scholarly journals GazeGuide: An Eye-Gaze-Guided Active Immersive UAV Camera

2020 ◽  
Vol 10 (5) ◽  
pp. 1668 ◽  
Author(s):  
Pavan Kumar B. N. ◽  
Adithya Balasubramanyam ◽  
Ashok Kumar Patil ◽  
Chethana B. ◽  
Young Ho Chai

Over the years, gaze input modality has been an easy and demanding human–computer interaction (HCI) method for various applications. The research of gaze-based interactive applications has advanced considerably, as HCIs are no longer constrained to traditional input devices. In this paper, we propose a novel immersive eye-gaze-guided camera (called GazeGuide) that can seamlessly control the movements of a camera mounted on an unmanned aerial vehicle (UAV) from the eye-gaze of a remote user. The video stream captured by the camera is fed into a head-mounted display (HMD) with a binocular eye tracker. The user’s eye-gaze is the sole input modality to maneuver the camera. A user study was conducted considering the static and moving targets of interest in a three-dimensional (3D) space to evaluate the proposed framework. GazeGuide was compared with a state-of-the-art input modality remote controller. The qualitative and quantitative results showed that the proposed GazeGuide performed significantly better than the remote controller.

Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1051
Author(s):  
Si Jung Kim ◽  
Teemu H. Laine ◽  
Hae Jung Suk

Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre- and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.


Author(s):  
Jonathan Roeber ◽  
Scott Nykl ◽  
Scott Graham

Modern militaries rely upon remote image sensors for real-time intelligence. A typical remote system consists of an unmanned aerial vehicle, or UAV, with an attached camera. A video stream is sent from the UAV, through a bandwidth-constrained satellite connection, to an intelligence processing unit. In this research, an upgrade to this remote-video-stream method of collection is proposed. A set of synthetic images of a scene captured by an UAV in a virtual environment is sent to a pipeline of computer vision algorithms, collectively known as Structure from Motion. The output of Structure from Motion, a three-dimensional (3D) model, is then assessed in a 3D virtual world as a possible replacement for the images from which it was created. This study shows Structure from Motion results from a modifiable spiral flight path and compares the geoaccuracy of each result. A flattening of height is observed, and an automated compensation for this flattening is proposed and performed. Each reconstruction is also compressed, and the size of the compression is compared with the compressed size of the images from which it was created. A reduction of 49–60% of required space, or bandwidth, is shown. A corresponding video demonstrating this technique is available online.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Alexander J. Kent ◽  
Łukasz Halik

<p><strong>Abstract.</strong> Virtual reality (VR) is a display and control technology that provides an interactive computer-generated three-dimensional environment to a user, often via a Head Mounted Display (HMD). VR delivers an immediate and immersive sensory experience of simulated worlds (which may or may not resemble reality), particularly of environments that might otherwise be physically inaccessible to the user due to their location, scale, time or danger. Although the first VR systems began to emerge in the 1960s, their relevance to cartographic applications has only recently become an explicit focus of research. Moreover, the potential of VR technology to visualize topographic databases has yet to be explored by cartographers.</p><p>In this experiment, we designed a VR application of a fictitious city derived from state 1&amp;thinsp;:&amp;thinsp;10,000 topographic data (Polish Database of Topographic Objects BDOT10k) to test user preferences for 2D or 3D urban geovisualizations. The app allows the user to switch between 2D and 3D representations of buildings in the simulation using a remote controller. This functionality enabled participants of the experiment to freely select 2D or 3D mode and for their preferences to be recorded and measured.</p><p>Our experiment involved two groups, one based in Poland and one in the UK, each comprising 30 participants (students enrolled on a Geography undergraduate course at each author’s institution). Participants performed spatial ability tests to help ensure consistency in the sample and each group was divided into two sub-groups. Participants in the first sub-group were each given a navigation task that required their movement across the simulated city from point A to point B in the shortest possible time. Those in the second sub-group were given the freedom to explore the simulated city without being given a specific navigational task. We then interviewed participants in order to understand their own perception of their experiences in using the app.</p><p>The results indicate the preferences of the two groups and sub-groups of participants. In particular, we establish whether users preferred the 2D mode for the navigational task and the 3D mode for free exploration. The findings suggest how producers of topographic datasets might develop the functionality of their products using VR.</p>


