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A SEMINAR REPORT ON

CYBORG
Submitted in partial fulfillment of the requirements for the award of the degree of

BACHELOR OF TECHNOLOGY In

Computer Science Engineering

Submitted by

SUYASH GARG: 0491332708


CSE HMR INSTITUTE OF TECHNOLOGY & MANAGEMENT HAMIDPUR, DELHI-110036

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING HMR INSTITUTE OF TECHNOLOGY & MANAGEMENT GURU GOBIND SINGH INDRAPRASTHA UNIVERSITY DELHI

Certificate
Certified that this is a bonafide record of the seminar work entitled CYBORG done by the following student SUYASH GARG Of the VII-Semester Computer Science and Engineering in the academic year 2011-2012 in partial fulfillment of the requirements to the award of Degree of Bachelor of Technology in Computer Science and Engineering of GURU GOBING SINGH INDRAPRASTHA UNIVERSITY

Mr. Kamal Arya Head of the Department Date:

ABSTRACT
A cyborg is a cybernetic organism (i.e., an organism that has both artificial and natural systems). The term was coined in 1960 when Manfred Clynes and Nathan Kline used it in an article about the advantages of self-regulating human-machine systems in outer space.[1] D. S. Halacy's Cyborg: Evolution of the Superman in 1965 featured an introduction by Manfred Clynes, who wrote of a "new frontier" that was "not merely space, but more profoundly the relationship between 'inner space' to 'outer space' -a bridge...between mind and matter."[2] The cyborg is often seen today merely as an organism that has enhanced abilities due to technology,[3] but this perhaps oversimplifies the category of feedback. Fictional cyborgs are portrayed as a synthesis of organic and synthetic parts, and frequently pose the question of difference between human and machine as one concerned with morality, free will, and empathy. Fictional cyborgs may be represented as visibly mechanical (e.g. the Borg in the Star Trek franchise or Amber from the game Project Eden); or as almost indistinguishable from humans (e.g. the "Human" Cylons from the re-imagining of Battlestar Galactica). The 1970s television series the Six Million Dollar Man featured one of the most famous fictional cyborgs. Cyborgs in fiction often play up a human contempt for over-dependence on technology, particularly when used for war, and when used in ways that seem to threaten free will. Cyborgs are also often portrayed with physical or mental abilities far exceeding a human counterpart (military forms may have inbuilt weapons, among other things). Real (as opposed to fictional) cyborgs are more frequently people who use cybernetic technology to repair or overcome the physical and mental constraints of their bodies. While cyborgs are commonly thought of as mammals, they can be any kind of organism.

ACKNOWLEDGEMENT

At the outset, we thank the lord almighty for the grace, strength and hope to make our endeavor a success. We express our deep felt gratitude to, Mr Kamal Arya, Head of the Department, Computer science for his constant encouragement, suggestions and valuable support. Further, I would like to thank all others especially our parents and numerous friends. This seminar would not have been a success without the inspiration, valuable suggestions and moral support from the throughout its course.

SUYASH GARG

TABLE OF CONTENTS CHAPTER TITLE NO. ABSTRACT LIST OF FIGURES 1. INTRODUCTION 1.1. The term Blue Eyes 1.2. Relation of Blue & Eyes 1.3. Need for Blue Eyes 1.4. Blue Eyes Technology 1.4.1 Key Features PAGE NO.

1 1 1 2 2 3

2.

EMOTION MOUSE 2.1. Emotion & Computing 2.2. Theory 2.3. Experimental Design 2.3.1 Method 2.3.2 Procedure 2.3.3 Results 2.4 Types of Human sensors 2.4.1 Info. obtained from Emotion Mouse

5 5 6 6 7 7 7 8 9

2.4.2 Sentic Mouse 2.4.3 Eye a) Expression Glasses b) MAGIC Pointing c) Dubbed MAGIC Pointing 2.4.4 Implement MAGIC pointing I) IBM Almaden Eye Tracker II) Implementing MAGIC pointing at OS Level 2.5 Artificial Intelligent Speech Recognition 2.5.1 The Technology 2.5.2 Speech Recognition 2.5.3 Applications 2.6 SUITOR 3. A BLUE EYE IMPLEMENTATION 3.1. Performance Requirements 3.2. Design Methodologies 3.3. Innovative Ideas 3.4. Data Acquisition Unit 3.4.1. Physiological Data Sensor 3.4.2. Hardware Specifications 3.4.3. Microcontroller software Specifications 3.5. Central System Unit 3.5.1. Configuration Manager 3.5.2. Data Analysis Module

10 10 10 10 11 15 15

16 16 17 17 18 18 20 21 21 21 22 22 23 24 25 25 27

3.5.3. Data Logger Module 3.5.4. Visualization Module 3.6. Tools used to develop Blue Eyes 4. 5. 6. APPLICATIONS CONCLUSION REFERENCES LIST OF FIGURES
2.1 Emotion Mouse Implementing on real mouse 2.2 Emotion Mouse developed at IBM lab 2.3 Basic Protocol 2.4 Sentic Mouse 2.5 Expression Glasses 2.6 Liberal Magic pointing Technique 2.7 Conservative Magic pointing technique 2.8 Bright & dark pupil image 3.1 System Overview 3.2 Jazz Multisensor 3.3 Data Acquisition Unit 3.4 State Chart 3.5 Connection Manager Components 3.6 Saccade occurrence & Visual Attention Level 3.7 Blue Dentist 3.8 Blue Capture

