EDBT 2026 Demo / reviewers in the wild / expert
Andreas Bulling
dblp:67/1543
· DBLP profile ↗
181ranked-venue papers
10as first author
70since 2021 · last 2026
0000-0001-6317-7303ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 118 · 7 first-author · 29 since 2021Graphics, computer vision, multimedia, augmented reality and games · 67 · 28 since 2021Artificial intelligence and machine learning · 39 · 3 first-author · 23 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 3 since 2021Security and privacy · 3 · 2 since 2021Systems, architecture and hardware · 2 · 2 since 2021Databases, data management, data science and information retrieval · 2 · 1 since 2021Computer networks · 1Theory of computation · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Is this it? Benchmarking Scanpath Metrics for Information DisplayabstractScanpath prediction is a fundamental task in human visual attention research, aiming to simulate user viewing behaviour for given stimuli. While scanpath prediction methods have matured in natural scenes, recent research has expanded to information displays, such as graphical user interfaces and data visualisations. However, there is currently no consensus on which scanpath metrics to use for evaluation, raising concerns regarding the validity and comparability of the proposed methods. This paper benchmarks ten commonly used scanpath metrics across the MASSVIS and UEyes datasets by comparing model predictions with empirical gaze data. We evaluate these metrics with subjective expert ratings of scanpath similarity. Our analysis reveals that vector-based and region-based metrics align more closely with expert ratings than pixel-based and recurrence-based metrics. Based on these findings, we provide best practices for evaluating visual scanpaths in information displays, emphasising the urgent need for appropriate metrics to ensure the validity of future research. Yao Wang 0018, Junichi Nagasawa, Danqing Shi, Chuhan Jiao, Yue Jiang 0002, Andreas Bulling |
ETRA | 6 |
| 2026 | DiffEyeSyn: User-specific Subtle Eye Movement Synthesis Using Diffusion Models
Chuhan Jiao, Yeonjoo Cho, Zhiming Hu 0003, Andreas Bulling |
FG | 5 |
| 2026 | ObjectVisA-120: Object-based Visual Attention Prediction in Interactive Street-crossing Environments
Igor Vozniak, Philipp Müller 0001, Nils Lipp, Janis Sprenger, Konstantin Poddubnyy, Davit Hovhannisyan, Christian Müller 0014, Andreas Bulling, Philipp Slusallek |
IV | 8 |
| 2026 | To Skip, to Swap or to Not Swap? Identifying Step Transition Types in Instructional Manuals
Hsiu-Yu Yang, Andreas Bulling, Carina Silberer |
LREC | 3 |
| 2026 | QualitEye: Public and Privacy-preserving Gaze Data Quality Verification ETRA001abstractGaze-based applications are increasingly advancing with the availability of large datasets but ensuring data quality presents a substantial challenge when collecting data at scale. It further requires different parties to collaborate, therefore, privacy concerns arise. We propose QualitEye—the first method for verifying image-based gaze data quality. QualitEye employs a new semantic representation of eye images that contains the information required for verification while excluding irrelevant information for better domain adaptation. QualitEye covers a public setting where parties can freely exchange data and a privacy-preserving setting where parties cannot reveal their raw data nor derive gaze features/labels of others with adapted private set intersection protocols. We evaluate QualitEye on the MPIIFaceGaze and GazeCapture datasets and achieve a high verification performance (with a small overhead in runtime for privacy-preserving versions). Hence, QualitEye paves the way for new gaze analysis methods at the intersection of machine learning, human-computer interaction, and cryptography. Mayar Elfares, Pascal Reisert, Ralf Küsters, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2026 | Gaze3P: Gaze-Based Prediction of User-Perceived PrivacyabstractPrivacy is a highly subjective concept and perceived variably by different individuals. Previous research on quantifying user-perceived privacy has primarily relied on questionnaires. Furthermore, applying user-perceived privacy to optimise the parameters of privacy-preserving techniques (PPT) remains insufficiently explored. To address these limitations, we introduce Gaze3P-- the first dataset specifically designed to facilitate systematic investigations into user-perceived privacy. Our dataset comprises gaze data from 100 participants and 1,000 stimuli, encompassing a range of private and safe attributes. With Gaze3P we train a machine learning model to implicitly and dynamically predict perceived privacy from human eye gaze. Through comprehensive experiments, we show that the resulting models achieve high accuracy. Finally, we illustrate how predicted privacy can be used to optimise the parameters of differentially private mechanisms, thereby enhancing their alignment with user expectations. Mayar Elfares, Pascal Reisert, Ralf Küsters, Andreas Bulling |
Proc. Priv. Enhancing Technol. | 4 |
| 2026 | DiffGaze: A Diffusion Model for Modelling Fine-grained Human Gaze Behaviour on 360\({}^{\circ}\) ImagesabstractModelling human gaze behaviour on 360 \({}^{\circ}\) images is important for various human–computer interaction applications. However, existing methods are limited to predicting discrete fixation sequences or aggregated saliency maps, thereby neglecting fine-grained gaze behaviour such as saccadic eye movements that can be captured by commercial eye-trackers. We introduce a more challenging task— fine-grained gaze sequence generation . This task aims to generate eye-tracker-like gaze data for given stimuli. We propose DiffGaze , a diffusion-based method for generating realistic and diverse fine-grained human gaze sequences conditioned on 360 \({}^{\circ}\) images. We evaluate DiffGaze on two 360 \({}^{\circ}\) image benchmarks for fine-grained gaze sequence generation as well as two downstream tasks, scanpath prediction and saliency prediction. Our evaluations show that DiffGaze outperforms the fine-grained gaze generation baselines in all tasks on both benchmarks. We also report a 21-participant survey study showing that our method generates gaze sequences that are indistinguishable from real human sequences. Taken together, our evaluations not only demonstrate the effectiveness of DiffGaze but also point towards a new generation of methods that faithfully model the rich spatial and temporal nature of natural human gaze behaviour. Chuhan Jiao, Yao Wang 0018, Mihai Bâce, Zhiming Hu 0003, Andreas Bulling |
ACM Trans. Interact. Intell. Syst. | 6 |
| 2026 | Tell Me Without Telling Me: Two-Way Prediction of Visualization Literacy and Visual AttentionabstractAccounting for individual differences can improve the effectiveness of visualization design. While the role of visual attention in visualization interpretation is well recognized, existing work often overlooks how this behavior varies based on visual literacy levels. Based on data from a 235-participant user study covering three visualization tests (mini-VLAT, CALVI, and SGL), we show that distinct attention patterns in visual data exploration can correlate with participants' literacy levels: While experts (high-scorers) generally show a strong attentional focus, novices (low-scorers) focus less and explore more. We then propose two computational models leveraging these insights: Lit2Sal - a novel visual saliency model that predicts observer attention given their visualization literacy level, and Sal2Lit - a model to predict visual literacy from human visual attention data. Our quantitative and qualitative evaluation demonstrates that Lit2Sal outperforms state-of-the-art saliency models with literacy-aware considerations. Sal2Lit predicts literacy with 86% accuracy using a single attention map, providing a time-efficient supplement to literacy assessment that only takes less than a minute. Taken together, our unique approach to consider individual differences in salience models and visual attention in literacy assessments paves the way for new directions in personalized visual data communication to enhance understanding. Minsuk Chang, Yao Wang 0018, Huichen Will Wang, Yuanhong Zhou, Andreas Bulling, Cindy Xiong Bearfield |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2025 | Chartist: Task-driven Eye Movement Control for Chart Readingabstract| openaire: EC/HE/101141916/EU//Artificial User Danqing Shi, Yao Wang 0018, Yunpeng Bai, Andreas Bulling, Antti Oulasvirta |
CHI | 4 |
| 2025 | SummAct: Uncovering User Intentions Through Interactive Behaviour Summarisation
Mohamed Adel Naguib Ahmed, Zhiming Hu 0003, Andreas Bulling |
CHI | 4 |
| 2025 | A Cognitively Plausible Visual Working Memory Model
Anna Penzkofer, P. Michael Furlong, Chris Eliasmith, Andreas Bulling |
CogSci | 4 |
| 2025 | V^2Dial: Unification of Video and Visual Dialog via Multimodal ExpertsabstractWe present V2Dial– a novel expert-based model specifically geared towards simultaneously handling image and video input data for multimodal conversational tasks. Current multimodal models primarily focus on simpler tasks (e.g., VQA, VideoQA, video-text retrieval) and often neglect the more challenging conversational counterparts, such as video and visual/image dialog. Moreover, works on both conversational tasks evolved separately from each other despite their apparent similarities, limiting their applicability potential. To this end, we propose to unify both tasks using a single model that for the first time jointly learns the spatial and temporal features of images and videos by routing them through dedicated experts and aligns them using matching and contrastive learning techniques. Furthermore, we systemically study the domain shift between the two tasks by investigating whether and to what extent these seemingly related tasks can mutually benefit from their respective training data. Extensive evaluations on the widely used video and visual dialog datasets of AVSD and VisDial show that our model achieves new state-of-the-art results across four benchmarks both in zero-shot and fine-tuning settings. Adnen Abdessaied, Anna Rohrbach, Marcus Rohrbach, Andreas Bulling |
CVPR | 4 |
