Computer Vision Report
Computer Vision Report
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Table of content
Abstract……........................................................................................................2
Computer Vision……………………………………………………………..….3
Introduction to Computer Vision..........................................................................4
History of Computer Vision……………………………………………………..6
Computer Vision Application…….......................................................................7
Other Applications: Touching Our Life……………………………………....…9
Related Fields…………………………………………………………….….…10
Computer Vision System Methods…………………………………….……….11
Human Computer Interaction…………………………………………………..12
HCI: Definition, Terminology………………………………………………….13
Overview on HCI………………………………………………………………14
Eye Tracking…………………………………………………………………...14
What is Eye Tracking?........................................................................................15
Introduction to Eye Tracking…………………………………………………...16
Eye Tracking Definition………………………………………………………..17
The History of Eye Tracking………………………………………………...…18
How Does Eye Tracking Work?..........................................................................21
Difficulties, Constraints and Unresolved Issues in Eye Tracking……………...21
Applications of Eye Tracking…………………...……………………………...22
Conclusion……………………...………………………………………………28
References……………………………………………………………………...29
1. Computer Vision
The purpose of this section is to describe computer vision and its application.
Computer vision covers the core technology of automated image analysis which
is used in many fields. Computer vision is a field that includes methods for
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acquiring, processing, analyzing, and understanding images and, in general,
high-dimensional data from the real world in order to produce numerical or
symbolic information. The development of this field has been to duplicate the
abilities of human vision by electronically perceiving and understanding an
image [3].
Computer vision is concerned with modeling and replicating human vision using
computer soft ware and hardware (Figure1). It combines knowledge in computer
science, electrical engineering, mathematics, physiology, biology, and cognitive
science. It needs knowledge from all these fields in order to understand and
simulate the operation of the human vision system [4].
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- Process images acquired with cameras in order to produce a
representation of objects in the world [2].
1.2.1 What is Computer Vision?
Trucco and Verri: computing properties of the 3D world from one or more
digital images [5].
Sockman and Shapiro: To make useful decisions about real physical objects
and scenes based on sensed images [5].
Ballard and Brown: The construction of explicit, meaningful description of
physical objects from images [5].
Forsyth and Ponce: Extracting descriptions of the world from pictures or
sequences of pictures” [5].
So, Computer vision (Automatic understanding of images and video [19].) is a
discipline that studies how to reconstruct, interpret and understand a 3D scene
from its 2D images in terms of the properties of the structures present in the
scene [4].
As a Scientific Discipline, computer vision is concerned with the theory behind
artificial systems that extract information from images [1].
As a Technological Discipline, computer vision seeks to apply its theories and
models to the construction of computer vision systems [1] [3] Examples of
Computer Vision Systems are used for:
Controlling processes (e.g., an industrial robot).
Navigation (e.g. by an autonomous vehicle or mobile robot).
Detecting events (e.g., for visual surveillance or people counting).
Organizing information (e.g., for indexing databases of images and image
sequences).
Modeling objects or environments (e.g., medical image analysis or
topographical modeling).
Interaction (e.g., as the input to a device for computer-human interaction).
Automatic Inspection ( e.g. in manufacturing applications).
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Sub-domains of computer vision include scene reconstruction, event detection,
video tracking, object recognition, learning, indexing, motion estimation,
and image restoration.
Fig.2 (A rough time line of some of the most active topics of research in computer vision) [19]
1970s. When computer vision first started out in the early 1970s, it was viewed
as the visual perception component of an ambitious agenda to mimic human
intelligence and to endow robots with intelligent behavior.
1980s. In the 1980s, a lot of attention was focused on more sophisticated
mathematical techniques for performing quantitative image and scene analysis.
1990s. While a lot of the previously mentioned topics continued to be explored,
few of them become significantly more active.
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2000s.This past decade has continued to see a deepening inter play between the
vision and graphics fields.
Computer Vision
HCI(Human
Industrial Image/video
Computer Robotics Security Medicine Transportation
automation databases
Interface)
1.2.2 Medicine
Medicine Applications:
1. Classification and detection (e.g. lesion or cells classification and tumor
detection.
2. 3D human orange construction (MRI or ultra sound).
3. Vision-guided robotics surgery.
4. 2D/3D segmentation.