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1. INTRODUCTION
Human cognition depends primarily on the ability to perceive, interpret, and integrate audiovisuals and sensory information. Adding extraordinary perceptual abilities to computers would enable computers to 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. It uses non-obtrusige sensing method, employing most modern video cameras and microphones to identifies the users actions through the use of imparted sensory abilities . The machine can understand what a user wants, where he is looking at, and even realize his physical or emotional states. Blue Eyes system provides technical means for monitoring and recording the operators basic physiological parameters .The most important parameter is saccadic activity1, which enables the system to monitor the status of the operators visual attention along with head acceleration, which accompanies large displacement of the visual axis (saccades larger than 15 degrees). The Blue Eyes system checks above parameters against abnormal (e.g. a low level of blood oxygenation or a high pulse rate) or undesirable (e.g. a longer period of lowered visual attention) values and triggers user-defined alarms when necessary. Quite often in an emergency situation operator speak to themselves expressing their surprise or stating verbally the problem. Therefore, the operators voice, physiological parameters and an overall view of the operating room are recorded. This helps to reconstruct the course of operators work and provides data for long-term analysis. 1.1 THE TERM BLUE-EYES : Blue in this term stands for Bluetooth, which enables reliable wireless communication and the Eyes because the eye movement enables us to obtain a lot of interesting and important information. 1.2 RELATION OF BLUE AND EYES : As the idea is to monitor and record operators basic physiological parameters, the most important physiological activity is the movement of eyes.

For a computer to sense the eye movement, wiring between operator and the system is required.But, this is a serious limitation of the operators mobility and disables his operations in large control rooms. So utilization of wireless technology becomes essential which can be implemented through blue tooth technology.

1.3 NEED FOR BLUE EYES: Is it necessary to make computer function what a human brain does? Yes, human error is still one of the most frequent causes of catastrophes (calamity) and ecological disasters, because human contribution to the overall performance of the system is left unsupervised. The control instruments within the machine have automated it to large extent, thus Human operator becomes a passive observer of the supervised system, resulting in weariness and vigilance drop, but the user needs to active.

But Why? Is it really needed that a human brain be active? He may not notice important changes of indications causing financial or ecological consequences, which is a threat to human life. Thus, its crucial that operators brain is involved in an active system supervising over the whole work time period.

1.4 BLUE EYES TECHNOLOGY : 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 can verify your identity, feel your presence, and start interacting with you. The machine can understand what a user wants, where he is looking at, and even realize his physical or emotional states. It realizes the urgency of the situation through the mouse. For instance if you ask the computer to dial to your friend at his office, it understands the situation and establishes a connection. It can reconstruct the course of operators work.

1.4.1 KEY FEATURES OF THE SYSTEM: Visual attention monitoring (eye motility analysis). Physiological condition monitoring (pulse rate, blood oxygenation). Operators position detection (standing, lying). Wireless data acquisition using Bluetooth technology. Real-time user-defined alarm triggering. Physiological data, operator's voice and overall view of the control room recording Data playback.

1.5 HUMAN POWER TO COMPUTERS: It uses non-obtrusive sensing method, employing most modern video cameras and microphones to identify the users actions through the use of imparted sensory abilities. The blue eyes system checks the physiological parameters like eye movement, heart beat rate and blood oxygenation against abnormal and undesirable values and triggers userdefined alarms when necessary. Blue eyes technology requires designing a personal area network linking all the operators and the supervising system. As the operator using his sight and hearing, senses the state of the controlled system, the supervising system will look after his physiological condition. The use of a miniature CMOS camera integrated into the eye movement sensor will enable the system to calculate the point of gaze and observe what the operator is actually looking at. Introducing voice recognition algorithm will facilitate the communication between the operator and the central system and simplify authorization process.

1.6 RESEARCH PREVIEW: A researcher at Stanford has created an alternative to the mouse that allows a person using a computer to click links, highlight text, and scroll simply by looking at the screen and tapping a key on the keyboard. By using standard eye-tracking hardware--a specialized computer screen with a high-definition camera and infrared lights--Manu Kumar, a doctoral student who works with computer-science professor Terry Winograd, has developed a novel user interface that is easy to operate. "Eye-tracking technology was developed for disabled users," Kumar explains, "but the work that we're doing here is trying to get it to a point where it becomes more useful for able-bodied users." He says that nondisabled users tend to have a higher standard for easy-to-use interfaces, and previously, eye-tracking technology that disabled people use hasn't appealed to them.

At the heart of Kumar's technology is software called EyePoint that works with standard eyetracking hardware. The software uses an approach that requires that a person look at a Web link, for instance, and hold a "hot key" on the keyboard (usually found on the number pad on the right) as she is looking. The area of the screen that's being looked at becomes magnified. Then, the person pinpoints her focus within the magnified region and releases the hot key, effectively clicking through to the link. Kumar's approach could take eye-tracking user interfaces in the right direction. Instead of designing a common type of gaze-based interface that is controlled completely by the eyes--for instance, a system in which a user gazes at a given link, then blinks in order to click through--he has involved the hand, which makes the interaction more natural. "He's got the right idea to let the eye augment the hand," says Robert Jacob, professor of computer science at Tufts University, in Medford, MA. Rudimentary eye-tracking technology dates back to the early 1900s. Using photographic film, researchers captured reflected light from subjects' eyes and used the information to study how people read and look at pictures. But today's technology involves a high-resolution camera and a series of infrared light-emitting diodes. This hardware is embedded into the bezel of expensive monitors; the one Kumar uses cost $25,000. The camera picks up the movement of the pupil and the reflection of the infrared light off the cornea, which is used as a reference point because it doesn't move. Even the best eye tracker isn't perfect, however. "The eye is not really very stable," says Kumar. Even when a person is fixated on a point, the pupil jitters. So he wrote an algorithm that allows the computer to smooth out the eye jitters in real time. The rest of the research, says Kumar, involves studying how people look at a screen and figuring out a way to build an interface that "does not overload the visual channel." In other words, he wanted to make its use feel natural to the user. One of the important features of the interface, says Kumar, is that it works without a person needing to control a cursor. Unlike the mouse-based system in ubiquitous use today, EyePoint provides no feedback on where a person is looking. Previous studies have shown that it is distracting to a person when she is aware of her gaze because she consciously tries to control its location. In the usability studies that Kumar conducted, he found that people's performance dropped when he implemented a blue dot that followed their eyes.