| 2025 | ToM-SSI: Evaluating Theory of Mind in Situated Social InteractionsabstractMost existing Theory of Mind (ToM) benchmarks for foundation models rely on variations of the Sally-Anne test, offering only a very limited perspective on ToM and neglecting the complexity of human social interactions.To address this gap, we propose ToM-SSI: a new benchmark specifically designed to test ToM capabilities in environments rich with social interactions and spatial dynamics.While current ToM benchmarks are limited to text-only or dyadic interactions, ToM-SSI is multimodal and includes group interactions of up to four agents that communicate and move in situated environments.This unique design allows us to study, for the first time, mixed cooperativeobstructive settings and reasoning about multiple agents' mental state in parallel, thus capturing a wider range of social cognition than existing benchmarks.Our evaluations reveal that the current models' performance is still severely limited, especially in these new tasks, highlighting critical gaps for future research.1 Matteo Bortoletto, Constantin Ruhdorfer, Andreas Bulling |
EMNLP | 3 |
| 2025 | ChartQC: Question Classification from Human Attention Data on Charts
Takumi Nishiyasu, Tobias Kostorz, Yao Wang 0018, Yoichi Sato 0001, Andreas Bulling |
ETRA | 5 |
| 2025 | Towards a Better Understanding of Graph Perception in Immersive EnvironmentsabstractAs Immersive Analytics (IA) increasingly uses Virtual Reality (VR) for stereoscopic 3D (S3D) graph visualisation, it is crucial to understand how users perceive network structures in these immersive environments. However, little is known about how humans read S3D graphs during task solving, and how gaze behaviour indicates task performance. To address this gap, we report a user study with 18 participants asked to perform three analytical tasks on S3D graph visualisations in a VR environment. Our findings reveal systematic relationships between network structural properties and gaze behaviour. Based on these insights, we contribute a comprehensive eye tracking methodology for analysing human perception in immersive environments and establish eye tracking as a valuable tool for objectively evaluating cognitive load in S3D graph visualisation. Lin Zhang 0042, Yao Wang 0018, Wilhelm Kerle-Malcharek, Karsten Klein 0001, Falk Schreiber, Andreas Bulling |
GD | 7 |
| 2025 | AttentionLeak: What Does Human Attention Reveal About Information Visualisation?
Malte Sönnichsen, Mayar Elfares, Yao Wang 0018, Ralf Küsters, Alina Roitberg, Andreas Bulling |
ICDAR (4) | 6 |
| 2025 | Interactive Expressive Motion Generation Using Dynamic Movement PrimitivesabstractOur goal is to enable social robots to interact autonomously with humans in a realistic, engaging, and expressive manner. The 12 Principles of Animation are a well-established framework animators use to create movements that make characters appear convincing, dynamic, and emotionally expressive. This paper proposes a novel approach that leverages Dynamic Movement Primitives (DMPs) to implement key animation principles, providing a learnable, explainable, modulable, online adaptable and composable model for automatic expressive motion generation. DMPs, originally developed for general imitation learning in robotics and grounded in a spring-damper system design, offer mathematical properties that make them particularly suitable for this task. Specifically, they enable modulation of the intensities of individual principles and facilitate the decomposition of complex, expressive motion sequences into learnable and parametrizable primitives. We present the mathematical formulation of the parameterized animation principles and demonstrate the effectiveness of our framework through experiments and application on three robotic platforms with different kinematic configurations, in simulation, on actual robots and in a user study. Our results show that the approach allows for creating diverse and nuanced expressions using a single base model. Till Hielscher, Andreas Bulling, Kai Oliver Arras |
IROS | 2 |
| 2025 | MultiMediate '25: Cross-cultural Multi-domain Engagement EstimationabstractEstimating momentary conversational engagement is central to assistive, socially aware AI systems, yet models are typically trained and evaluated within a single domain, limiting real-world robustness. The MultiMediate '25 challenge advances engagement estimation to more challenging, cross-cultural, and multi-domain settings. Building on prior challenge editions, we expand beyond NOXI as the sole training source by introducing NOXI-J, a new multilingual corpus covering Japanese and Chinese interactions, enabling both training and evaluation in diverse linguistic contexts. Although NOXI-J conceptually extends NOXI, we treat it as a distinct domain because linguistic, cultural, capture, and annotation differences induce measurable distribution shifts. In this paper, we present new annotations, precomputed multi-modal features (visual, vocal, and verbal), baseline evaluations, and an analysis of the best performing challenge solutions. Beyond accuracy, we quantify fairness using Conditional Demographic Disparity for gender and language. Our baselines confirm strong in-domain performance (e.g., paralinguistic eGeMAPS and video-transformer features) and reveal notable cross-domain drops, underscoring the challenge of cultural, linguistic, and interactional shifts. Fairness analyses indicate generally small discrepancies for our baselines. We observe the largest disparities for the proposed challenge solutions on the Chinese language test set. All annotations, features, code, and leaderboards are made publicly available to foster sustained progress on robust and fair engagement estimation. Daksitha Withanage, Marius Funk, Michal Balazia, Huajian Qiu, Shogo Okada, François Brémond, Jan Alexandersson, Andreas Bulling, Elisabeth André, Philipp Müller 0001 |
ACM Multimedia | 8 |
| 2025 | HAGI: Head-Assisted Gaze Imputation for Mobile Eye Trackers
Chuhan Jiao, Zhiming Hu 0003, Andreas Bulling |
UIST | 3 |
| 2025 | ActionDiffusion: An Action-Aware Diffusion Model for Procedure Planning in Instructional VideosabstractWe present ActionDiffusion - a novel diffusion model for procedure planning in instructional videos that is the first to take temporal inter-dependencies between actions into account. Our approach is in stark contrast to existing methods that fail to exploit the rich information content available in the particular order in which actions are performed. Our method unifies the learning of temporal dependencies between actions and denoising of the action plan in the diffusion process by projecting the action in-formation into the noise space. This is achieved 1) by adding action embeddings in the noise masks in the noise-adding phase and 2) by introducing an attention mecha-nism in the noise prediction network to learn the corre-lations between different action steps. We report exten-sive experiments on three instructional video benchmark datasets (CrossTask, Coin, and NIV) and show that our method outperforms previous state-of-the-art methods on all metrics on CrossTask and NIV and all metrics except accuracy on Coin dataset. We show that by adding action embeddings into the noise mask the diffusion model can better learn action temporal dependencies and increase the performances on procedure planning. Codes are available at https://www.collaborative-ai.org/publications/shi25_wacv/ Lei Shi 0032, Paul C. Bürkner, Andreas Bulling |
WACV | 3 |
| 2025 | Int-HRL: towards intention-based hierarchical reinforcement learningabstractAbstract While deep reinforcement learning (RL) agents outperform humans on an increasing number of tasks, training them requires data equivalent to decades of human gameplay. Recent hierarchical RL methods have increased sample efficiency by incorporating information inherent to the structure of the decision problem but at the cost of having to discover or use human-annotated sub-goals that guide the learning process. We show that intentions of human players, i.e. the precursor of goal-oriented decisions, can be robustly predicted from eye gaze even for the long-horizon sparse rewards task of Montezuma’s Revenge–one of the most challenging RL tasks in the Atari2600 game suite. We propose Int-HRL: Hierarchical RL with intention-based sub-goals that are inferred from human eye gaze. Our novel sub-goal extraction pipeline is fully automatic and replaces the need for manual sub-goal annotation by human experts. Our evaluations show that replacing hand-crafted sub-goals with automatically extracted intentions leads to an HRL agent that is significantly more sample efficient than previous methods. Anna Penzkofer, Simon Schaefer, Florian Strohm, Mihai Bâce, Stefan Leutenegger, Andreas Bulling |
Neural Comput. Appl. | 6 |
| 2025 | HAIFAI: Human-AI Interaction for Mental Face ReconstructionabstractWe present HAIFAI—a novel two-stage system where humans and AI interact to tackle the challenging task of reconstructing a visual representation of a face that exists only in a person’s mind. In the first stage, users iteratively rank images our reconstruction system presents based on their resemblance to a mental image. These rankings, in turn, allow the system to extract relevant image features, fuse them into a unified feature vector and use a generative model to produce an initial reconstruction of the mental image. The second stage leverages an existing face editing method, allowing users to manually refine and further improve this reconstruction using an easy-to-use slider interface for face shape manipulation. To avoid the need for tedious human data collection for training the reconstruction system, we introduce a computational user model of human ranking behaviour. For this, we collected a small face ranking dataset through an online crowd-sourcing study containing data from 275 participants. We evaluate HAIFAI and an ablated version in a 12-participant user study and demonstrate that our approach outperforms the previous state of the art regarding reconstruction quality, usability, perceived workload and reconstruction speed. We further validate the reconstructions in a subsequent face ranking study with 18 participants and show that HAIFAI achieves a new state-of-the-art identification rate of 60.6%. These findings represent a significant advancement towards developing new interactive intelligent systems capable of reliably and effortlessly reconstructing a user’s mental image. Florian Strohm, Mihai Bâce, Andreas Bulling |