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1.2.3 Security
Security Applications:
1. Biometrics (iris, finger print, face recognition).
2. Surveillance-detecting certain suspicious activities or behaviors (like
monitoring for intruders, analyzing high way traffic, and monitoring
pools for drowning victims).
1.2.4 Transportation
Transportation Applications:
Automotive safety: detecting unexpected obstacles such as pedestrians on the
street, under conditions where active vision techniques such as radar or lieder
do not work as well.
1. Autonomous vehicle.
2. Safety, e.g., driver vigilance monitoring.
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recognition (ANPR). OCR: Technology to convert scanned docs to
text].
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Match move: merging computer generated imagery (CGI) with live action
foot age by tracking feature points in the source video to estimate the 3D
camera motion and shape of the environment.
Motion capture (mocap): of actors for computer animation, using retro-
reflective markers viewed from multiple cameras or other vision based
techniques.
Fig4. (Relation between Computer Vision and Various Other Fields) [3]
A brief description about relation between these fields and Computer Vision:
Computer vision is sometimes seen as a part of the Artificial Intelligence field
or the computer science field in general. [Computer Vision is used to allow AI
to identify and analyze a picture or components in a picture taken by sensory
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instruments. After identifying edges, objects, or patterns the AI can then act
according to the stimulus given] [3].
Physics is another field that is closely related to computer vision. [Computer
vision is a tool used in physics to extend our understanding beyond things that
we cannot physically see] [3].
A third field which plays an important role is Neurobiology, specifically the
study of the biological vision system. [Computer vision is tied closely to the
research of human vision. Computer vision used to mimic and simulate the
behavior of biological optics] [3].
Another field related to computer vision is Signal Processing [3].
The fields most closely related to computer vision are Image Processing(),
Image Analysis(Image processing and image analysis tend to focus on 2D
images, how to transform one image to another, e.g., by pixel-wise operations
such as contrast enhancement, local operations such as edge extraction or noise
removal, or geometrical transformations such as rotating the image. This
characterization implies that image processing/analysis neither require
assumptions nor produce interpretations about the image content.) , and
Machine Vision [3].
1.6. Computer Vision System Methods [25].
The organization of a computer vision system is highly application dependent.
Some systems are stand-alone applications which solve a specific measurement
or detection problem, while others for control of mechanical actuators, planning,
information databases, man-machine interfaces, etc.
There are, however, typical functions which are found in many computer vision
systems:
Image acquisition: A digital image is produced by one or several image
sensors, which, besides various types of light-sensitive cameras, include
range sensors, tomography devices, radar, ultra-sonic cameras, etc.
Depending on the type of sensor, the resulting image data is an ordinary
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2D image, a 3D volume, or an image sequence. The pixel values typically
correspond to light intensity in one or several spectral bands (gray images
or color images), but can also be related to various physical measures,
such as depth, absorption or reflectance of sonic or electromagnetic
waves, or nuclear magnetic resonance.
Pre-processing: Before a computer vision method can be applied to
image data in order to extract some specific piece of information, it is
usually necessary to process the data in order to assure that it satisfies
certain assumptions implied by the method.
Feature extraction: Image features at various levels of complexity are
extracted from the image data, more complex features may be related to
texture, shape or motion.
Detection/segmentation: At some point in the processing a decision is
made about which image points or regions of the image are relevant for
further processing.
High-level processing: At this step the input is typically a small set of
data, for example a set of points or an image region which is assumed to
contain a specific object. The remaining processing deals with, for
example:
- Verification that the data satisfy model-based and application
specific assumptions.
- Estimation of application specific parameters, such as object poses
or objects size.
- Image recognition: classifying a detected object into different
categories.
- Image registration: comparing and combining two different views of
the same object.
Decision making: Making the final decision required for the application
(like: matched or unmatched recognition).
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2. Human Computer Interaction
The purpose of this section is to describe HCI which is one of computer vision real-
world applications.
The research in this area has been growing very fast in the last few decades.
In recent years there has been a growing interest in improving all aspects of the
interaction between humans and computers.
The growth in Human-Computer Interaction (HCI) field has not only been in
quality of interaction, it has also experienced different branching in its history
[20]
.
Human-computer intelligent interaction as opposed to simple human computer
interaction [20].
Research in Human-Computer Interaction (HCI) has been spectacularly
successful, and has fundamentally changed computing.
Human computer interaction (HCI) lies at the crossroads of many scientific
areas including artificial intelligence, computer vision, face recognition, motion
tracking, etc.