2. EMOTION MOUSE
One goal of human computer interaction (HCI) is to make an adaptive, smart computer system. This type of project 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 use their computers to obtain, store and manipulate data using their computer. In order to start creating smart computers, the computer must start gaining information about the user. Our proposed 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 of the project 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. 2.1 EMOTION AND COMPUTING Rosalind Picard (1997) describes why emotions are important to the computing community. There are two aspects of affective computing: giving the computer the ability to detect emotions and giving the computer the ability to express emotions. Not only are emotions crucial for rational decision making as Picard 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 persons 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. Dryer (1999) 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 persons emotional state and the context of the expressed emotion, over a period of time the persons 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 users personality. The result of this collaboration could increase productivity for the user. One way of gaining information from a user non-intrusively is by video. Cameras have been used to detect a persons 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. 2.2 THEORY Based on Paul Ekmans facial expression work, we see a correlation between a persons emotional state and a persons physiological measurements. Selected works from Ekman and others on measuring facial behaviors describe Ekmans Facial Action Coding System (Ekman and Rosenberg, 1997). 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, 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 persons 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. 2.3 EXPERIMENTAL DESIGN An experiment was designed to test the above hypotheses. The four physiological readings measured were heart rate, temperature, GSR and somatic movement. The heart rate was measured through a commercially available chest strap sensor. The temperature was measured with a thermocouple attached to a digital multimeter (DMM). The GSR was also measured with a DMM. The somatic movement was measured by recording the computer mouse movements.

2.3.1 METHOD Six people participated in this study (3 male, 3 female) .The experiment was within subject design and order of presentation was counter-balanced across participants. 2.3.2 PROCEDURE Participants were asked to sit in front of the computer and hold the temperature and GSR sensors in their left hand hold the mouse with their right hand and wore the chest sensor. The resting (baseline) measurements were recorded for five minutes and then the participant was instructed to act out one emotion for five minutes. The emotions consisted of: anger, fear, sadness, disgust, happiness and surprise. The only instruction for acting out the emotion was to show the emotion in their facial expressions. 2.3.3 RESULTS The data for each subject consisted of scores for four physiological assessments [GSA, GSR, pulse, and skin temperature, for each of the six emotions (anger, disgust, fear, happiness, sadness, and surprise)] across the five minute baseline and test sessions. GSA data was sampled 80 times per second, GSR and temperature were reported approximately 3-4 times per second and pulse was recorded as a beat was detected, approximately 1 time per second.

In order to determine whether our measures of physiology could discriminate among the six different emotions, the data were analyzed with a discriminant function analysis. And results were calculated successfully. The results show the theory behind the Emotion mouse work is fundamentally sound. The physiological measurements were correlated to emotions using a correlation model. The correlation model is derived from a calibration process in which a baseline attribute- to emotion correlation is rendered based on statistical analysis of calibration signals generated by users having emotions that are measured or otherwise known at calibration time. Now that we have proven the method, the next step is to improve the hardware. Instead of using cumbersome multimeters to gather information about the user, it will be better to use smaller and less intrusive units. We plan to improve our infrared pulse detector which can be placed inside the body of the mouse. Also, a framework for the user modeling needs to be develop in order to correctly handle all of the information after it has been gathered. There are other possible applications for the Emotion technology other than just increased productivity for a desktop computer user.

2.4 TYPES OF HUMAN SENSORS:


For Hand: Emotion Mouse Sentic Mouse For Eyes: Expression Glasses Magic Pointing Eye Tracking For Voice : Artificial Intelligent Speech Recognition One proposed, non-invasive method for gaining user information through touch is via a computer input device, the mouse. This then allows the user to relate the cardiac rhythm, the body temperature, electrical conductivity of the skin and other physiological attributes with the mood. This has led to the creation of the Emotion Mouse. The device can measure heart rate , temperature, galvanic skin response and minute bodily movements and matches them with six emotional states: happiness, surprise, anger, fear, sadness and disgust. The mouse includes a set of sensors, including infrared detectors and temperature-sensitive chips. These components, User researchers stress, will also be crafted into other commonly used items such as the office chair, the steering wheel, the keyboard and the phone handle. Integrating the system into the steering wheel, for instance, could allow an alert to be sounded when a driver becomes drowsy.

Figure 2.1 Emotion Mouse implemented on a real mouse

Figure 2.2 Emotion Mouse developed at IBM lab

2.4.1 INFORMATION OBTAINED FROM EMOTION MOUSE: 1) Behaviour

Mouse Movements
Button Click Frequency Finger pressure when a user presses his/her button 2) Physiological Information Heart Rate(Electrocardiogram) Skin Temperature ( Thermistor ) Skin Electricity(Galvanic skin response ,GSR) Electromyographic Activity( Electromyogram)

Figure 2.3 Basic Protocol

2.4.2 SENTIC MOUSE It is a modified computer mouse that includes a directional pressure sensor for aiding in recognition of emotional valence (liking/attraction vs. disliking/avoidance).