ACM Trans. Interact. Intell. Syst. | 3 |
| 2025 | Pose2Gaze: Eye-Body Coordination During Daily Activities for Gaze Prediction From Full-Body PosesabstractHuman eye gaze plays a significant role in many virtual and augmented reality (VR/AR) applications, such as gaze-contingent rendering, gaze-based interaction, or eye-based activity recognition. However, prior works on gaze analysis and prediction have only explored eye-head coordination and were limited to human-object interactions. We first report a comprehensive analysis of eye-body coordination in various human-object and human-human interaction activities based on four public datasets collected in real-world (MoGaze), VR (ADT), as well as AR (GIMO and EgoBody) environments. We show that in human-object interactions, e.g., pick and place, eye gaze exhibits strong correlations with full-body motion while in human-human interactions, e.g., chat and teach, a person's gaze direction is correlated with the body orientation towards the interaction partner. Informed by these analyses we then present Pose2Gaze - a novel eye-body coordination model that uses a convolutional neural network and a spatio-temporal graph convolutional neural network to extract features from head direction and full-body poses, respectively, and then uses a convolutional neural network to predict eye gaze. We compare our method with state-of-the-art methods that predict eye gaze only from head movements and show that Pose2Gaze outperforms these baselines with an average improvement of 24.0% on MoGaze, 10.1% on ADT, 21.3% on GIMO, and 28.6% on EgoBody in mean angular error, respectively. We also show that our method significantly outperforms prior methods in the sample downstream task of eye-based activity recognition. These results underline the significant information content available in eye-body coordination during daily activities and open up a new direction for gaze prediction. Zhiming Hu 0003, Syn Schmitt, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended RealityabstractHuman hand and head movements are the most pervasive input modalities in extended reality (XR) and are significant for a wide range of applications. However, prior works on hand and head modelling in XR only explored a single modality or focused on specific applications. We present HaHeAE - a novel self-supervised method for learning generalisable joint representations of hand and head movements in XR. At the core of our method is an autoencoder (AE) that uses a graph convolutional network-based semantic encoder and a diffusion-based stochastic encoder to learn the joint semantic and stochastic representations of hand-head movements. It also features a diffusion-based decoder to reconstruct the original signals. Through extensive evaluations on three public XR datasets, we show that our method 1) significantly outperforms commonly used self-supervised methods by up to 74.1% in terms of reconstruction quality and is generalisable across users, activities, and XR environments, 2) enables new applications, including interpretable hand-head cluster identification and variable hand-head movement generation, and 3) can serve as an effective feature extractor for downstream tasks. Together, these results demonstrate the effectiveness of our method and underline the potential of self-supervised methods for jointly modelling hand-head behaviours in extended reality. Zhiming Hu 0003, Zheming Yin, Daniel F. B. Haeufle, Syn Schmitt, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2024 | Neural Reasoning about Agents' Goals, Preferences, and ActionsabstractWe propose the Intuitive Reasoning Network (IRENE) - a novel neural model for intuitive psychological reasoning about agents' goals, preferences, and actions that can generalise previous experiences to new situations. IRENE combines a graph neural network for learning agent and world state representations with a transformer to encode the task context. When evaluated on the challenging Baby Intuitions Benchmark, IRENE achieves new state-of-the-art performance on three out of its five tasks - with up to 48.9% improvement. In contrast to existing methods, IRENE is able to bind preferences to specific agents, to better distinguish between rational and irrational agents, and to better understand the role of blocking obstacles. We also investigate, for the first time, the influence of the training tasks on test performance. Our analyses demonstrate the effectiveness of IRENE in combining prior knowledge gained during training for unseen evaluation tasks. Matteo Bortoletto, Lei Shi 0032, Andreas Bulling |
AAAI | 3 |
| 2024 | Limits of Theory of Mind Modelling in Dialogue-Based Collaborative Plan AcquisitionabstractMatteo Bortoletto, Constantin Ruhdorfer, Adnen Abdessaied, Lei Shi, Andreas Bulling. Proceedings of the 62nd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2024. Matteo Bortoletto, Constantin Ruhdorfer, Adnen Abdessaied, Lei Shi 0032, Andreas Bulling |
ACL (1) | 5 |
| 2024 | SalChartQA: Question-driven Saliency on Information VisualisationsabstractUnderstanding the link between visual attention and users’ information needs when visually exploring information visualisations is under-explored due to a lack of large and diverse datasets to facilitate these analyses. To fill this gap we introduce SalChartQA – a novel crowd-sourced dataset that uses the BubbleView interface to track user attention and a question-answering (QA) paradigm to induce different information needs in users. SalChartQA contains 74,340 answers to 6,000 questions on 3,000 visualisations. Informed by our analyses demonstrating the close correlation between information needs and visual saliency, we propose the first computational method to predict question-driven saliency on visualisations. Our method outperforms state-of-the-art saliency models for several metrics, such as the correlation coefficient and the Kullback-Leibler divergence. These results show the importance of information needs for shaping attentive behaviour and pave the way for new applications, such as task-driven optimisation of visualisations or explainable AI in chart question-answering. Yao Wang 0018, Weitian Wang, Abdullah Abdelhafez, Mayar Elfares, Zhiming Hu 0003, Mihai Bâce, Andreas Bulling |
CHI | 7 |
| 2024 | Mouse2Vec: Learning Reusable Semantic Representations of Mouse BehaviourabstractThe mouse is a pervasive input device used for a wide range of interactive applications. However, computational modelling of mouse behaviour typically requires time-consuming design and extraction of handcrafted features, or approaches that are application-specific. We instead propose Mouse2Vec – a novel self-supervised method designed to learn semantic representations of mouse behaviour that are reusable across users and applications. Mouse2Vec uses a Transformer-based encoder-decoder architecture, which is specifically geared for mouse data: During pretraining, the encoder learns an embedding of input mouse trajectories while the decoder reconstructs the input and simultaneously detects mouse click events. We show that the representations learned by our method can identify interpretable mouse behaviour clusters and retrieve similar mouse trajectories. We also demonstrate on three sample downstream tasks that the representations can be practically used to augment mouse data for training supervised methods and serve as an effective feature extractor. Zhiming Hu 0003, Mihai Bâce, Andreas Bulling |
CHI | 4 |
| 2024 | VSA4VQA: Scaling A Vector Symbolic Architecture To Visual Question Answering on Natural Images
Anna Penzkofer, Lei Shi 0032, Andreas Bulling |
CogSci | 3 |
| 2024 | OLViT: Multi-Modal State Tracking via Attention-Based Embeddings for Video-Grounded DialogabstractWe present the Object Language Video Transformer (OLViT) – a novel model for video dialog operating over a multi-modal attention-based dialog state tracker. Existing video dialog models struggle with questions requiring both spatial and temporal localization within videos, long-term temporal reasoning, and accurate object tracking across multiple dialog turns. OLViT addresses these challenges by maintaining a global dialog state based on the output of an Object State Tracker (OST) and a Language State Tracker (LST): while the OST attends to the most important objects within the video, the LST keeps track of the most important linguistic co-references to previous dialog turns. In stark contrast to previous works, our approach is generic by nature and is therefore capable of learning continuous multi-modal dialog state representations of the most relevant objects and rounds. As a result, they can be seamlessly integrated into Large Language Models (LLMs) and offer high flexibility in dealing with different datasets and tasks. Evaluations on the challenging DVD (response classification) and SIMMC 2.1 (response generation) datasets show that OLViT achieves new state-of-the-art performance across both datasets. Adnen Abdessaied, Manuel von Hochmeister, Andreas Bulling |
LREC/COLING | 3 |
| 2024 | InteRead: An Eye Tracking Dataset of Interrupted ReadingabstractEye movements during reading offer a window into cognitive processes and language comprehension, but the scarcity of reading data with interruptions – which learners frequently encounter in their everyday learning environments – hampers advances in the development of intelligent learning technologies. We introduce InteRead – a novel 50-participant dataset of gaze data recorded during self-paced reading of real-world text. InteRead further offers fine-grained annotations of interruptions interspersed throughout the text as well as resumption lags incurred by these interruptions. Interruptions were triggered automatically once readers reached predefined target words. We validate our dataset by reporting interdisciplinary analyses on different measures of gaze behavior. In line with prior research, our analyses show that the interruptions as well as word length and word frequency effects significantly impact eye movements during reading. We also explore individual differences within our dataset, shedding light on the potential for tailored educational solutions. InteRead is accessible from our datasets web-page: https://www.ife.uni-stuttgart.de/en/llis/research/datasets/. Francesca Zermiani, Prajit Dhar, Ekta Sood, Fabian Kögel, Andreas Bulling, Maria Wirzberger |
