
a special language for creating software.
7.2.
SPEECH RECOGNITION
The user speaks to the computer through a microphone, which, in used; a simple system
may contain a minimum of three filters. The more the number of filters used, the higher the
probability of accurate recognition. Presently, switched capacitor digital filters are used because
these can be custom-built in integrated circuit form. These are smaller and cheaper than active
filters using operational amplifiers. The filter output is then fed to the ADC to translate the
analogue signal into digital word. The ADC samples the filter outputs many times a second.
Each sample represents different amplitudes of the signal .Evenly spaced vertical lines represent
the amplitude of the audio filter output at the instant of sampling. Each value is then converted to
a binary number proportional to the amplitude of the sample. A central processor unit (CPU)
controls the input circuits that are fed by the ADCS. A large RAM (random access memory)
stores all the digital values in a buffer area. This digital information, representing the spoken
word, is now accessed by the CPU to process it further. The normal speech has a frequency
range of 200 Hz to 7 kHz. Recognizing a telephone call is more difficult as it has bandwidth
limitation of 300 Hz to3.3 kHz.
As explained earlier, the spoken words are processed by the filters and ADCs. The binary
representation of each of these words becomes a template or standard, against which the future
words are compared. These templates are stored in the memory. Once the storing process is
completed, the system can go into its active mode and is capable of identifying spoken words. As
each word is spoken, it is converted into binary equivalent and stored in RAM. The computer
then starts searching and compares the binary input pattern with the templates, t is to be noted
that even if the same speaker talks the same text, there are always slight variations in amplitude
or loudness of the signal, pitch, frequency difference, time gap, etc. Due to this reason, there is
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never a perfect match between the template and binary input word. The pattern matching process
therefore uses statistical techniques and is designed to look for the best fit.
The values of binary input words are subtracted from the corresponding values in the
templates. If both the values are same, the difference is zero and there is perfect match. If not, the
subtraction produces some difference or error. The smaller the error, the better the match. When
the best match occurs, the word is identified and displayed on the screen or used in some other
manner. The search process takes a considerable amount of time, as the CPU has to make many
comparisons before recognition occurs. This necessitates use of very high-speed processors. A
large RAM is also required as even though a spoken word may last only a few hundred
milliseconds, but the same is translated into many thousands of digital words. It is important to
note that alignment of words and templates are to be matched correctly in time, before
computing the similarity score. This process, termed as dynamic time warping, recognizes that
different speakers pronounce the same words at different speeds as well as elongate different
parts of the same word. This is important for the speaker-independent recognizers.
7.3.
APPLICATIONS
One of the main benefits of speech recognition system is that it lets user do other works
simultaneously. The user can concentrate on observation and manual operations, and still control
the machinery by voice input commands. Another major application of speech processing is in
military operations. Voice control of weapons is an example. With reliable speech recognition
equipment, pilots can give commands and information to the computers by simply speaking into
their microphonesthey don't have to use their hands for this purpose. Another good example is
a radiologist scanning hundreds of X-rays, ultra sonograms, CT scans and simultaneously
dictating conclusions to a speech recognition system connected to word processors. The
radiologist can focus his attention on the images rather than writing the text. Voice recognition
could also be used on computers for making airline and hotel reservations. A user is required
simply to state his needs, to make reservation, cancel a reservation, or make enquiries about
schedule.
Myron Flickner, a manager in Almaden's USER group: Can we exploit nonverbal cues to create
more effective user interfaces.
One such cue is gazethe direction in which a person is looking. Flickner and his
colleagues have created some new techniques for tracking a person's eyes and have incorporated
this gaze-tracking technology into two prototypes. One, called SUITOR (Simple User Interest
Tracker), fills a scrolling ticker on a computer screen with information related to the user's
current task. SUITOR knows where you are looking, what applications you are running, and
what Web pages you may be browsing. "If I'm reading a Web page about IBM, for instance,"
says Paul Maglio, the Almaden cognitive scientist who invented SUITOR, "the system presents
the latest stock [censored] or business news stories that could affect IBM. If I read the headline
off the ticker, it pops up the story in a browser window. If I start to read the story, it adds related
stories to the ticker. That's the whole idea of an attentive system-one that attends to what you are
doing, typing, reading, so that it can attend to your information needs.
10. CONCLUSION
The nineties witnessed quantum leaps interface designing for improved man machine
interactions. The BLUE EYES technology ensures a convenient way of simplifying the life by
providing more delicate and user friendly facilities in computing devices. Now that we have
proven the method, the next step is to improve the hardware. Instead of using cumbersome
modules to gather information about the user, it will be better to use smaller and less intrusive
units. The day is not far when this technology will push its way into your house hold, making
you more lazy. It may even reach your hand held mobile device. Any way this is only a
technological forecast.
10. REFERENCES
[1] Ekman, P. and Rosenberg, E. (Eds.) What the Face Reveals: Basic and Applied
Studies of Spontaneous Expression Using the Facial Action Coding System (FACS| Oxford
University Press: New York.
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[2] Dryer, D.C. (1993). Multidimensional and Discriminant Function Analyses of Affective State
Data. Stanford University, unpublished manuscript.
[3] Dryer, D.C. (1999). Getting personal with computers:
Applied Artificial Intelligence.
[4] Dryer, D.C, and Horowitz, L.M. (1997). When do opposites attract
Complementarity versus similarity, Journal of Personality and Social Psychology.
Interpersonal
[5] Johnson, R.C. (1999). Computer Program Recognizes Facial Expressions. http://www.eetimes.com
April 5.
[6] Picard, R. (1997). Affective Computing. MIT Press: Cambridge.
[7] http://www.almaden.ibm.com/u/zhai/papers/magic/magic.pdf
[8] Introduction to Virtual Environment Technology, IEEE VR2003,March 23, 2003
http://vr.isdale.com
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