2.4.3 EYE a) EXPRESSION GLASSES:

Figure 2.4 Sentic Mouse

A wearable device which allows any viewer to visualize the confusion and interest levels of the wearer. Other recent developments in related technology is the attempt to learn the needs of the user just by following the interaction between the user and the computer in order to know what he/she is interested in at any given moment. For example, by remembering the type of websites that the user links to according to the mood and time of the day, the computer could search on related sites and suggest the results the user.

Figure 2.5 Expression Glasses

b) MANUAL AND GAZE INPUT CASCADED (MAGIC) POINTING: This work explores a new direction in utilizing eye gaze for computer input. Gaze tracking has long been considered as an alternative or potentially superior pointing method for computer input. We believe that many fundamental limitations exist with traditional gaze pointing. In particular, it is unnatural to overload a perceptual channel such as vision with a motor control task. We therefore propose an alternative approach, dubbed MAGIC (Manual and Gaze Input Cascaded) pointing. With such an approach, pointing appears to the user to be a manual task, used for fine manipulation and selection.
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However, a large portion of the cursor movement is eliminated by warping the cursor to the eye gaze area, which encompasses the target. Two specific MAGIC pointing techniques, one conservative and one liberal, were designed, analyzed, and implemented with an eye tracker we developed. They were then tested in a pilot study. This early stage exploration showed that the MAGIC pointing techniques might offer many advantages, including reduced physical effort and fatigue as compared to traditional manual pointing, greater accuracy and naturalness than traditional gaze pointing, and possibly faster speed than manual pointing. The pros and cons of the two techniques are discussed in light of both performance data and subjective reports. In our view, there are two fundamental shortcomings to the existing gaze pointing techniques, regardless of the maturity of eye tracking technology. 1) Given the one-degree size of the fovea and the subconscious jittery motions that the eyes constantly produce, eye gaze is not precise enough to operate UI widgets such as scrollbars, hyperlinks etc 2) The eye, as one of our primary perceptual devices, has not evolved to be a control organ. Sometimes its movements are voluntarily controlled while at other times it is driven by external events. With the target selection by dwell time method, considered more natural than selection by blinking , one has to be conscious of where one looks and how long one looks at an object. If one does not look at a target continuously for a set threshold (e.g., 200 ms) the target will not be successfully selected. On the other hand, if one stares at an object for more than the set threshold, the object will be selected, regardless of the users intention. In some cases there is not an adverse effect to a false target selection. Other times it can be annoying and counter-productive (such as unintended jumps to a web page). Furthermore, dwell time can only substitute for one mouse click. There are often two steps to target activation. A single click selects the target (e.g., an application icon) and a double click (or a different physical button click) opens the icon (e.g., launches an application). To perform both steps with dwell time is even more difficult. In short, to load the visual perception channel with a motor control task seems fundamentally at odds with users natural mental model in which the eye searches for and takes in information and the hand produces output that manipulates external objects. Other than for disabled users, who have no alternative, using eye gaze for practical pointing does not appear to be very promising. c) DUBBED MAGIC POINTING We wanted to 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
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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. 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.

Figure 2.6
The liberal MAGIC pointing technique: cursor is placed in the vicinity of a target that the user fixates on

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. Note that this MAGIC pointing technique is different from 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.

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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. As illustrated in Figure

Figure 2.7

Conservative MAGIC pointing technique with intelligent offset 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. 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 over-active and jump to a place the user does not intend to acquire, it may require more hand-eye coordination effort. Both the liberal and the conservative MAGIC pointing techniques offer the following potential advantages:

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1. Reduction of manual stress and fatigue, since the cross screen long-distance cursor movement is eliminated from manual control. 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. There may also be many potential human factor disadvantages to the MAGIC pointing techniques we have proposed, including the following: 1. 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 users 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

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3. 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 users 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 techniques reduction of movement amplitude. Clearly, experimental (implementation and empirical) work is needed to validate, refine, or invent alternative MAGIC pointing techniques.

2.4.4 IMPLEMENTATION OF MAGIC POINTING TECHNIQUES: 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. 2.4.4 ( I ) THE IBM ALMADEN EYE TRACKER 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 (e.g. [7]), 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]. 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

Figure 2.8
Bright(left) and dark(right) pupil images resulting from on-and off-axis illumination.

This effect is often seen as the red-eye in flash photographs when the flash is close to the camera lens. Bright (left) and dark (right) pupil images resulting 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
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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. Once the pupil has been detected, the corneal reflection (the glint reflected from the surface of the cornea due to one of the light sources) is determined from the dark pupil image. The reflection is then used to estimate the user's point of gaze in terms of the screen coordinates where the user is looking at. 2.4.4 (II) IMPLIMENTING MAGIC POINTING We programmed the two MAGIC pointing techniques on a Windows NT system. The techniques work independently from the applications. The MAGIC pointing program takes data from both the manual input device (of any type, such as a mouse) and the eye tracking system running either on the same machine or on another machine connected via serial port. Raw data from an eye tracker can not be directly used for gaze-based interaction, due to noise from image processing, eye movement jitters, and samples taken during saccade (ballistic eye movement) periods. We experimented with various filtering techniques and found the most effective filter in our case is similar to that described in. The goal of filter design in general is to make the best compromise between preserving signal bandwidth and eliminating unwanted noise. In the case of eye tracking , as Jacob argued, eye information relevant to interaction lies in the fixations. The key is to select fixation points with minimal delay. Samples collected during a saccade are unwanted and should be avoided. In designing our algorithm for picking points of fixation, we considered our tracking system speed (30 Hz), and that the MAGIC pointing techniques utilize gaze information only once for each new target, probably immediately after a saccade. Our filtering algorithm was designed to pick a fixation with minimum delay. 2.5 ARTIFICIAL INTELLIGENT SPEECH RECOGNITION It is important to consider the environment in which the speech recognition system has to work. The grammar used by the speaker and accepted by the system, noise level, noise type, position of the microphone, and speed and manner of the users speech are some factors that may affect the quality of speech recognition .When you dial the telephone number of a big company, you are likely to hear the sonorous voice of a cultured lady who responds to your call with great courtesy saying Welcome to company X. Please give me the extension number you want. You
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pronounce the extension number, your name, and the name of person you want to contact. If the 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. 2.5.1 THE 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). AI 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 ones language. No special commands or computer language are required. There is no need to enter programs in a special language for creating software. 2.5.2 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 amplitude 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. 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.
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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 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. 2.5.3 APPLICATIONS OF SPEECH RCOGNITION 1) The user can concentrate on observation and still control the machinery by voice input commands. 2) In military operations , Voice control of weapons is an example. 3) Pilots can give commands and information to the computers by simply speaking into their microphonesthey dont have to use their hands for this purpose. 4) A radiologist scanning hundreds of X- rays, ultrasonograms , 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. 5) Airline and hotel reservations.