The new direction of research is to replace common regular methods of
interaction with intelligent, adaptive, multimodal, natural methods.
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3. Eye Tracking
Eye Tracking is a part of the HCI Practice track, and in this section we will describe eye
tracking technique and its real practices.
Researchers predict that eye tracking will become widely used in HCI research and
practice, because it provides objective data on the physiological and perceptual impact
of interaction that have so far remained untapped [16].
Eye tracking used for the evaluation and design of digital interfaces such as
websites, games, iTV, mobile phones and more [17].
Eye tracking is a technology that enables some feature(s) of the eye to be
tracked visually by a camera or imaging system, delivering real-time coordinates
of the user’s gaze [16].
It has been used over the past two decades in a number of military and academic
research institutes .But, with Technology’s Eye gaze system and development of
equipments increasing number of HCI researchers and practitioners can consider
employing eye- tracking [16].
The majority of studies on eye-tracking to date have been concerned with using
eye-tracking as an input device, rather than as a data collection tool [16].
Eye tracking is the process of measuring either the point of gaze ("where we are
looking") or the motion of an eye relative to the head [23].
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3.2. Introduction to Eye Tracking:
Eye tracking is one of the most salient features of the human face, eyes and their
movements play an important role in expressing a person’s desires, needs,
cognitive processes, emotional states, and interpersonal relations [10].
Eye-movement tracking is a method that is increasingly being employed to
study usability issues in HCI contexts [8].
An eye tracking systems are a systems that can track the movements of a user's
eyes, or it is Method for calculating what user is looking at.
Eye movement reflects the human thought processes.
Eye tracking (ET) is a technique for capturing eye movements as a person looks
at a computer interface [13].
Eye movement research is of great interest in the study of neuroscience and
psychiatry, as well as ergonomics, advertising and design. Since eye movements
can be controlled volitionally, to some degree, and tracked by modern
technology with great speed and precision, they can now be used as a powerful
input device, and have many practical applications in human-computer
interactions [13].
Eye tracking is a technique whereby an individual’s eye movements are
measured so that the researcher knows both where a person is looking at any
given time and the sequence in which their eyes are shifting from one location to
another. Tracking people’s eye movements can help HCI researchers understand
visual and display-based information processing and the factors that may impact
upon the usability of system interfaces [8].
Eye movements can also be captured and used as control signals to enable
people to interact with interfaces directly without the need for mouse or
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keyboard input, which can be a major advantage for certain populations of users
such as disabled individuals[8].
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Many different methods have been used to track eye movements since the use of
eye tracking technology was first pioneered in reading research over 100 years
ago (Rayner& Pollatsek, 1989)[8][9].
Today, eye-tracking is used heavily by marketing groups to craft effective
designs in advertising and by usability researchers to define the optimum user
experience. This technology is anything but new though. In fact, eye-tracking
goes all the way back to the 1800s [12].
In 1879, Louis Emile Javal noticed that people do not read smoothly across a
page, but rather pause on some words while moving quickly through others.
Edmund Huey later built a device that was used to track eye movement in
reading, Huey’s device was quite intrusive however, and required readers to
wear lenses that only had a small opening with a pointer attached to it. The
device allowed Huey to observe where a reader was looking while reading, and
he was able to study which words a reader would pause on.
Later developments in eye tracking technology arrived when Charles H. Judd
developed the eye movement camera, a non-intrusive eye-tracking device that
recorded motions of eyes on film allowing detailed study of eye motion. Along
with Judd, Guy Thomas Buswell studied and analyzed eye movements in
reading within different ages and levels of schooling. Buswell’s studies led to
many leaps in the field of education and literacy, and also secured him a seat in
the “Reading Hall of Fame.”
In the 1980′s, Eye Tracking moved into a new era in the 1980s with the spread
of personal computers[14], marketing groups really began using eye-tracking
to measure the effectiveness of ads in magazines. Eye-tracking was able to
determine what parts of a magazine page were seen, which elements of the page
were actually read, and how much time was spent on each part. Previously,
voice stress analysis and galvanic skin response tests were used to evaluate
the effectiveness of ads (both forms of lie detection, that haven’t exactly been
proven to work).
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Eye-tracking research continued and led to better understanding in how our eyes
and minds cooperate in digesting literature, problems, and images. However, it
wasn’t really until the late 80′s and early 90′s that eye-tracking began to
distinguish important differences in print and screen design.