2017 ◽  
Author(s):  
Daniel Nüst

Visualisation is an important tool in explorative analysis and new technologies provide an unprecedented amount of live environmental sensor data. Interpolations derive data with high spatial coverage from these in-situ observations. This work develops methods to combine the visualisation of sensor platforms and interpolations based upon their observations to increase the understanding of the observed dynamic environmental phenomenon. These techniques span across visual variables such as animation, colour or size, and are supplemented with a variety of visual aides to facilitate interpretation in a three-dimensional real-time visualisation environment. A software prototype joins existing technologies to present new techniques for visualisation on a virtual globe. It successfully renders live data from an unmanned aerial vehicle in a test deployment. A user study investigates the developed solutions. This study supports the hypothesis that a user’s understanding of a phenomenon can be improved with a real-time, integrated visualisation of sensor positions and interpolation. An extensive discussion identifies the useful techniques, features and architecture components for the targeted application.


2017 ◽  
Vol 2017 (2) ◽  
pp. 23-37 ◽  
Author(s):  
Yousra Javed ◽  
Mohamed Shehab

Abstract Habituation is a key factor behind the lack of attention towards permission authorization dialogs during third party application installation. Various solutions have been proposed to combat the problem of achieving attention switch towards permissions. However, users continue to ignore these dialogs, and authorize dangerous permissions, which leads to security and privacy breaches. We leverage eye-tracking to approach this problem, and propose a mechanism for enforcing user attention towards application permissions before users are able to authorize them. We deactivate the dialog’s decision buttons initially, and use feedback from the eye-tracker to ensure that the user has looked at the permissions. After determining user attention, the buttons are activated. We implemented a prototype of our approach as a Chrome browser extension, and conducted a user study on Facebook’s application authorization dialogs. Using participants’ permission identification, eye-gaze fixations, and authorization decisions, we evaluate participants’ attention towards permissions. The participants who used our approach on authorization dialogs were able to identify the permissions better, compared to the rest of the participants, even after the habituation period. Their average number of eye-gaze fixations on the permission text was significantly higher than the other group participants. However, examining the rate in which participants denied a dangerous and unnecessary permission, the hypothesized increase from the control group to the treatment group was not statistically significant.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


Author(s):  
Ding Ding ◽  
Mark A Neerincx ◽  
Willem-Paul Brinkman

Abstract Virtual cognitions (VCs) are a stream of simulated thoughts people hear while emerged in a virtual environment, e.g. by hearing a simulated inner voice presented as a voice over. They can enhance people’s self-efficacy and knowledge about, for example, social interactions as previous studies have shown. Ownership and plausibility of these VCs are regarded as important for their effect, and enhancing both might, therefore, be beneficial. A potential strategy for achieving this is the synchronization of the VCs with people’s eye fixation using eye-tracking technology embedded in a head-mounted display. Hence, this paper tests this idea in the context of a pre-therapy for spider and snake phobia to examine the ability to guide people’s eye fixation. An experiment with 24 participants was conducted using a within-subjects design. Each participant was exposed to two conditions: one where the VCs were adapted to eye gaze of the participant and the other where they were not adapted, i.e. the control condition. The findings of a Bayesian analysis suggest that credibly more ownership was reported and more eye-gaze shift behaviour was observed in the eye-gaze-adapted condition than in the control condition. Compared to the alternative of no or negative mediation, the findings also give some more credibility to the hypothesis that ownership, at least partly, positively mediates the effect eye-gaze-adapted VCs have on eye-gaze shift behaviour. Only weak support was found for plausibility as a mediator. These findings help improve insight into how VCs affect people.