2.6 THE SIMPLE USER INTERST TRACKER (SUITOR)


Computers would have been much more powerful, had they gained perceptual and sensory abilities of the living beings on the earth. What needs to be developed is an intimate relationship between the computer and the humans. And the Simple User Interest Tracker (SUITOR) is a revolutionary approach in this direction.
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By observing the Webpage a netizen is browsing, the SUITOR can help by fetching more information at his desktop. By simply noticing where the users eyes focus on the computer screen, the SUITOR can be more precise in determining his topic of interest. It can even deliver relevant information to a handheld device. The success lies in how much the suitor can be intimate to the user. IBM's BlueEyes research project began with a simple question, according to 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 gazetracking 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 price 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 systemone that attends to what you are doing, typing, reading, so that it can attend to your information needs."

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3. BLUE EYE IMPLEMENTATION


BlueEyes consists of a mobile measuring device and a central analytical system. The mobile device is integrated with Bluetooth module providing wireless interface between sensors worn by the operator and the central unit. ID cards assigned to each of the operators and adequate user profiles on the central unit side provide necessary data personalization so different people can use a single mobile device (called hereafter DAU Data Acquisition Unit). The overall system diagram is shown in Figure . The tasks of the mobile Data Acquisition Unit are to maintain Bluetooth connections, to get information from the sensor and sending it over the wireless connection, to deliver the alarm messages sent from the Central System Unit to the operator and handle personalized ID cards. Central System Unit maintains the other side of the Bluetooth connection, buffers incoming sensor data, performs on-line data analysis, records the conclusions for further exploration and provides visualization interface.

Figure 3.1 System Overview

The task of the mobile Data Acquisition Unit are to maintain Bluetooth connection, to get information from the sensor and sending it over the wireless connection ,to deliver the alarm messages sent from the Central System Unit to the operator and handle personalized ID cards. Central System Unit maintains the other side of the Bluetooth connection, buffers incoming sensor data, performs on-line data analysis, records the conclusion for further exploration and provides visualization interface.

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3.1 PERFORMANCE REQUIREMENTS The portable nature of the mobile unit results in a number of performance requirements. As the device is intended to run on batteries, low power consumption is the most important constraint. Moreover, it is necessary to assure proper timing while receiving and transmitting sensor signals. To make the operation comfortable the device should be lightweight and electrically safe. Finally the use of standard and inexpensive ICs will keep the price of the device at relatively low level. The priority of the central unit is to provide real-time buffering and incoming sensor signals and semi-real-time processing of the data, which requires speed-optimizes filtering and reasoning algorithms. Moreover, the design should assure the possibility of distributing the processing among two or more central unit nodes (e.g. to offload the database system related tasks to a dedicated server).

3.2 DESIGN METHODOLOGIES In creating the BlueEyes system a waterfall software development model was used since it is suitable for unrepeatable and explorative projects. During the course of the development UML standard notations were used. They facilitate communication between team members, all the ideas are clearly expressed by means of various diagrams, which is a sound base for further development. The results of the functional design phase were documented on use case diagrams. During the low-level design stage the whole systems was divided into five main modules. Each of them has an independent, well-defined functional interface providing precise description of the services offered to the other modules. All the interfaces are documented on UML class, interaction and state diagrams. At this point each of the modules can be assigned to a team member, implemented and tested in parallel. The last stage of the project is the integrated system testing.

3.3 INNOVATIVE IDEAS The unique feature of our system relies on the possibility of monitoring the operators higher brain functions involved in the acquisition of the information from the visual environment. The wireless link between the sensors worn by the operator and the supervising system offers new approach to system overall reliability and safety. This gives a possibility to design a supervising module whose role is to assure the proper quality of the system performance. The
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new possibilities can cover such areas as industry, transportation (by air, by road and by sea), military command centers or operating theaters (anesthesiologists). 3.4 DATA ACQUISITION UNIT (DAU) This section deals with the hardware part of the BlueEyes system with regard to the physiological data sensor, the DAU hardware components and the microcontroller software.

3.4.1. PHYSIOLOGICAL DATA SENSOR To provide the Data Acquisition Unit with necessary physiological data an off-shelf eye movement sensor Jazz Multisensor is used. It supplies raw digital data regarding eye position, the level of blood oxygenation, acceleration along horizontal and vertical axes and ambient light intensity. Eye movement is measured using direct infrared oculographic transducers. (The eye movement is sampled at 1 kHz, the other parameters at 250 Hz. The sensor sends approximately 5.2 kB of data per second.)