LREC/COLING | 5 |
| 2024 | Explicit Modelling of Theory of Mind for Belief Prediction in Nonverbal Social InteractionsabstractWe propose MToMnet – a Theory of Mind (ToM) neural network for predicting beliefs and their dynamics during human social interactions from multimodal input. ToM is key for effective nonverbal human communication and collaboration, yet existing methods for belief modelling have not included explicit ToM modelling or have typically been limited to one or two modalities. MToMnet encodes contextual cues (scene videos and object locations) and integrates them with person-specific cues (human gaze and body language) in a separate MindNet for each person. Inspired by prior research on social cognition and computational ToM, we propose three different MToMnet variants: two involving the fusion of latent representations and one involving the re-ranking of classification scores. We evaluate our approach on two challenging real-world datasets, one focusing on belief prediction while the other examining belief dynamics prediction. Our results demonstrate that MToMnet surpasses existing methods by a large margin while at the same time requiring a significantly smaller number of parameters. Taken together, our method opens up a highly promising direction for future work on artificial intelligent systems that can robustly predict human beliefs from their non-verbal behaviour and, as such, more effectively collaborate with humans. Matteo Bortoletto, Constantin Ruhdorfer, Lei Shi 0032, Andreas Bulling |
ECAI | 4 |
| 2024 | Multi-modal Video Dialog State Tracking in the Wild
Adnen Abdessaied, Lei Shi 0032, Andreas Bulling |
ECCV (57) | 3 |
| 2024 | Explaining Disagreement in Visual Question Answering Using Eye TrackingabstractWhen presented with the same question about an image, human annotators often give valid but disagreeing answers indicating that their reasoning was different. Such differences are lost in a single ground truth label used to train and evaluate visual question answering (VQA) methods. In this work, we explore whether visual attention maps, created using stationary eye tracking, provide insight into the reasoning underlying disagreement in VQA. We first manually inspect attention maps in the recent VQA-MHUG dataset and find cases in which attention differs consistently for disagreeing answers. We further evaluate the suitability of four different similarity metrics to detect attention differences matching the disagreement. We show that attention maps plausibly surface differences in reasoning underlying one type of disagreement, and that the metrics complementarily detect them. Taken together, our results represent an important first step to leverage eye-tracking to explain disagreement in VQA. Susanne Hindennach, Lei Shi 0032, Andreas Bulling |
ETRA | 3 |
| 2024 | Saliency3D: A 3D Saliency Dataset Collected on ScreenabstractWhile visual saliency has recently been studied in 3D, the experimental setup for collecting 3D saliency data can be expensive and cumbersome. To address this challenge, we propose a novel experimental design that utilises an eye tracker on a screen to collect 3D saliency data, which could reduce the cost and complexity of data collection. We first collected gaze data on a computer screen and then mapped the 2D points to 3D saliency data through perspective transformation. Using this method, we propose Saliency3D, a 3D saliency dataset (49,276 fixations) comprising 10 participants looking at sixteen objects. We examined the viewing preferences for objects and our results indicate potential preferred viewing directions and a correlation between salient features and the variation in viewing directions. Yao Wang 0018, Mihai Bâce, Karsten Klein 0001, Andreas Bulling |
ETRA | 5 |
| 2024 | HumanEYEze 2024: Workshop on Eye Tracking for Multimodal Human-Centric ComputingabstractThe HumanEYEze 2024 workshop aims to explore the role of eye tracking in developing human-centered multimodal AI systems. Over the past two decades, eye tracking has evolved from a diagnostic tool to an important input modality for real-time interactive systems, driven by advancements in hardware that have improved its affordability, availability, and performance. Initially used in specialized applications, eye tracking now significantly impacts research on gaze-based multimodal interaction. Recently, eye-based user and context modeling has emerged, utilizing eye movements to provide rich insights into user behavior and interaction contexts. The workshop aims to bring together researchers from eye tracking, multimodal human-computer interaction, and AI. It aims to enhance understanding of integrating eye tracking into multimodal human-centered computing. The expected outcomes include fostering collaborations and promoting knowledge exchange. Michael Barz, Roman Bednarik, Andreas Bulling, Cristina Conati, Daniel Sonntag |
ICMI | 3 |
| 2024 | GazeMotion: Gaze-guided Human Motion ForecastingabstractWe present GazeMotion – a novel method for human motion forecasting that combines information on past human poses with human eye gaze. Inspired by evidence from behavioural sciences showing that human eye and body movements are closely coordinated, GazeMotion first predicts future eye gaze from past gaze, then fuses predicted future gaze and past poses into a gaze-pose graph, and finally uses a residual graph convolutional network to forecast body motion. We extensively evaluate our method on the MoGaze, ADT, and GIMO benchmark datasets and show that it outperforms state-of-the-art methods by up to 7.4% improvement in mean per joint position error. Using head direction as a proxy to gaze, our method still achieves an average improvement of 5.5%. We finally report an online user study showing that our method also outperforms prior methods in terms of perceived realism. These results show the significant information content available in eye gaze for human motion forecasting as well as the effectiveness of our method in exploiting this information. Zhiming Hu 0003, Syn Schmitt, Daniel F. B. Haeufle, Andreas Bulling |
IROS | 4 |
| 2024 | MultiMediate'24: Multi-Domain Engagement EstimationabstractEstimating the momentary level of participant's engagement is an important prerequisite for assistive systems that support human interactions. Previous work has addressed this task in within-domain evaluation scenarios, i.e. training and testing on the same dataset. This is in contrast to real-life scenarios where domain shifts between training and testing data frequently occur. With MultiMediate'24, we present the first challenge addressing multi-domain engagement estimation. As training data, we utilise the NOXI database of dyadic novice-expert interactions. In addition to within-domain test data, we add two new test domains. First, we introduce recordings following the NOXI protocol but covering languages that are not present in the NOXI training data. Second, we collected novel engagement annotations on the MPIIGroupInteraction dataset which consists of group discussions between three to four people. In this way, MultiMediate'24 evaluates the ability of approaches to generalise across factors such as language and cultural background, group size, task, and screen-mediated vs. face-to-face interaction. This paper describes the MultiMediate'24 challenge and presents baseline results. In addition, we discuss selected challenge solutions. Philipp Müller 0001, Michal Balazia, Tobias Baur 0001, Michael Dietz, Alexander Heimerl, Anna Penzkofer, Dominik Schiller, François Brémond, Jan Alexandersson, Elisabeth André, Andreas Bulling |
ACM Multimedia | 11 |
| 2024 | DisMouse: Disentangling Information from Mouse Movement DataabstractMouse movement data contain rich information about users, performed tasks, and user interfaces, but separating the respective components remains challenging and unexplored. As a first step to address this challenge, we propose DisMouse – the first method to disentangle user-specific and user-independent information and stochastic variations from mouse movement data. At the core of our method is an autoencoder trained in a semi-supervised fashion, consisting of a self-supervised denoising diffusion process and a supervised contrastive user identification module. Through evaluations on three datasets, we show that DisMouse 1) captures complementary information of mouse input, hence providing an interpretable framework for modelling mouse movements, 2) can be used to produce refined features, thus enabling various applications such as personalised and variable mouse data generation, and 3) generalises across different datasets. Taken together, our results underline the significant potential of disentangled representation learning for explainable, controllable, and generalised mouse behaviour modelling. Zhiming Hu 0003, Andreas Bulling |
UIST | 3 |
| 2024 | VD-GR: Boosting Visual Dialog with Cascaded Spatial-Temporal Multi-Modal GRaphsabstractWe propose $\mathbb{V}\mathbb{D}{\text{ - }}\mathbb{G}\mathbb{R}$ – a novel visual dialog model that combines pre-trained language models (LMs) with graph neural networks (GNNs). Prior works mainly focused on one class of models at the expense of the other, thus missing out on the opportunity of combining their respective benefits. At the core of $\mathbb{V}\mathbb{D}{\text{ - }}\mathbb{G}\mathbb{R}$ is a novel integration mechanism that alternates between spatial-temporal multi-modal GNNs and BERT layers, and that covers three distinct contributions: First, we use multi-modal GNNs to process the features of each modality (image, question, and dialog history) and exploit their local structures before performing BERT global attention. Second, we propose hub-nodes that link to all other nodes within one modality graph, allowing the model to propagate information from one GNN (modality) to the other in a cascaded manner. Third, we augment the BERT hidden states with fine-grained multi-modal GNN features before passing them to the next $\mathbb{V}\mathbb{D}{\text{ - }}\mathbb{G}\mathbb{R}$ layer. Evaluations on VisDial v1.0, VisDial v0.9, VisDialConv, and VisPro show that $\mathbb{V}\mathbb{D}{\text{ - }}\mathbb{G}\mathbb{R}$ achieves new state-of-the-art results across all four datasets. Adnen Abdessaied, Lei Shi 0032, Andreas Bulling |