In 1990, Gallup Applied Science’s eye-tracking system was used on NFL
analyst Joe Theismann, and on average fans in the viewing of professional
football games to determine what parts of the game the typical watcher missed.
These devices filmed the user’s eye, and a computer would track where his eye
followed the screen. After watching, a cursor marked on the film where the
viewers were looking.
In 1931, Earl, James, and Carl Taylor created the Ophthalmograph and
Metronoscope, devices used to record the movement of eyes while reading and
tools that trained people to read more effectively. Essentially, it was understood
that reading was not simply a smooth motion over words just as Louis Javal had
suggested. Instead, a reader scans several words, pauses a moment to
comprehend. Them, and then scans again (each scan is called a hop, and each
pause is a fixation). The Ophthalmograph was used to measure a reader's hops
and fixations. Efficient readers would have a steady rhythm of hops and stares.
For readers that hadn’t developed an efficient reading style, the Metronoscope
was used to establish this steady rhythm: a reader would be shown 1-3 words at
a time through this special machine, and as they finish reading a set of words, a
new set is shown. As a reader became used to this pattern, the machine would
speed up, helping the user read more quickly by eliminating regressions and
establishing a steady flow of words.
For many years, eye-tracking was used as a tool in education research and by
medical researchers and physicians more than anywhere else because it was so
expensive. It wasn’t until later in the century that it became more accessible to a
new niche: marketers.
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In the late 1990s, organizations including one of the world’s largest advertising
and marketing agency networks EURO RSCG began using eye-tracking
technology to measure and study reactions to information on the World Wide
Web. For a large number of web designers up until this point, it was assumed
that web design should be fashioned off of print and newspaper design.
In 2006, British behavioral consultancy research firm Bunny foot researched in-
game advertising using eye-tracking and physiological data. The study examined
how effective advertising was in video games in virtual worlds with digital
billboards. Until recently, this has hardly been considered, but with the high
demand of video games in today’s entertainment market, in-game advertising
may become more prominent in the future (total sales in 2009 come close to $20
billion, compared to $10 billion in revenue from the box office).
From 2001 till present day, Tobii Technology has been developing eye-
tracking technology that both allows disabled users to control devices using only
their eyes, as well as helps designers understand how users view websites. One
of their most recent product-launches includes the Tobii T60 XL Eye Tracker,
the first widescreen eye-tracker. Like many of their other products, the Tobii
T60 appears much like a usual computer monitor with built-in sensors that track
eye movement and user reactions to different stimuli.
Today, eye-tracking is widely used in the scientific community, marketing, and
in usability studies [12].
3.5. How Does Eye Tracking Work?
To assess the location of the eye, an LED (Light Emitting Diode) shines infrared
light onto the participant’s eyes (Figure5). As the participant looks at the
monitor, the camera records the location of the eye and determines what the user
is looking at and for how long [14].
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Fig.5(Eye Tracking in Operation)
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may cause the participant to feel awkward and the testing situation to
become completely unnatural.
Interpreting eye-tracking data isn’t always easy, and can be an issue.
Integrating eye-tracking data with data from traditional interviewing and
observing methods can be even more challenging.
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Computer Usability.
Translation Process Research.
Vehicle Simulators.
In-vehicle Research.
Training Simulators.
Virtual Reality.
Adult Research.
Infant Research.
Adolescent Research.
Geriatric Research.
Primate Research.
Sports Training.
FMRI / MEG / EEG.
Commercial eye tracking (web usability, advertising, marketing, automotive,
etc).
Finding good clues.
Communication systems for disabled.
Improved image and video communications.
Computer Science: Activity Recognition.
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Eye tracking reveals what consumers are thinking as they’re exposed to
the advertisement or test information. This helps marketers create more
effective, Fields of Research:
Print Ads and Mail-outs
TV Spots and Videos
Point-of-sale (POS) Analysis
Product and Package Design
Online Marketing
3.7.2.3 Education[26]:
Eye trackers can be very useful in classroom environments for
teaching subjects including psychology, perception, human behavior
and more.
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Eye tracking is now an almost standard offering from commercial
HCI analysts [17].
ET was first applied in usability studies in 1947 when researchers
used a motion picture camera to capture the eye movements of
military pilots during landing (Fitts, Jones, & Milton, 1950) [14].