Figure 3.2 Jazz Multisensor

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3.4.2. HARDWARE SPECIFICATION

Microcontrollers (e.g. Atmel 8952 microcontroller)can be used as the core of the Data Acquisition Unit since it is a well-established industrial standard and provides necessary functionalities(i.e. high speed serial port)at a low price. The Bluetooth module supports synchronous voice data transmission .The codec reduces the microcontrollers tasks and lessens the amount of data being sent over the UART. The Bluetooth module performs voice data compression, which results in smaller bandwidth utilization and better sound quality.

Figure 3.3 DAU

Communication between the Bluetooth module and the microcontroller is carried on using standard UART interface. The speed of the UART is set to 115200 bps in order to assure that the entire sensor data is delivered in time to the central system. The alphanumeric LCD display gives more information of incoming events and helps the operator enter PIN code. The LED indicators shows the result of built-in-self-test, power level and the state of wireless connection.

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The simple keyboard is used to react to incoming events and to enter PIN code while performing authorization procedure. The ID card interface helps connect the operators personal identification card to the DAU. After inserting the card authorization procedure starts. The operators unique identifier enables the supervising system to distinguish different operators.

3.4.3. MICROCONTROLLER SOFTWARE SPECIFICATION


DAU software is written in assembler code, which assures the highest program efficiency and the lowest resource utilization. The DAU communicates with the Bluetooth module using Host Controller Interface (HCI) commands

Figure 3.4 State Chart Diagram

In the No ID card state a self-test is performed to check if the device is working correctly. After the self-test passes the sensor and Bluetooth module are reset and some initialization commands are issued (i.e. HCI_Reset, HCI_Ericsson_Set_UART_Baud_Rate etc.). Once the initialization
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has been successfully completed the device starts to check periodically for ID card presence by attempting to perform an I2C start condition. When the attempt succeeds and the operators identifier is read correctly the device enters User authorization state. In the User authorization state the operator is prompted to enter his secret PIN code. If the code matches the code read from the inserted ID card the device proceeds waiting for incoming Bluetooth connections. On entering Waiting for connection state the DAU puts the Bluetooth module in Inquiry and Page Scan mode. After the first connection request appears, the DAU accepts it and enters Connection authentication state. In the Connection authentication state the DAU issues Authentication Requested HCI command. On Link Controllers Link_Key_Request the DAU sends Link_Key_Negative_Reply in order to force the Bluetooth module to generate the link key based on the supplied system access PIN code. After a successful authentication the DAU enters the Data Processing state, otherwise it terminates the connection and enters the Waiting for connection state.

3.5. CENTRAL SYSTEM UNIT (CSU)


CSU software is located on the delivered Computer/System; in case of larger resource demands the processing can be distributed among a number of nodes. In this section we describe the four main CSU modules (see Fig.): Connection Manager, Data Analysis, Data Logger and Visualization. The modules exchange data using specially designed single-producer multi consumer buffered thread-safe queues. Any number of consumer modules can register to receive the data supplied by a producer. Every single consumer can register at any number of producers, receiving therefore different types of data. Naturally, every consumer may be a producer for other consumers. This approach enables high system scalability new data processing modules (i.e. filters, data analyzers and loggers) can be easily added by simply registering as a consumer.

3.5.1 CONNECTION MANAGER


Connection Managers main task is to perform low-level Bluetooth communication using Host.

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Figure 3.5 Connection Manager Components

Controller Interface commands. It is designed to cooperate with all available Bluetooth devices in order to support roaming. Additionally, Connection Manager authorizes operators, manages their sessions, demultiplexes and buffers raw physiological data. Figure 11 shows Connection Manager Architecture. Transport Layer Manager hides the details regarding actual Bluetooth physical transport interface (which can be either RS232 or UART or USB standard) and provides uniform HCI command interface. Bluetooth Connection Manager is responsible for establishing and maintaining connections using all available Bluetooth devices. It periodically inquires new devices in an operating range and checks whether they are registered in the system database. Only with those devices the Connection Manager will communicate. After establishing a connection an authentication procedure occurs. The authentication process is performed using system PIN code fetched from the database. Once the connection has been authenticated the mobile unit sends a data frame containing the operators identifier. Finally, the Connection Manager adds a SCO link (voice connection) and runs a new dedicated Operator Manager, which will manage the new operators session. Additionally, the Connection Manager maps the operators identifiers into the Bluetooth connections, so that when the operators roam around the covered area a connection with

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an appropriate Bluetooth device is established and the data stream is redirected accordingly. The data of each supervised operator is buffered separately in the dedicated Operator Manager. At the startup it communicates with the Operator Data Manager in order to get more detailed personal data. The most important Operator Managers task is to buffer the incoming raw data and to split it into separate data streams related to each of the measured parameters. The raw data is sent to a Logger Module, the split data streams are available for the other system modules through producer-consumer queues. Furthermore, the Operator Manager provides an interface for sending alert messages to the related operator. Operator Data Manager provides an interface to the operator database enabling the other modules to read or write personal data and system access information.

3.5.2 DATA ANALYSIS MODULE


The module performs the analysis of the raw sensor data in order to obtain information about the operators physiological condition. The separately running Data Analysis Module supervises each of the working operators. The module consists of a number of smaller analyzers extracting different types of information. Each of the analyzers registers at the appropriate Operator Manager or another analyzer as a data consumer and, acting as a producer, provides the results of the analysis. An analyzer can be either a simple signal filter (e.g. Finite Input Response (FIR) filter) or a generic data extractor (e.g. signal variance, saccade detector) or a custom detector module. As it is not able to predict all the supervisors needs, the custom modules are created by applying a supervised machine learning algorithm to a set of earlier recorded examples containing the characteristic features to be recognized. In the prototype we used an improved C4.5 decision tree induction algorithm. The computed features can be e.g. the operators position (standing, walking and lying) or whether his eyes are closed or opened. As built-in analyzer modules we implemented a saccade detector, visual attention level, blood oxygenation and pulse rate analyzers.

