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Eye Phone Technology
O.Sahithi Reddy
Roll number-33
5th semester, Department of Information Technology
Sreenidhi Institute of Science and Technology,Hyderabad.
sahithireddy@gmail.com
Abstract- Eyephone technology is been developed by
the researchers for truly hand free operations of
phone. This technology tracks the user’s eye
movement across the phone’s display using the
camera mounted on the front of the phone. Track the
eye and infer its position on the mobile phone display
as a user views a particular application. Detect eye
blinks that emulate mouse clicks to activate the target
application under view. It allows the user to access
email, contacts , calendar with just a blink of eye. It
uses Human-Computer Interfaces (HCI) that allows
effective interactions between human being and
computers, and useful for people with disabilities
especially for handicapped. And it is built on
technology that years ahead of time.
I. INTRODUCTION
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 and
recently followed by all the other major vendors, such as
Nokia and HTC . 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).
II. 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 , 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 . HPI
solutions should adopt lightweight machine learning
techniques to run properly and energy efficiently on
mobile phones.
III. 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 originally
designed for desktop machines using USB cameras. We
show the limitations of an off-the-shelf HCI technique
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
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, 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.
IV. APPLICATIONS
Eyemenu: 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 , EyePhone could
be readily usable for the same purpose even on low-end
cars by just clipping the phone on the car dashboard.
V. ADVANTAGES
Eye phone is mainly designed for physically
handicapped persons.Eye Phone can also be used even
while walking.
VI. DISADVANTAGES
For Eyephone there is only 76% accuracy in pc’s and
60% accuracy in mobile phones and more than 1 person,
cannot use it simultaneously.
VII. RELATED WORKS
There are a number of developments in HCI related to
mobile phones over the last several years.
1) Use of accelerometers on the phone in order to infer
gestures
2) PhonePoint Pen project : phone being transformed
into a pen to write in the air in order to quickly take
small notes without needing to either write on paper
or type on a computer.
3) uWave project exploits a 3-D accelerometer on a
Wii remote-based prototype for personalized gesture
recognition.
4) Eye movement has recently been used for activity
recognition. By tracking the eye researchers show
that it is possible to infer the actions of watching a
video, browsing the web or reading notes.
5) The eyeSight technology exploits the phone camera
to control the mobile phone by simple hand gestures
over the camera.
VIII. FUTURE SCOPE
1) In addition to gaze direction and eye movement
patterns, also other eye-related measurements such
as the pupil size and even microsaccades can
contribute to the interpretation of the users
emotional and cognitive state.
2) Gaze behavior can also be combined with other
measurements from the users face and body,
enabling multimodel physiological computing.
3) Gaze-based user modeling may offer a step toward
truly intelligent interfaces that are able to facilitate
the user in a smart way that complements the users
natural behavior.
4) Creation of the open eye template and the filtering
algorithm for wrong eye contours.
5) Improvement over variations of lighting conditions
or movement of the phone in a person’s hand.
6) Using a learning approach instead of a fixed
thresholding policy.
IX. CONCLUSION
The idea of eye control is of great use to not only the
future of natural input but more importantly the
handicapped and disabled. One of the main goals for Eye
Phone is to enable completely paralyzed patients to
make their life more accessible and to provide them
opportunity of independence and movement.
X. REFERENCES
[1] Apple iPhone. http://www.apple.com/iphone.
[2] Nokia Series. http://europe.nokia.com/nseries/.
[3] HTC. http://www.htc.com/www/product.
[4] EyePhone demo video.
http://sensorlab.cs.dartmouth.edu/eyephone/dem
o.m4v
[5] Nokia n900. http://maemo.nokia.com/n900.
[6] Eye Tracking and Blink Detection Library.
http://tinyurl.com/yb9v4f2.

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Eye phone report in ieee format

  • 1. Eye Phone Technology O.Sahithi Reddy Roll number-33 5th semester, Department of Information Technology Sreenidhi Institute of Science and Technology,Hyderabad. sahithireddy@gmail.com Abstract- Eyephone technology is been developed by the researchers for truly hand free operations of phone. This technology tracks the user’s eye movement across the phone’s display using the camera mounted on the front of the phone. Track the eye and infer its position on the mobile phone display as a user views a particular application. Detect eye blinks that emulate mouse clicks to activate the target application under view. It allows the user to access email, contacts , calendar with just a blink of eye. It uses Human-Computer Interfaces (HCI) that allows effective interactions between human being and computers, and useful for people with disabilities especially for handicapped. And it is built on technology that years ahead of time. I. INTRODUCTION 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 and recently followed by all the other major vendors, such as Nokia and HTC . 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). II. 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
  • 2. 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 , 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 . HPI solutions should adopt lightweight machine learning techniques to run properly and energy efficiently on mobile phones. III. 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 originally designed for desktop machines using USB cameras. We show the limitations of an off-the-shelf HCI technique 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 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, 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.
  • 3. IV. APPLICATIONS Eyemenu: 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 , EyePhone could be readily usable for the same purpose even on low-end cars by just clipping the phone on the car dashboard. V. ADVANTAGES Eye phone is mainly designed for physically handicapped persons.Eye Phone can also be used even while walking. VI. DISADVANTAGES For Eyephone there is only 76% accuracy in pc’s and 60% accuracy in mobile phones and more than 1 person, cannot use it simultaneously. VII. RELATED WORKS There are a number of developments in HCI related to mobile phones over the last several years. 1) Use of accelerometers on the phone in order to infer gestures 2) PhonePoint Pen project : phone being transformed into a pen to write in the air in order to quickly take small notes without needing to either write on paper or type on a computer. 3) uWave project exploits a 3-D accelerometer on a Wii remote-based prototype for personalized gesture recognition. 4) Eye movement has recently been used for activity recognition. By tracking the eye researchers show that it is possible to infer the actions of watching a video, browsing the web or reading notes. 5) The eyeSight technology exploits the phone camera to control the mobile phone by simple hand gestures over the camera. VIII. FUTURE SCOPE 1) In addition to gaze direction and eye movement patterns, also other eye-related measurements such as the pupil size and even microsaccades can contribute to the interpretation of the users emotional and cognitive state. 2) Gaze behavior can also be combined with other measurements from the users face and body, enabling multimodel physiological computing. 3) Gaze-based user modeling may offer a step toward truly intelligent interfaces that are able to facilitate the user in a smart way that complements the users natural behavior. 4) Creation of the open eye template and the filtering algorithm for wrong eye contours. 5) Improvement over variations of lighting conditions or movement of the phone in a person’s hand. 6) Using a learning approach instead of a fixed thresholding policy. IX. CONCLUSION The idea of eye control is of great use to not only the future of natural input but more importantly the handicapped and disabled. One of the main goals for Eye Phone is to enable completely paralyzed patients to make their life more accessible and to provide them opportunity of independence and movement.
  • 4. X. REFERENCES [1] Apple iPhone. http://www.apple.com/iphone. [2] Nokia Series. http://europe.nokia.com/nseries/. [3] HTC. http://www.htc.com/www/product. [4] EyePhone demo video. http://sensorlab.cs.dartmouth.edu/eyephone/dem o.m4v [5] Nokia n900. http://maemo.nokia.com/n900. [6] Eye Tracking and Blink Detection Library. http://tinyurl.com/yb9v4f2.