Eye tracking has become a capable tool to answer research
questions relating to where the user’s visual attention is on the
screen [15].
Usability testing is the process of obtaining information from users
about a software product’s usability by observing them using the
product [Benel and Ottens 1991][15].
The goal is to gain insight into how users browse the presented
abstracts and how they select links for further exploration. Such
understanding is valuable for improved interface design, as well as
for more accurate interpretations of implicit feedback (e.g.Click
through) for machine learning. According to Jacob Nielsen [Nielsen
1993] usability is a quality attribute that assesses how easy user
interfaces are to use. ISO 9241 defines usability as the effectiveness,
efficiency and satisfaction with which specified users achieve
specified goals in particular environments [9241-11 1998][15].
Reasons for using eye tracking during usability tests [21]:
Support other types of data.
Help discriminate “dead time”.
Measure how long a user looked at an area of interest.
Capture a sequential scan path.
Evaluate a specific interface.
Extract general design principles.
Demonstrate scanning efficiency.
Understand expert performance for training.
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Help to sell usability testing.
Provide a quantitative comparison of UI designs.
Provide domain specific benefits (web pages, cockpits, text
design).
Help explain individual differences.
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Conclusion.
In this report we have attempted to give an overview of eye-tracking technology;
how the techniques work, what the history and background is, what present-day
implementations are like and the most famous application of it, what limitations
of the eye tracking technique. and as well as we spoke about eye tracking it have
delivered details about Human Computer Interaction as a big field contains eye
tracking and Computer Vision as the general field contains HCI and ET.
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References.
1. Walter G. Kropatsch "History of Computer Vision: A Personal
Perspective", 2008.
2. http://cvlab.epfl.ch/~fua/courses/vision/intro/vision.html
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5. http://www.coursehero.com/file/2041671/lec1/
6. Daniel C. Richardson "Eye-Tracking: Characteristics and Methods &
Eye-Tracking: Research Areas and Applications", .
7. Andrew T. Duchowski "A Breadth-First Survey of Eye Tracking
Applications", 2002.
8. Alex Poole and Linden J. Ball "Eye Tracking in Human-Computer
Interaction and Usability Research: Current Status and Future Prospects",
2005.
9. Robert J. K. Jacob and Keith S. Karn "Eye Tracking in Human–Computer
Interaction and Usability Research: Ready to Deliver the Promises", 2003.
10. Dan Witzner Hansen and Qiang Ji "In the Eye of the Beholder: A Survey
of Models for Eyes and Gaze", 2010.
11. Kara Pernice and Jakob Nielsen "Eye tracking Methodology: How to
Conduct and Evaluate Usability Studies Using Eye tracking ", 2009.
12. http://www.uxbooth.com/blog/a-brief-history-of-eye-tracking/
13. Daniel C. Richardson "Part 1: Eye-Tracking: Characteristics and Methods
& Part 2: Eye-Tracking: Research Areas and Applications", 2004.
14. Crystal Chin, Shirley Lee, and Judy Ramey "An Orientation to Eye
Tracking in Usability Studies", 2005.
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15. André P. Calitz, Marco C. Pretorius, Darelle Van Greunen "The
Evaluation of Information Visualisation Techniques Using Eye
Tracking",2005.
16. Daniel Bruneau, M. Angela Sasse, John McCarthy "The Eyes Never Lie:
The Use of Eye Tracking Data in HCI Research", 2002.
17. Natalie Webb and Tony Renshaw "Commercial uses of eyetracking",
2005.
18. Sven Laqua "Interaction Design Advanced Evaluation",2009.
19. Richard Szeliski, Computer Vision: Algorithms and Applications, 2010.
20. Fakhreddine Karray, Milad Alemzadeh, Jamil Abou Saleh and Mo Nours
Arab "Human-Computer Interaction: Overview on State of the Art", 2008.
21. Namahn "Using eye tracking for usability testing", 2001.
22. Alexander DeLuca, Martin Denzel and Heinrich Hussmann "Look into
my Eyes! Can you guess my Password?" 2009.
23. http://en.wikipedia.org/wiki/Eye_tracking
24. http://www.eyetracking.com/Services/Marketing-Research
25. http://en.wikipedia.org/wiki/Computer_vision#Computer_vision_system_
methods
26. http://mirametrix.com/applications/
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