WACV | 3 |
| 2024 | PrivatEyes: Appearance-based Gaze Estimation Using Federated Secure Multi-Party ComputationabstractLatest gaze estimation methods require large-scale training data but their collection and exchange pose significant privacy risks. We propose PrivatEyes - the first privacy-enhancing training approach for appearance-based gaze estimation based on federated learning (FL) and secure multi-party computation (MPC). PrivatEyes enables training gaze estimators on multiple local datasets across different users and server-based secure aggregation of the individual estimators' updates. PrivatEyes guarantees that individual gaze data remains private even if a majority of the aggregating servers is malicious. We also introduce a new data leakage attack DualView that shows that PrivatEyes limits the leakage of private training data more effectively than previous approaches. Evaluations on the MPIIGaze, MPIIFaceGaze, GazeCapture, and NVGaze datasets further show that the improved privacy does not lead to a lower gaze estimation accuracy or substantially higher computational costs - both of which are on par with its non-secure counterparts. Mayar Elfares, Pascal Reisert, Zhiming Hu 0003, Wenwu Tang, Ralf Küsters, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2024 | Mindful Explanations: Prevalence and Impact of Mind Attribution in XAI ResearchabstractWhen users perceive AI systems as mindful, independent agents, they hold them responsible instead of the AI experts who created and designed these systems. So far, it has not been studied whether explanations support this shift in responsibility through the use of mind-attributing verbs like "to think". To better understand the prevalence of mind-attributing explanations we analyse AI explanations in 3,533 explainable AI (XAI) research articles from the Semantic Scholar Open Research Corpus (S2ORC). Using methods from semantic shift detection, we identify three dominant types of mind attribution: (1) metaphorical (e.g. "to learn" or "to predict"), (2) awareness (e.g. "to consider"), and (3) agency (e.g. "to make decisions"). We then analyse the impact of mind-attributing explanations on awareness and responsibility in a vignette-based experiment with 199 participants. We find that participants who were given a mind-attributing explanation were more likely to rate the AI system as aware of the harm it caused. Moreover, the mind-attributing explanation had a responsibility-concealing effect: Considering the AI experts' involvement lead to reduced ratings of AI responsibility for participants who were given a non-mind-attributing or no explanation. In contrast, participants who read the mind-attributing explanation still held the AI system responsible despite considering the AI experts' involvement. Taken together, our work underlines the need to carefully phrase explanations about AI systems in scientific writing to reduce mind attribution and clearly communicate human responsibility. Susanne Hindennach, Lei Shi 0032, Filip Miletic 0002, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2024 | Learning User Embeddings from Human Gaze for Personalised Saliency PredictionabstractReusable embeddings of user behaviour have shown significant performance improvements for the personalised saliency prediction task. However, prior works require explicit user characteristics and preferences as input, which are often difficult to obtain. We present a novel method to extract user embeddings from pairs of natural images and corresponding saliency maps generated from a small amount of user-specific eye tracking data. At the core of our method is a Siamese convolutional neural encoder that learns the user embeddings by contrasting the image and personal saliency map pairs of different users. Evaluations on two public saliency datasets show that the generated embeddings have high discriminative power, are effective at refining universal saliency maps to the individual users, and generalise well across users and images. Finally, based on our model's ability to encode individual user characteristics, our work points towards other applications that can benefit from reusable embeddings of gaze behaviour. Florian Strohm, Mihai Bâce, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | VisRecall++: Analysing and Predicting Visualisation Recallability from Gaze BehaviourabstractQuestion answering has recently been proposed as a promising means to assess the recallability of information visualisations. However, prior works are yet to study the link between visually encoding a visualisation in memory and recall performance. To fill this gap, we propose VisRecall++ -- a novel 40-participant recallability dataset that contains gaze data on 200 visualisations and 1,000 questions, including identifying the title and retrieving values. We measured recallability by asking participants questions after they observed the visualisation for 10 seconds. Our analyses reveal several insights, such as saccade amplitude, number of fixations, and fixation duration significantly differ between high and low recallability groups. Finally, we propose GazeRecallNet -- a novel computational method to predict recallability from gaze behaviour that outperforms the state-of-the-art model RecallNet and three other baselines on this task. Taken together, our results shed light on assessing recallability from gaze behaviour and inform future work on recallability-based visualisation optimisation. Yao Wang 0018, Yue Jiang 0002, Zhiming Hu 0003, Constantin Ruhdorfer, Mihai Bâce, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2024 | HOIMotion: Forecasting Human Motion During Human-Object Interactions Using Egocentric 3D Object Bounding BoxesabstractWe present HOIMotion - a novel approach for human motion forecasting during human-object interactions that integrates information about past body poses and egocentric 3D object bounding boxes. Human motion forecasting is important in many augmented reality applications but most existing methods have only used past body poses to predict future motion. HOIMotion first uses an encoder-residual graph convolutional network (GCN) and multi-layer perceptrons to extract features from body poses and egocentric 3D object bounding boxes, respectively. Our method then fuses pose and object features into a novel pose-object graph and uses a residual-decoder GCN to forecast future body motion. We extensively evaluate our method on the Aria digital twin (ADT) and MoGaze datasets and show that HOIMotion consistently outperforms state-of-the-art methods by a large margin of up to 8.7% on ADT and 7.2% on MoGaze in terms of mean per joint position error. Complementing these evaluations, we report a human study (N=20) that shows that the improvements achieved by our method result in forecasted poses being perceived as both more precise and more realistic than those of existing methods. Taken together, these results reveal the significant information content available in egocentric 3D object bounding boxes for human motion forecasting and the effectiveness of our method in exploiting this information. Zhiming Hu 0003, Zheming Yin, Daniel F. B. Haeufle, Syn Schmitt, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Scanpath Prediction on Information VisualisationsabstractWe propose Unified Model of Saliency and Scanpaths (UMSS)- a model that learns to predict multi-duration saliency and scanpaths (i.e. sequences of eye fixations) on information visualisations. Although scanpaths provide rich information about the importance of different visualisation elements during the visual exploration process, prior work has been limited to predicting aggregated attention statistics, such as visual saliency. We present in-depth analyses of gaze behaviour for different information visualisation elements (e.g. Title, Label, Data) on the popular MASSVIS dataset. We show that while, overall, gaze patterns are surprisingly consistent across visualisations and viewers, there are also structural differences in gaze dynamics for different elements. Informed by our analyses, UMSS first predicts multi-duration element-level saliency maps, then probabilistically samples scanpaths from them. Extensive experiments on MASSVIS show that our method consistently outperforms state-of-the-art methods with respect to several, widely used scanpath and saliency evaluation metrics. Our method achieves a relative improvement in sequence score of 11.5% for scanpath prediction, and a relative improvement in Pearson correlation coefficient of up to 23.6% for saliency prediction. These results are auspicious and point towards richer user models and simulations of visual attention on visualisations without the need for any eye tracking equipment. Yao Wang 0018, Mihai Bâce, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Impact of Privacy Protection Methods of Lifelogs on Remembered MemoriesabstractLifelogging is traditionally used for memory augmentation. However, recent research shows that users’ trust in the completeness and accuracy of lifelogs might skew their memories. Privacy-protection alterations such as body blurring and content deletion are commonly applied to photos to circumvent capturing sensitive information. However, their impact on how users remember memories remain unclear. To this end, we conduct a white-hat memory attack and report on an iterative experiment (N=21) to compare the impact of viewing 1) unaltered lifelogs, 2) blurred lifelogs, and 3) a subset of the lifelogs after deleting private ones, on confidently remembering memories. Findings indicate that all the privacy methods impact memories’ quality similarly and that users tend to change their answers in recognition more than recall scenarios. Results also show that users have high confidence in their remembered content across all privacy methods. Our work raises awareness about the mindful designing of technological interventions. Passant El Agroudy, Mohamed Khamis, Florian Mathis, Diana Irmscher, Ekta Sood, Andreas Bulling, Albrecht Schmidt 0001 |
