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TABLE OF CONTENT 1. Introduction 2. System overviews 3. Emotion Computing 4. Types of emotional sensors 5. Application of Blue-eye technology 6.

Blue-eye benefits 7. Conclusion 8. Bibliography

INTRODUCTION
Animal survival depends on highly developed sensory abilities. Likewise, human cognition depends on highly developed abilities to perceive, integrate, and interpret visual, auditory, and touch information. Without a doubt, computers would be much more powerful if they had even a small fraction of the perceptual ability of animals or humans. Adding such perceptual abilities to computers would enable computers and humans to work together more as partners. Imagine yourself in a world where humans interact with computers. You are sitting in front of your personal computer that can listen, talk, or even scream aloud. 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 verifies your identity, feels your presence, and starts interacting with you .You ask the computer to dial to your friend at his office. It realizes the urgency of the situation through the mouse, dials your friend at his office, and establishes a connection. Blue Eyes uses sensing technology to identify a user's actions and to extract key information. This information is then analyzed to determine the user's physical, emotional ,or informational state, which in turn can be used to help make the user more productive by performing expected actions or by providing expected information. For example, in future a Blue Eyes-enabled television could become active when the user makes eye contact , at which point the user could then tell the television to "turn on". This paper is about the hardware, software, benefits and interconnection of various parts involved in the blue eye technology. Toward this end, the Blue Eyes aims at creating computational devices with the sort of perceptual abilities Employing most modern video cameras and microphones to identify 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 that people take for granted .Blue eyes is being developed by the team of Poznan University of Technology &Microsoft. It makes use of the blue tooth technology developed by Ericsson.

1. SYSTEM OVERVIEWS
Blue eyes system monitor the status of the operators visual attention through measurement of saccadic activity. The system checks parameters like heart beat rate and blood oxygenation against abnormal and triggers user defined alarms. Blue Eyes system 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 The system consists of Mobile measuring device (DAU) Central System Unit (CSU)

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2-The Hardware-

1.1.1 Data acquisition unit


Data Acquisition Unit is a mobile part of the Blue eyes system. Its main task is to fetch the physiological data from the sensor and to send it to the central system to be processed. To accomplish the task the device must manage wireless Bluetooth connections(connection establishment, authentication and termination).Personal ID cards and PIN codes provide operator's authorization. Communication with the operator is carried on using a simple 5-key keyboard,
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a small LCD display and a beeper. When an exceptional situation is detected the device uses them to notify the operator. Voice data is transferred using a small headset, interfaced to the DAU with standard mini- jack plugs. The Data Acquisition Unit comprises several hardware modules Atmel 89C52 microcontroller - system core Bluetooth module (based on ROK101008) HD44780 - small LCD display24C16 - I2C EEPROM (on a removable ID card )MC145483 13bit PCM codec Jazz Multisensor interface Beeper and LED indicators ,6 AA batteries and voltage level monitor. . 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.

(Fig.3 DAU Components)

1.1.2CENTRAL SYSTEM UNIT


Central System Unit hardware is the second peer of the wireless connection. The box contains a Bluetooth module (based on ROK101008) and a PCM codec for voice data transmission. The module is interfaced to a PC using a parallel, serial and USB cable. The audio data is accessible through standard mini-jack sockets .To program operator's personal ID cards we developed a simple programming device. The programmer is interfaced to a PC using serial and PS/2 (power source) ports. Inside, there is Atmel89C2051 microcontroller, wh ich handles UART transmission andI2C EEPROM (ID card) programming.

1.2:THE SOFTWARE:
Blue Eyes software's main task is to look after working operators' physiological condition. To assure instant reaction on the operators' condition change the software performs real time buffering of the incoming data, real-time physiological data analysis and alarm triggering. The Blue Eyes software comprises several functional modules System the transfers flow between other system modules (e.g. transfers raw data from the Connection Manager to data analyzers, processed data from the data analyzers to GUI controls,
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other data analyzers, data logger etc.). The System Core fundamental are single-producer-multi-consumer thread safe queues. Any number of consumers can register to receive the data supplied by a producer CSU components):

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 acostumer.