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The saccade detector registers as an eye movement and accelerometer signal variance data consumer and uses the data to signal saccade occurrence. Since saccades are the fastest eye movements the algorithm calculates eye movement velocity and checks physiological Constraints. The algorithm has two main steps:

User adjustment step. The phase takes up 5 s. After buffering approx. 5 s of the signal differentiate it using three point central difference algorithm, which will give eye velocity time series. Sort the velocities by absolute value and calculate upper 15% of the border velocity along both X v0x and Y v0y axes . As a result v0x and v0y are cut-off velocities. On-line analyzer flow. Continuously calculate eye movement velocity using three point central difference algorithms. If the velocity excess pre calculated v0 (both axes are considered separately) there is a possibility of saccade occurrence. Check the following conditions (if any of them is satisfied do not detect a saccade): the last saccade detection was less than 130 ms ago (physiological constraint the saccades will not occur more frequently) the movement is nonlinear (physiological constraint) compare the signal with accelerometer (rapid head movement may force eye activity of comparable speed) if the accelerometer signal is enormously uneven consider ignoring the signal due to possible sensor device movements. If none of the above conditions is satisfied signal the saccade occurrence. The visual attention level analyzer uses as input the results produced by the saccade detector. Low saccadic activity (large delays between subsequent saccades) suggests lowered visual attention level (e.g. caused by thoughtfulness). The following figure shows the situation where the visual attention lowers for a few seconds.

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Figure 3.6 Saccade occurrence and Visual attention level

The Pulse rate analyzer registers for the oxyhemoglobin and deoxyhemoglobin level data streams. Since both signals contain a strong sinusoidal component related to heartbeat, the pulse rate can be calculated measuring the time delay between subsequent extremes of one of the signals. We decided not to process only one of the data streams the algorithm is designed to choose dynamically one of them on the grounds of the signal level. Unfortunately, the both signals are noised so they must be filtered before further processing After filtering the signal the pulse calculation algorithm is applied. The algorithm chooses the point to be the next maximum if it satisfies three conditions: points on the left and on the right have lower values, the previous extreme was a minimum, and the time between the maximums is not too short (physiological constraint). The new pulse value is calculated based on the distance between the new and the previous maximum detected. The algorithm gets the last 5 calculated pulse values and discards 2 extreme values to

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average the rest. Finally, it does the same with the minimums of the signal to obtain the second pulse rate value, which gives the final result after averaging. Additionally, we implemented a simple module that calculates average blood oxygenation level. Despite its simplicity the parameter is an important measure of the operators physiological condition. The other signal features that are not recognized by the built-in analyzers can be extracted using custom modules created by Decision Tree Induction module. The custom module processes the generated decision tree, registers for needed data streams and produces the desired output signal. Decision Tree Induction module generates the decision trees, which are binary trees with an attribute test in each node. The decision tree input data is an object described by means of a set of attribute-value pairs. The algorithm is not able to process time series directly. The attributes therefore are average signal value, signal variance and the strongest sinusoidal components. As an output the decision tree returns the category the object belongs to. Alarm Dispatcher Module is a very important part of the Data Analysis module. It registers for the results of the data analysis, checks them with regard to the user-defined alarm conditions and launches appropriate actions when needed. The module is a producer of the alarm messages, so that they are accessible in the logger and visualization modules.

3.5.3 DATA LOGGER MODULE


The module provides support for storing the monitored data in order to enable the supervisor to reconstruct and analyze the course of the operators duty. The module registers as a consumer of the data to be stored in the database. Each working operators data is recorded by a separate instance of the Data Logger. Apart from the raw or processed physiological data, alerts and operators voice are stored. The raw data is supplied by the related Operator Manager module, whereas the Data Analysis module delivers the processed data. The voice data is delivered by a Voice Data Acquisition module. The module registers as an operators voice data consumer and optionally processes the sound to be stored (i.e. reduces noise or

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removes the fragments when the operator does not speak). The Loggers task is to add appropriate time stamps to enable the system to reconstruct the voice. Additionally, there is a dedicated video data logger, which records the data supplied by the Video Data Acquisition module (in the prototype we use JPEG compression). The module is designed to handle one or more cameras using Video for Windows standard. The Data Logger is able to use any ODBC-compliant database system. In the prototype we used MS SQL Server, which is a part of the Project Kit.

3.5.4 VISUALIZATION MODULE


The module provides user interface for the supervisors. It enables them to watch each of the working operators physiological condition along with a preview of selected video source and his related sound stream. All the incoming alarm messages are instantly signaled to the supervisor. Moreover, the visualization module can be set in the off-line mode, where all the data is fetched from the database. Watching all the recorded physiological parameters, alarms, video and audio data the supervisor is able to reconstruct the course of the selected operators duty.

3.6 TOOLS USED TO DEVELOP BLUEEYES


In creating the hardware part of the DAU a development board was built, which enabled to mount, connect and test various peripheral devices cooperating with the microcontroller. During the implementation of the DAU there was a need for a piece of software to establish and test Bluetooth connections. Hence created a tool called Blue Dentist . The tool provides support for controlling the currently connected Bluetooth device. Its functions are: Local device management (resetting, reading local BD_ADDR, putting in Inquiry/Page and Inquiry/Page scan modes, reading the list of locally supported features and setting UART speed) and connection management (receiving and displaying Inquiry scan results, establishing ACL links, adding SCO connections, performing link authorization procedure, sending test data packets and disconnecting).