CHI | 6 |
| 2023 | Improving neural saliency prediction with a cognitive model of human visual attention
Ekta Sood, Lei Shi 0032, Matteo Bortoletto, Yao Wang 0018, Philipp Müller 0001, Andreas Bulling |
CogSci | 6 |
| 2023 | GazeCast: Using Mobile Devices to Allow Gaze-based Interaction on Public DisplaysabstractGaze is promising for natural and spontaneous interaction with public displays, but current gaze-enabled displays require movement-hindering stationary eye trackers or cumbersome head-mounted eye trackers. We propose and evaluate GazeCast – a novel system that leverages users’ handheld mobile devices to allow gaze-based interaction with surrounding displays. In a user study (N = 20), we compared GazeCast to a standard webcam for gaze-based interaction using Pursuits. We found that while selection using GazeCast requires more time and physical demand, participants value GazeCast’s high accuracy and flexible positioning. We conclude by discussing how mobile computing can facilitate the adoption of gaze interaction with pervasive displays. Omar Namnakani, Penpicha Sinrattanavong, Yasmeen Abdrabou, Andreas Bulling, Florian Alt, Mohamed Khamis |
ETRA | 4 |
| 2023 | Exploring Natural Language Processing Methods for Interactive Behaviour Modelling
Matteo Bortoletto, Zhiming Hu 0003, Lei Shi 0032, Mihai Bâce, Andreas Bulling |
INTERACT (3) | 6 |
| 2023 | MultiMediate '23: Engagement Estimation and Bodily Behaviour Recognition in Social InteractionsabstractAutomatic analysis of human behaviour is a fundamental prerequisite for the creation of machines that can effectively interact with- and support humans in social interactions. In MultiMediate'23, we address two key human social behaviour analysis tasks for the first time in a controlled challenge: engagement estimation and bodily behaviour recognition in social interactions. This paper describes the MultiMediate'23 challenge and presents novel sets of annotations for both tasks. For engagement estimation we collected novel annotations on the NOvice eXpert Interaction (NOXI) database. For bodily behaviour recognition, we annotated test recordings of the MPIIGroupInteraction corpus with the BBSI annotation scheme. In addition, we present baseline results for both challenge tasks. Philipp Müller 0001, Michal Balazia, Tobias Baur 0001, Michael Dietz, Alexander Heimerl, Dominik Schiller, Mohammed Guermal, Dominike Thomas, François Brémond, Jan Alexandersson, Elisabeth André, Andreas Bulling |
ACM Multimedia | 12 |
| 2023 | SUPREYES: SUPer Resolutin for EYES Using Implicit Neural Representation LearningabstractWe introduce SUPREYES – a novel self-supervised method to increase the spatio-temporal resolution of gaze data recorded using low(er)-resolution eye trackers. Despite continuing advances in eye tracking technology, the vast majority of current eye trackers – particularly mobile ones and those integrated into mobile devices – suffer from low-resolution gaze data, thus fundamentally limiting their practical usefulness. SUPREYES learns a continuous implicit neural representation from low-resolution gaze data to up-sample the gaze data to arbitrary resolutions. We compare our method with commonly used interpolation methods on arbitrary scale super-resolution and demonstrate that SUPREYES outperforms these baselines by a significant margin. We also test on the sample downstream task of gaze-based user identification and show that our method improves the performance of original low-resolution gaze data and outperforms other baselines. These results are promising as they open up a new direction for increasing eye tracking fidelity as well as enabling new gaze-based applications without the need for new eye tracking equipment. Chuhan Jiao, Zhiming Hu 0003, Mihai Bâce, Andreas Bulling |
UIST | 4 |
| 2023 | Usable and Fast Interactive Mental Face ReconstructionabstractWe introduce an end-to-end interactive system for mental face reconstruction – the challenging task of visually reconstructing a face image a person only has in their mind. In contrast to existing methods that suffer from low usability and high mental load, our approach only requires the user to rank images over multiple iterations according to the perceived similarity with their mental image. Based on these rankings, our mental face reconstruction system extracts image features in each iteration, combines them into a joint feature vector, and then uses a generative model to visually reconstruct the mental image. To avoid the need for collecting large amounts of human training data, we further propose a computational user model that can simulate human ranking behaviour using data from an online crowd-sourcing study (N=215). Results from a 12-participant user study show that our method can reconstruct mental images that are visually similar to existing approaches but has significantly higher usability, lower perceived workload, and is faster. In addition, results from a third 22-participant lineup study in which we validated our reconstructions on a face ranking task show a identification rate of , which is in line with prior work. These results represent an important step towards new interactive intelligent systems that can robustly and effortlessly reconstruct a user’s mental image. Florian Strohm, Mihai Bâce, Andreas Bulling |
UIST | 3 |
| 2023 | EHTask: Recognizing User Tasks From Eye and Head Movements in Immersive Virtual RealityabstractUnderstanding human visual attention in immersive virtual reality (VR) is crucial for many important applications, including gaze prediction, gaze guidance, and gaze-contingent rendering. However, previous works on visual attention analysis typically only explored one specific VR task and paid less attention to the differences between different tasks. Moreover, existing task recognition methods typically focused on 2D viewing conditions and only explored the effectiveness of human eye movements. We first collect eye and head movements of 30 participants performing four tasks, i.e., Free viewing, Visual search, Saliency, and Track, in 15 360-degree VR videos. Using this dataset, we analyze the patterns of human eye and head movements and reveal significant differences across different tasks in terms of fixation duration, saccade amplitude, head rotation velocity, and eye-head coordination. We then propose EHTask - a novel learning-based method that employs eye and head movements to recognize user tasks in VR. We show that our method significantly outperforms the state-of-the-art methods derived from 2D viewing conditions both on our dataset (accuracy of 84.4% versus 62.8%) and on a real-world dataset ( 61.9% versus 44.1%). As such, our work provides meaningful insights into human visual attention under different VR tasks and guides future work on recognizing user tasks in VR. Zhiming Hu 0003, Andreas Bulling, Sheng Li 0008 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Designing for Noticeability: Understanding the Impact of Visual Importance on Desktop NotificationsabstractDesktop notifications should be noticeable but are also subject to a number of design choices, e.g. concerning their size, placement, or opacity. It is currently unknown, however, how these choices interact with the desktop background and their influence on noticeability. To address this limitation, we introduce a software tool to automatically synthesize realistically looking desktop images for major operating systems and applications. Using these images, we present a user study (N=34) to investigate the noticeability of notifications during a primary task. We are first to show that visual importance of the background at the notification location significantly impacts whether users detect notifications. We analyse the utility of visual importance to compensate for suboptimal design choices with respect to noticeability, e.g. small notification size. Finally, we introduce noticeability maps - 2D maps encoding the predicted noticeability across the desktop and inform designers how to trade-off notification design and noticeability. Philipp Müller 0001, Sander Staal, Mihai Bâce, Andreas Bulling |
CHI | 4 |
| 2022 | Neuro-Symbolic Visual DialogabstractWe propose Neuro-Symbolic Visual Dialog (NSVD) —the first method to combine deep learning and symbolic program execution for multi-round visually-grounded reasoning. NSVD significantly outperforms existing purely-connectionist methods on two key challenges inherent to visual dialog: long-distance co-reference resolution as well as vanishing question-answering performance. We demonstrate the latter by proposing a more realistic and stricter evaluation scheme in which we use predicted answers for the full dialog history when calculating accuracy. We describe two variants of our model and show that using this new scheme, our best model achieves an accuracy of 99.72% on CLEVR-Dialog—a relative improvement of more than 10% over the state of the art—while only requiring a fraction of training data. Moreover, we demonstrate that our neuro-symbolic models have a higher mean first failure round, are more robust against incomplete dialog histories, and generalise better not only to dialogs that are up to three times longer than those seen during training but also to unseen question types and scenes. Adnen Abdessaied, Mihai Bâce, Andreas Bulling |
COLING | 3 |
| 2022 | Impact of Gaze Uncertainty on AOIs in Information VisualisationsabstractGaze-based analysis of areas of interest (AOIs) is widely used in information visualisation research to understand how people explore visualisations or assess the quality of visualisations concerning key characteristics such as memorability. However, nearby AOIs in visualisations amplify the uncertainty caused by the gaze estimation error, which strongly influences the mapping between gaze samples or fixations and different AOIs. We contribute a novel investigation into gaze uncertainty and quantify its impact on AOI-based analysis on visualisations using two novel metrics: the Flipping Candidate Rate (FCR) and Hit Any AOI Rate (HAAR). Our analysis of 40 real-world visualisations, including human gaze and AOI annotations, shows that gaze uncertainty frequently and significantly impacts the analysis conducted in AOI-based studies. Moreover, we analysed four visualisation types and found that bar and scatter plots are usually designed in a way that causes more uncertainty than line and pie plots in gaze-based analysis. Yao Wang 0018, Maurice Koch, Mihai Bâce, Daniel Weiskopf, Andreas Bulling |