Data Analysismodule 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 Connection Manager is responsible for managing the wireless communication between the mobile Data Acquisition Units and the central system. The Connection Manager handles: communication with the CSU hardware
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searching for new devices in the covered range establishing Bluetooth connections connection authentication incoming data buffering sending alerts 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. The most important analyzers are: saccade detector - monitors eye movements in order to determine the level of operator's visual attention pulse rate analyzer - uses blood oxygenation signal to compute operator's pulse rate custom analyzers - recognize other behaviours than those which are built-in the system. The new modules are created using C4.5 decision tree induction algorithm

Visualizationmodule provides a 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 related sound stream. All the incoming alarm messages are instantly signaled to the supervisor. The Visualization module can be set in an 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. The physiological data is presented using a set of custom built GUI control:

(fig:5 Software Analysis Diagram)

a pie-chart used to present a percentage of time the operator was activelyacquiring the visual information A VU-meter showing the present value of a parameter time seriesdisplaying a history of selected parameters' value.

2:EMOTION 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.

2.1 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 behaviour 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. 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 multi dimensional scaling (MDS) procedure was used to determine the dimensionality of the data.

2.2 Result:The data for each subject consisted of scores for four physiological assessments[GSA, GSR, pulse, and skin temperature, for each of the six
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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. To account for individual variance in physiology, we calculated the difference between the baseline and test scores. Scores that differed by more than one and a half standard deviations from the mean were treated as missing. By this criterion, twelve score were removed from the analysis. 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 motion correlation is rendered based on statistical analysis of calibration signalsgenerated by users having emotions that are measured or otherwise known at calibration time.

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3. TYPES OF EMOTIONAL SENSORS


For Hand: Emotion Mouse Sentic Mouse For Eyes: Expression Glasses Magic Pointing Eye Tracking For Voice: Artificial Intelligence Speech Recognition

3.1 HAND 3.1.1 EMOTION MOUSE

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(Fig.6 Emotional Mouse)

One proposed, noninvasive 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. Information Obtained From Emotion Mouse 1) Behaviour a. Mouse movements b. Button click frequency. Finger pressure when a user presses his/her button 2) Physiological information .Heart rate (Electrocardiogram(ECG/EKG),Photoplethysmogram(PPG) ) b. Skin temperature (Thermester)c. Skin electricity (Galvanic skin response, GSR)d. Electromyographic activity (Electromyogram, MG)

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(Fig.7 System Configuration For Emotional Mouse) &Samples Obtained From Emotional Mouse

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

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(Fig.9 senetic Mouse)

3.2 EYE

EXPRESSION GLASSES
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
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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.

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. 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. In our view, there are two fundamental shortcomings to the existing gaze pointing techniques regardless of the maturity of eye tracking technology. First, 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, and slider handles Second, and perhaps more importantly, 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 [7], 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. 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. We have designed two MAGIC
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POINTING techniques, one liberal and the other conservative in terms of target identification and cursor placement.
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(Fig.11 The Conservative MAGIC Pointing technique with Intelligent offset)( Fig.12 The Liberal MAGIC Pointing technique cursor is placed in the vicinity of a target thatthe user fixates on )

Implementing 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. The goal of filter design in general is to make the best compromise between preserving signal bandwidth and
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eliminating unwanted noise. In the case of eye tracking, as Jacob argued, eye information relevant to interaction lies in the fixations .Our filtering algorithm was designed to pick a fixation with minimum delay by means of selecting two adjacent points over two samples