2020 ◽  
Vol 57 (12) ◽  
pp. 1392-1401
Author(s):  
Mark P. Pressler ◽  
Emily L. Geisler ◽  
Rami R. Hallac ◽  
James R. Seaward ◽  
Alex A. Kane

Introduction and Objectives: Surgical treatment for trigonocephaly aims to eliminate a stigmatizing deformity, yet the severity that captures unwanted attention is unknown. Surgeons intervene at different points of severity, eliciting controversy. This study used eye tracking to investigate when deformity is perceived. Material and Methods: Three-dimensional photogrammetric images of a normal child and a child with trigonocephaly were mathematically deformed, in 10% increments, to create a spectrum of 11 images. These images were shown to participants using an eye tracker. Participants’ gaze patterns were analyzed, and participants were asked if each image looked “normal” or “abnormal.” Results: Sixty-six graduate students were recruited. Average dwell time toward pathologic areas of interest (AOIs) increased proportionally, from 0.77 ± 0.33 seconds at 0% deformity to 1.08 ± 0.75 seconds at 100% deformity ( P < .0001). A majority of participants did not agree an image looked “abnormal” until 90% deformity from any angle. Conclusion: Eye tracking can be used as a proxy for attention threshold toward orbitofrontal deformity. The amount of attention toward orbitofrontal AOIs increased proportionally with severity. Participants did not generally agree there was “abnormality” until deformity was severe. This study supports the assertion that surgical intervention may be best reserved for more severe deformity.


Complexity ◽  
2020 ◽  
Vol 2020 ◽  
pp. 1-13
Author(s):  
Xiao Liang ◽  
Honglun Wang ◽  
Haitao Luo

The UAV/UGV heterogeneous system combines the air superiority of UAV (unmanned aerial vehicle) and the ground superiority of UGV (unmanned ground vehicle). The system can complete a series of complex tasks and one of them is pursuit-evasion decision, so a collaborative strategy of UAV/UGV heterogeneous system is proposed to derive a pursuit-evasion game in complex three-dimensional (3D) polygonal environment, which is large enough but with boundary. Firstly, the system and task hypothesis are introduced. Then, an improved boundary value problem (BVP) is used to unify the terrain data of decision and path planning. Under the condition that the evader knows the position of collaborative pursuers at any time but pursuers just have a line-of-sight view, a worst case is analyzed and the strategy between the evader and pursuers is studied. According to the state of evader, the strategy of collaborative pursuers is discussed in three situations: evader is in the visual field of pursuers, evader just disappears from the visual field of pursuers, and the position of evader is completely unknown to pursuers. The simulation results show that the strategy does not guarantee that the pursuers will win the game in complex 3D polygonal environment, but it is optimal in the worst case.


2013 ◽  
Vol 13 (1) ◽  
pp. 18-28 ◽  
Author(s):  
Chao-Hung Lin ◽  
Jyun-Yuan Chen ◽  
Shun-Siang Hsu ◽  
Yun-Huan Chung

Tourist maps are designed to direct tourists to tourist attractions in unfamiliar areas. A well-designed tourist map can provide tourists with sufficient and intuitive information about places of interest. Thus, providing up-to-date information on places of interest and selecting their representative icons are fundamental and important in automatic generation of tourist maps. In this article, approaches for determining places of interest and for determining their representative icons are introduced. In contrast to general digital tourist maps that use text, simple shapes, or three-dimensional models, we use photos that offer abundant visual features of places of interest as icons in tourist maps. The photos are automatically extracted from a repository of photos downloaded from photo-sharing communities. Tourist attractions and their corresponding image icons are determined by means of photo voting and photo quality assessment. Qualitative analyses, including a user study and experiments in several areas with numerous tourist attractions, indicated that the proposed method can generate visually pleasant and elaborate tourist maps. In addition, the analyses indicated that the map produced by our method is better than maps generated by related methods and is comparable to hand-designed tourist maps.


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