ETRA | 5 |
| 2022 | Mind Wandering Trait-level Tendencies During Lecture Viewing: A Pilot StudyabstractMind wandering (MW) is defined as a shift of attention to task-unrelated internal thoughts that is pervasive and disruptive for learning performance. Current state-of-the-art gaze-based attention-aware intelligent systems are capable of detecting MW from eye movements and delivering interventions to mitigate its negative effects. However, the beneficial functions of MW and its trait-level tendency, defined as the content of MW experience, are still largely neglected by these systems. In this pilot study, we address the questions of whether different MW trait-level tendencies can be detected through off-screen fixations’ frequency and duration and blink rate during a lecture viewing task. We focus on prospective planning and creative problem-solving as two of the main MW trait-level tendencies. Despite the non-significance, the descriptive values show a higher frequency and duration of off-screen fixations, but lower blink rate, in the creative problem-solving MW condition. Interestingly, we do find a highly significant correlation between MW level and engagement scores in the prospective planning MW group. Potential explanations for the observed results are discussed. Overall, these findings represent a preliminary step towards the development of more accurate and adaptive learning technologies, and call for further studies on MW trait-level tendency detection. Francesca Zermiani, Andreas Bulling, Maria Wirzberger |
ETRA | 2 |
| 2022 | MultiMediate'22: Backchannel Detection and Agreement Estimation in Group InteractionsabstractBackchannels, i.e. short interjections of the listener, serve important meta-conversational purposes like signifying attention or indicating agreement. Despite their key role, automatic analysis of backchannels in group interactions has been largely neglected so far. The MultiMediate challenge addresses, for the first time, the tasks of backchannel detection and agreement estimation from backchannels in group conversations. This paper describes the MultiMediate challenge and presents a novel set of annotations consisting of 7234 backchannel instances for the MPIIGroup Interaction dataset. Each backchannel was additionally annotated with the extent by which it expresses agreement towards the current speaker. In addition to a an analysis of the collected annotations, we present baseline results for both challenge tasks. Philipp Müller 0001, Michael Dietz, Dominik Schiller, Dominike Thomas, Hali Lindsay, Patrick Gebhard, Elisabeth André, Andreas Bulling |
ACM Multimedia | 8 |
| 2022 | User-centred multimodal authentication: securing handheld mobile devices using gaze and touch inputabstractHandheld mobile devices store a plethora of sensitive data, such as private emails, personal messages, photos, and location data. Authentication is essential to protect access to sensitive data. However, the majority of mobile devices are currently secured by singlemodal authentication schemes which are vulnerable to shoulder surfing, smudge attacks, and thermal attacks. While some authentication schemes protect against one of these attacks, only few schemes address all three of them. We propose multimodal authentication where touch and gaze input are combined to resist shoulder surfing, as well as smudge and thermal attacks. Based on a series of previously published works where we studied the usability of several user-centred multimodal authentication designs and their security against multiple threat models, we provide a comprehensive overview of multimodal authentication on handheld mobile devices. We further present guidelines on how to leverage multiple input modalities for enhancing the usability and security of user authentication on mobile devices. Mohamed Khamis, Karola Marky, Andreas Bulling, Florian Alt |
Behav. Inf. Technol. | 3 |
| 2022 | Gaze-enhanced Crossmodal Embeddings for Emotion RecognitionabstractEmotional expressions are inherently multimodal -- integrating facial behavior, speech, and gaze -- but their automatic recognition is often limited to a single modality, e.g. speech during a phone call. While previous work proposed crossmodal emotion embeddings to improve monomodal recognition performance, despite its importance, an explicit representation of gaze was not included. We propose a new approach to emotion recognition that incorporates an explicit representation of gaze in a crossmodal emotion embedding framework. We show that our method outperforms the previous state of the art for both audio-only and video-only emotion classification on the popular One-Minute Gradual Emotion Recognition dataset. Furthermore, we report extensive ablation experiments and provide detailed insights into the performance of different state-of-the-art gaze representations and integration strategies. Our results not only underline the importance of gaze for emotion recognition but also demonstrate a practical and highly effective approach to leveraging gaze information for this task. Ahmed Abdou, Ekta Sood, Philipp Müller 0001, Andreas Bulling |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | PrivacyScout: Assessing Vulnerability to Shoulder Surfing on Mobile DevicesabstractOne approach to mitigate shoulder surfing attacks on mobile devices is to detect the presence of a bystander using the phone’s front-facing camera. However, a person’s face in the camera’s field of view does not always indicate an attack. To overcome this limitation, in a novel data collection study (N=16), we analysed the influence of three viewing angles and four distances on the success of shoulder surfing attacks. In contrast to prior works that mainly focused on user authentication, we investigated three common types of content susceptible to shoulder surfing: text, photos, and PIN authentications. We show that the vulnerability of text and photos depends on the observer’s location relative to the device, while PIN authentications are vulnerable independent of the observation location. We then present PrivacyScout – a novel method that predicts the shoulder-surfing risk based on visual features extracted from the observer’s face as captured by the front-facing camera. Finally, evaluations from our data collection study demonstrate our method’s feasibility to assess the risk of a shoulder surfing attack more accurately. Mihai Bâce, Alia Saad, Mohamed Khamis, Stefan Schneegaß, Andreas Bulling |
Proc. Priv. Enhancing Technol. | 5 |
| 2022 | Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted DisplaysabstractDigital eye strain (DES), caused by prolonged exposure to digital screens, stresses the visual system and negatively affects users’ well-being and productivity. While DES is well-studied in computer displays, its impact on users of virtual reality (VR) head-mounted displays (HMDs) is largely unexplored—despite that some of their key properties (e.g., the vergence-accommodation conflict) make VR-HMDs particularly prone. This work provides the first comprehensive investigation into DES in VR HMDs. We present results from a survey with 68 experienced users to understand DES symptoms in VR-HMDs. To help address DES, we investigate eye exercises resulting from survey answers and blue light filtering in three user studies (N = 71). Results demonstrate that eye exercises, but not blue light filtering, can effectively reduce DES. We conclude with an extensive analysis of the user studies and condense our findings in 10 key challenges that guide future work in this emerging research area. Teresa Hirzle, Fabian Fischbach, Julian Karlbauer, Pascal Jansen, Jan Gugenheimer, Enrico Rukzio, Andreas Bulling |
ACM Trans. Comput. Hum. Interact. | 7 |
| 2022 | VisRecall: Quantifying Information Visualisation Recallability via Question AnsweringabstractDespite its importance for assessing the effectiveness of communicating information visually, fine-grained recallability of information visualisations has not been studied quantitatively so far. In this work, we propose a question-answering paradigm to study visualisation recallability and present VisRecall - a novel dataset consisting of 200 visualisations that are annotated with crowd-sourced human (N = 305) recallability scores obtained from 1,000 questions of five question types. Furthermore, we present the first computational method to predict recallability of different visualisation elements, such as the title or specific data values. We report detailed analyses of our method on VisRecall and demonstrate that it outperforms several baselines in overall recallability and FE-, F-, RV-, and U-question recallability. Our work makes fundamental contributions towards a new generation of methods to assist designers in optimising visualisations. Yao Wang 0018, Chuhan Jiao, Mihai Bâce, Andreas Bulling |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | A Critical Assessment of the Use of SSQ as a Measure of General Discomfort in VR Head-Mounted DisplaysabstractBased on a systematic literature review of more than 300 papers published over the last 10 years, we provide indicators that the simulator sickness questionnaire (SSQ) is extensively used and widely accepted as a general discomfort measure in virtual reality (VR) research – although it actually only accounts for one category of symptoms. This results in important other categories (digital eye strain (DES) and ergonomics) being largely neglected. To contribute to a more comprehensive picture of discomfort in VR head-mounted displays, we further conducted an online study (N=352) on the severity and relevance of all three symptom categories. Most importantly, our results reveal that symptoms of simulator sickness are significantly less severe and of lower prevalence than those of DES and ergonomics. In light of these findings, we critically discuss the current use of SSQ as the only discomfort measure and propose a more comprehensive factor model that also includes DES and ergonomics. Teresa Hirzle, Maurice Cordts, Enrico Rukzio, Jan Gugenheimer, Andreas Bulling |