EYE TRACKING
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 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 .Available commercial systems, such as those made by ISCAN Incorporated ,LC T echnologies, and Applied Science Laboratories (ASL), rely on a single light source that is positioned either off the camera axis in the case of theISCANETL-400 systems, or on-axis in the case of the LCT and the ASL E504 systems.(Fig.13 Bright (left) and Dark (right) pupil images resulting from on and off axis illumination The glints and corneal reflections , from the on and off axis light sources can be easily identified as the bright points in the iris.)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
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bright (see Figure 13). 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 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. After implementing our system with satisfactory results, we discovered that similar pupil detection schemes had been independently developed by Tomonoetal and bisawa and Satoh. It is unfortunate that such a method has not been used in the commercial systems. We recommend that future eye tracking product designers consider such an approach. 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 mage. The reflection is then used to
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estimate the user's point of gaze in terms of the screen coordinates where the user is looking at. The estimation of the user's gaze requires an initial calibration procedure, similar to that required by commercial eye trackers. Our system operates at 30 frames per second on a Pentium II333 MHz machine running Windows NT. It can work with any PCI frame grabber compatible with Video for Windows .Eye tracking data can be acquired simultaneously with MRI scanning using a system that illuminates the left eye of a subject with an infrared (IR) source, acquires a video image of that eye, locates the corneal reflection (CR) of the IR source, and in real time calculates/displays/records the gaze direction and pupil diameter.

(Fig. 14 Geometric Facial Data Extraction)

3.3 VOICE 3.3.1: 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 pronounce the extension number, your name, and the name of person you want to contact. If the called person
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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.

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 behaviour 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.

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
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kHz. Recognizing a telephone call is more difficult as it has bandwidth limitation of 300 Hz to3.3 kHz. As explained earlier, 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. 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 a seven 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.

APPLICATIONS OF SPEECH RECOGNITION


One of the main benefits of speech recognition system is that it lets user do other works simultaneously. The user can concentrate on observation and
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manual operations, and still control the machinery by voice input commands. Another major application of speech processing is in military operations. Voice control of weapons is an example. With reliable speech recognition equipment, pilots can give commands and information to the computers by simply speaking into their microphonesthey dont have to use their hands for this purpose. Another good example is a radiologist scanning hundreds of X-rays, ultra sonograms, 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. Voice recognition could also be used on computers for making airline and hotel reservations. A user requires simply to state his needs, to make reservation, cancel a reservation, or make enquiries about schedule.

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4. APPLICATION OF BLUE-EYE TECHNOLOGY


Engineers at IBM'so fficsmart tags" Research Centre 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 Blue Eyes research project. Blue Eyes 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 anew window. But the first practical use for the research turns out to be snooping on shoppers .Blue Eyes 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 bordom or delight? How many reached for the item and put it in their shopping carts? Blue Eyes 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. Blue Eyes 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
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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 occurring , and therefore what display or messaging modalities are most appropriate to use in the current situation. The 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 Morph 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 favourite 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. BLUE-EYES BENEFITS
Prevention from dangerous incidents Minimization of ecological consequences financial loss a threat to a human life The key features of the system are: visual attention monitoring (eye motility analysis) physiological condition monitoring (pulse rate, blood oxygenation) operator's 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.

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6. 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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ABSTRACT
Is it possible to create a computer which can interact with us as we interact each other? For example imagine in a fine morning you walk on to your computer room and switch on your computer, and then it tells you Hey friend, good morning you seem to be a bad mood today. And then it opens your mailbox and shows you some of the mails and tries to cheer you. It seems to be a fiction, but it will be the life lead by BLUE EYES in the very near future. The basic idea behind this technology is to give the computer the human power. We all have some perceptual abilities. That is we can understand each others feelings. For example we can understand ones emotional state by analyzing his facial expression. If we add these perceptual abilities of human 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.

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BIBLIOGRAPHY
1. Carpenter R. H. S., Movements of the eyes, 2nd edition, Pion Limited, 1988, London. 2. Bluetooth specification, version 1.0B, Bluetooth SIG, 1999. 3. ROK 101 007 Bluetooth Module, Ericsson Microelectronics,2000. 4. AT89C52 8-bit Microcontroller Datasheet, Atmel. 5. Intel Signal Processing Library Reference Manual.

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