As smartphones evolve researchers are studying new
techniques to ease the human-mobile interaction. We propose EyePhone, a novel
“hand-free” interfacing system capable of driving mobile applications/functions
using only the user’s eyes movement and actions (e.g., wink). EyePhone tracks
the user’s eye movement across the phone’s display using the camera mounted on
the front of the phone; more specifically, machine learning algorithms are used
to: i) track the eye and infer its position on the mobile phone display as a
user views a particular application; and ii) detect eye blinks that emulate
mouse clicks to activate the target application under view. We present a
prototype implementation of EyePhone on a Nokia N810, which is capable of
tracking the position of the eye on the display, mapping this positions to an
application that is activated by a wink. At no time does the user have to
physically touch the phone display.
Human-Computer Interaction (HCI) researchers and phone
vendors are continuously searching for new approaches to reduce the effort
users exert when accessing applications on limited form factor devices such as
mobile phones. The most significant innovation of the past few years is the
adoption of touchscreen technology introduced with the Apple iPhone [1] and
recently followed by all the other major vendors, such as Nokia [2] and HTC
[3]. The touchscreen has changed the way people interact with their mobile phones
because it provides an intuitive way to perform actions using the movement of
one or more fingers on the display (e.g., pinching a photo to zoom in and out,
or panning to move a map).
Human-Phone
Interaction
Human-Phone Interaction represents an extension of the
field of HCI since HPI presents new challenges that need to be addressed
specifically driven by issues of mobility, the form factor of the phone, and
its resource limitations (e.g., energy and computation). More specifically, the
distinguishing factors of the mobile phone environment are mobility and the
lack of sophisticated hardware support, i.e., specialized headsets, overhead
cameras, and dedicated sensors, that are often required to realize HCI applications.
In what follows, we discuss these issues. Mobility Challenges. One of the
immediate products of mobility is that a mobile phone is moved around through
unpredicted context, i.e., situations and scenarios that are hard to see or
predict during the design phase of a HPI application.
A mobile phone is subject to uncontrolled movement,
i.e., people interact with their mobile phones while stationary, on the move,
etc. It is almost impossible to predict how and where people are going to use
their mobile phones. A HPI application should be able to operate reliably in
any encountered condition. Consider the following examples: two HPI
applications, one using the accelerometer, the other relying on the phone’s
camera. Imagine exploiting the accelerometer to infer some simple gestures a
person can perform with the phone in their hands, e.g., shake the phone to
initiate a phone call, or tap the phone to reject a phone call .
What is challenging is being able to distinguish
between the gesture itself and any other action the person might be performing.
For example, if a person is running or if a user tosses their phone down on a
sofa, a sudden shake of the phone could produce signatures that could be easily
confused with a gesture. There are many examples where a classifier could be
easily confused. In response, erroneous actions could be triggered on the
phone. Similarly, if the phone’s camera is used to infer a user action [5][9],
it becomes important to make the inference algorithm operating on the video
captured by the camera robust against lighting conditions, which can vary from
place to place. In addition, video frames blur due to the phone movement.
Because HPI application developers cannot assume any
optimal operating conditions (i.e., users operating in some idealized manner)
before detecting gestures in this example, (e.g., requiring a user to stop
walking or running before initiating a phone call by a shaking movement), then
the effects of mobility must be taken into account in order for the HPI
application to be reliable and scalable. Hardware Challenges. As opposed to HCI
applications, any HPI implementation should not rely on any external hardware.
Asking people to carry or wear additional hardware in order to use their phone
might reduce the penetration of the technology.
Moreover, state-of-the art HCI hardware, such as glass
mounted cameras, or dedicated helmets are not yet small enough to be
conformably worn for long periods of time by people. Any HPI application should
rely as much as possible on just the phone’s on-board sensors. Although modern
smartphones are becoming more computationally capable , they are still limited
when running complex machine learning algorithms [14]. HPI solutions should
adopt lightweight machine learning techniques to run properly and energy
efficiently on mobile phones.
Eyephone Design
One question we address in this paper is how useful is
a cheap, ubiquitous sensor, such as the camera, in building HPI applications.
We develop eye tracking and blink detection mechanisms based algorithms [13,
17] originally designed for desktop machines using USB cameras. We show the
limitations of an off-the-shelf HCI technique [13] when used to realize a HPI
application on a resource limited mobile device such as the Nokia N810.
The EyePhone algorithmic design breaks down into the
following pipeline phases:
1) an eye detection phase;
2) an open eye template creation phase;
3) an eye tracking phase;
4) a blink detection phase. In what follows, we
discuss each of the phases in turn. Eye Detection.
By applying a motion analysis technique which operates
on consecutive frames, this phase consists on finding the contour of the eyes.
The eye pair is identified by the left and right eye contours. While the
original algorithm identifies the eye pair with almost no error when running on
a desktop computer with a fixed camera (see the left image in Figure 1), we
obtain errors when the algorithm is implemented on the phone due to the quality
of the N810 camera compared to the one on the desktop and Figure 1: Left
figure: example of eye contour pair returned by the original algorithm running
on a desktop with a USB camera. The two white clusters identify the eye pair.
Right figure: example of number of contours returned by EyePhone on the Nokia
N810.
The smaller dots are erroneously interpreted as eye
contours. the unavoidable movement of the phone while in a person’s hand (refer
to the right image in Figure 1). Based on these experimental observations, we
modify the original algorithm by: i) reducing the image resolution, which
according to the authors in reduces the eye detection error rate, and ii)
adding two more criteria to the original heuristics that filter out the false
eye contours. In particular, we filter out all the contours for which their
width and height in pixels are such that widthmin ≤ width ≤ widthmax and
heightmin ≤ height ≤ heightmax.
The widthmin, widthmax, heightmin, and heightmax
thresholds, which identify the possible sizes for a true eye contour, are
determined under various experimental conditions (e.g., bright, dark, moving,
not moving) and with different people. This design approach boosts the eye
tracking accuracy considerably
Applications:
EyeMenu
An example of an EyePhone application is EyeMenu as
shown in Figure 4. EyeMenu is a way to shortcut the access to some of the
phone’s functions. The set of applications in the menu can be customized by the
user. The idea is the following: the position of a person’s eye is mapped to
one of the nine buttons.
A button is highlighted when EyePhone detects the eye
in the position mapped to the button. If a user blinks their eye, the
application associated with the button is lunched. Driving the mobile phone
user interface with the eyes can be used as a way to facilitate the interaction
with mobile phones or in support of people with disabilities.
Car Driver Safety
EyePhone could also be used to detect drivers
drowsiness and distraction in cars. While car manufactures are developing
technology to improve drivers safety by detecting drowsiness and distraction
using dedicated sensors and cameras [22], EyePhone could be readily usable for
the same purpose even on low-end cars by just clipping the phone on the car
dashboard.
Copyright By
Emiliano Miluzzo, Tianyu Wang, Andrew T. Campbell,
Computer Science Department, Dartmouth College,Hanover, NH, USA
MobiHeld 2010, August 30, 2010, New Delhi, India.


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