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Fig 3.7: Blue Dentist To test the possibilities and performance of the remaining parts of the Project Kit (computer, camera and database software) Blue Capture was created. The tool supports capturing video data from various sources (USB web-cam, industrial camera) and storing the data in the MS SQL Server database. Additionally, the application performs sound recording. After filtering and removing insignificant fragments (i.e. silence) the audio data is stored in the database. Finally, the program plays the recorded audiovisual stream. They used the software to measure database system performance and to optimize some of the SQL queries (e.g. we replaced correlated SQL queries with cursor operations).

Figure 3.8 : Blue Capture

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Also a simple tool for recording Jazz Multisensory measurements was introduced. The program reads the data using a parallel port and writes it to a file. To program the operators personal ID card we use a standard parallel port, as the EEPROMs and the port are both TTL-compliant. A simple dialog-based application helps to accomplish the task.

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4 APPLICATIONS
Engineers at IBM's office : smarttags " Research Center in San Jose, CA, report that a number of large retailers have implemented surveillance systems that record and interpret customer movements, using software from Almaden's BlueEyes research project. BlueEyes is developing ways for computers to anticipate users' wants by gathering video data on eye movement and facial expression. Your gaze might rest on a Web site heading, for example, and that would prompt your computer to find similar links and to call them up in a new window. But the first practical use for the research turns out to be snooping on shoppers. BlueEyes software makes sense of what the cameras see to answer key questions for retailers, including, How many shoppers ignored a promotion? How many stopped? How long did they stay? Did their faces register boredom or delight? How many reached for the item and put it in their shopping carts? BlueEyes works by tracking pupil, eyebrow and mouth movement. When monitoring pupils, the system uses a camera and two infrared light sources placed inside the product display. One light source is aligned with the camera's focus; the other is slightly off axis. When the eye looks into the camera-aligned light, the pupil appears bright to the sensor, and the software registers the customer's attention .This is way it captures the person's income and buying preferences. BlueEyes is actively been incorporated in some of the leading retail outlets.

Another application would be in the automobile industry. By simply touching a computer input device such as a mouse, the computer system is designed to be able to determine a person's emotional state. for cars, it could be useful to help with critical decisions like:

"I know you want to get into the fast lane, but I'm afraid I can't do that .Your too upset right now" and therefore assist in driving safely.

Current interfaces between computers and humans can present information vividly, but have no sense of whether that information is ever viewed or understood. In contrast, new real-time computer vision techniques for perceiving people allows us to create "Face-responsive Displays" and "Perceptive Environments", which can sense and respond to users that are viewing them. Using stereo-vision techniques, we are able to detect, track, and identify users robustly and in real time. This information can make spoken language interface more robust, by selecting the acoustic information from a visually-localized source. Environments can become aware of how many people are present, what activity is occuring, and therefore what display or messaging modalities are most appropriate to use in the current situation. The
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results of our research will allow the interface between computers and human users to become more natural and intuitive.

We could see its use in video games where, it could give individual challenges to customers playing video games. Typically targeting commercial business. The integration of children's toys, technologies and computers is enabling new play experiences that were not commercially feasible until recently. The Intel Play QX3 Computer Microscope, the Me2Cam with Fun Fair, and the Computer Sound Morpher are commercially available smart toy products developed by the Intel Smart Toy Lab in . One theme that is common across these PC-connected toys is that users interact with them using a combination of visual, audible and tactile input & output modalities. The presentation will provide an overview of the interaction design of these products and pose some unique challenges faced by designers and engineers of such experiences targeted at novice computer users, namely young children. The familiar and useful come from things we recognize. Many of our favorite things' appearance communicate their use; they show the change in their value though patina. As technologists we are now poised to imagine a world where computing objects communicate with us in-situ; where we are. We use our looks, feelings, and actions to give the computer the experience it needs to work with us. Keyboards and mice will not continue to dominate computer user interfaces. Keyboard input will be replaced in large measure by systems that know what we want and require less explicit communication. Sensors are gaining fidelity and ubiquity to record presence and actions; sensors will notice when we enter a space, sit down, lie down, pump iron, etc. Pervasive infrastructure is recording it. This talk will cover projects from the Context Aware Computing Group at MIT Media Lab.

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5. CONCLUSION
The BlueEyes system is developed because of the need for a real-time monitoring system for a human operator. The approach is innovative since it helps supervise the operator not the process, as it is in presently available solutions. We hope the system in its commercial release will help avoid potential threats resulting from human errors, such as weariness, oversight, tiredness or temporal indisposition. However, the prototype developed is a good estimation of the possibilities of the final product. The use of a miniature CMOS camera integrated into the eye movement sensor will enable the system to calculate the point of gaze and observe what the operator is actually looking at. Introducing voice recognition algorithm will facilitate the communication between the operator and the central system and simplify authorization process. Despite considering in the report only the operators working in control rooms, our solution may well be applied to everyday life situations. Assuming the operator is a driver and the supervised process is car driving it is possible to build a simpler embedded on-line system, which will only monitor conscious brain involvement and warn when necessary. As in this case the logging module is redundant, and the Bluetooth technology is becoming more and more popular, the commercial implementation of such a system would be relatively inexpensive. The final thing is to explain the name of our system. BlueEyes emphasizes the foundations of the project Bluetooth technology and the movements of the eyes. Bluetooth provides reliable wireless communication whereas the eye movements enable us to obtain a lot of interesting and important information.

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6. REFERENCES

[1] Levine, J.L., An Eye-Controlled Computer,1981, IBM TJ Watson Research Center: Yorktown Heights, New York. [2] Bluetooth Module ,Ericsson Microelectronics [3] AT89C52 8-bit Microcontroller Datasheet, Atmel. [4] www.scribd.com/doc [5] www.authorstream.com [6] www.shvoong.com

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