CHI | 5 |
| 2021 | VQA-MHUG: A Gaze Dataset to Study Multimodal Neural Attention in Visual Question AnsweringabstractWe present VQA-MHUG -a novel 49participant dataset of multimodal human gaze on both images and questions during visual question answering (VQA) collected using a high-speed eye tracker.We use our dataset to analyze the similarity between human and neural attentive strategies learned by five state-ofthe-art VQA models: Modular Co-Attention Network (MCAN) with either grid or region features, Pythia, Bilinear Attention Network (BAN), and the Multimodal Factorized Bilinear Pooling Network (MFB).While prior work has focused on studying the image modality, our analyses show -for the first time -that for all models, higher correlation with human attention on text is a significant predictor of VQA performance.This finding points at a potential for improving VQA performance and, at the same time, calls for further research on neural text attention mechanisms and their integration into architectures for vision and language tasks, including but potentially also beyond VQA. Ekta Sood, Fabian Kögel, Florian Strohm, Prajit Dhar, Andreas Bulling |
CoNLL | 5 |
| 2021 | Neural Photofit: Gaze-based Mental Image ReconstructionabstractWe propose a novel method that leverages human fixations to visually decode the image a person has in mind into a photofit (facial composite). Our method combines three neural networks: An encoder, a scoring network, and a decoder. The encoder extracts image features and predicts a neural activation map for each face looked at by a human observer. A neural scoring network compares the human and neural attention and predicts a relevance score for each extracted image feature. Finally, image features are aggregated into a single feature vector as a linear combination of all features weighted by relevance which a decoder de-codes into the final photofit. We train the neural scoring network on a novel dataset containing gaze data of 19 participants looking at collages of synthetic faces. We show that our method significantly outperforms a mean baseline predictor and report on a human study that shows that we can decode photofits that are visually plausible and close to the observer’s mental image. Florian Strohm, Ekta Sood, Sven Mayer, Philipp Müller 0001, Mihai Bâce, Andreas Bulling |
ICCV | 6 |
| 2021 | ConAn: A Usable Tool for Multimodal Conversation AnalysisabstractMultimodal analysis of group behavior is a key task in human-computer interaction, and in the social and behavioral sciences, but is often limited to more easily controllable laboratory settings or requires elaborate multi-sensor setups and time-consuming manual data annotation. We present ConAn – a usable tool to explore and automatically analyze non-verbal behavior of multiple persons during natural group conversations. In contrast to traditional multi-sensor setups, our tool only requires a single 360° camera and uses state-of-the-art computer vision methods to automatically extract behavioral indicators, such as gaze direction, facial expressions, and speaking activity. As such, our tool allows for easy and fast deployment and supports researchers in understanding individual behavior, group interaction dynamics, and in quantifying user-object interactions. We illustrate the benefits of ConAn on three sample use cases: conversation analysis, assessment of collaboration quality, and impact of technology on audience behavior. Taken together, ConAn represents an important step towards democratizing automatic conversation analysis in HCI and beyond. Anna Penzkofer, Philipp Müller 0001, Felix Bühler, Sven Mayer, Andreas Bulling |
ICMI | 5 |
| 2021 | MultiMediate: Multi-modal Group Behaviour Analysis for Artificial MediationabstractArtificial mediators are promising to support human group conversations but at present their abilities are limited by insufficient progress in group behaviour analysis. The MultiMediate challenge addresses, for the first time, two fundamental group behaviour analysis tasks in well-defined conditions: eye contact detection and next speaker prediction. For training and evaluation, MultiMediate makes use of the MPIIGroup Interaction dataset consisting of 22 three- to four-person discussions as well as of an unpublished test set of six additional discussions. This paper describes the MultiMediate challenge and presents the challenge dataset including novel fine-grained speaking annotations that were collected for the purpose of MultiMediate. Furthermore, we present baseline approaches and ablation studies for both challenge tasks Philipp Müller 0001, Michael Dietz, Dominik Schiller, Dominike Thomas, Patrick Gebhard, Elisabeth André, Andreas Bulling |
ACM Multimedia | 8 |
| 2021 | FixationNet: Forecasting Eye Fixations in Task-Oriented Virtual EnvironmentsabstractHuman visual attention in immersive virtual reality (VR) is key for many important applications, such as content design, gaze-contingent rendering, or gaze-based interaction. However, prior works typically focused on free-viewing conditions that have limited relevance for practical applications. We first collect eye tracking data of 27 participants performing a visual search task in four immersive VR environments. Based on this dataset, we provide a comprehensive analysis of the collected data and reveal correlations between users' eye fixations and other factors, i.e. users' historical gaze positions, task-related objects, saliency information of the VR content, and users' head rotation velocities. Based on this analysis, we propose FixationNet - a novel learning-based model to forecast users' eye fixations in the near future in VR. We evaluate the performance of our model for free-viewing and task-oriented settings and show that it outperforms the state of the art by a large margin of 19.8% (from a mean error of 2.93° to 2.35°) in free-viewing and of 15.1% (from 2.05° to 1.74°) in task-oriented situations. As such, our work provides new insights into task-oriented attention in virtual environments and guides future work on this important topic in VR research. Zhiming Hu 0003, Andreas Bulling, Sheng Li 0008 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Learning-based Region Selection for End-to-End Gaze Estimation
Xucong Zhang, Yusuke Sugano, Andreas Bulling, Otmar Hilliges |
BMVC | 3 |
| 2020 | Quantification of Users' Visual Attention During Everyday Mobile Device InteractionsabstractWe present the first real-world dataset and quantitative evaluation of visual attention of mobile device users in-situ, i.e. while using their devices during everyday routine. Understanding user attention is a core research challenge in mobile HCI but previous approaches relied on usage logs or self-reports that are only proxies and consequently do neither reflect attention completely nor accurately. Our evaluations are based on Everyday Mobile Visual Attention (EMVA) – a new 32-participant dataset containing around 472 hours of video snippets recorded over more than two weeks in real life using the front-facing camera as well as associated usage logs, interaction events, and sensor data. Using an eye contact detection method, we are first to quantify the highly dynamic nature of everyday visual attention across users, mobile applications, and usage contexts. We discuss key insights from our analyses that highlight the potential and inform the design of future mobile attentive user interfaces. Mihai Bâce, Sander Staal, Andreas Bulling |
CHI | 3 |
| 2020 | Interpreting Attention Models with Human Visual Attention in Machine Reading ComprehensionabstractWhile neural networks with attention mechanisms have achieved superior performance on many natural language processing tasks, it remains unclear to which extent learned attention resembles human visual attention.In this paper, we propose a new method that leverages eye-tracking data to investigate the relationship between human visual attention and neural attention in machine reading comprehension.To this end, we introduce a novel 23 participant eye tracking dataset -MQA-RC, in which participants read movie plots and answered pre-defined questions.We compare state of the art networks based on long shortterm memory (LSTM), convolutional neural models (CNN) and XLNet Transformer architectures.We find that higher similarity to human attention and performance significantly correlates to the LSTM and CNN models.However, we show this relationship does not hold true for the XLNet models -despite the fact that the XLNet performs best on this challenging task.Our results suggest that different architectures seem to learn rather different neural attention strategies and similarity of neural to human attention does not guarantee best performance. Ekta Sood, Simon Tannert, Diego Frassinelli, Andreas Bulling, Ngoc Thang Vu |
CoNLL | 4 |
| 2020 | Anticipating Averted Gaze in Dyadic InteractionsabstractWe present the first method to anticipate averted gaze in natural dyadic interactions. The task of anticipating averted gaze, i.e. that a person will not make eye contact in the near future, remains unsolved despite its importance for human social encounters as well as a number of applications, including human-robot interaction or conversational agents. Our multimodal method is based on a long short-term memory (LSTM) network that analyses non-verbal facial cues and speaking behaviour. We empirically evaluate our method for different future time horizons on a novel dataset of 121 YouTube videos of dyadic video conferences (74 hours in total). We investigate person-specific and person-independent performance and demonstrate that our method clearly outperforms baselines in both settings. As such, our work sheds light on the tight interplay between eye contact and other non-verbal signals and underlines the potential of computational modelling and anticipation of averted gaze for interactive applications. Philipp Müller 0001, Ekta Sood, Andreas Bulling |
ETRA | 3 |
| 2020 | Combining Gaze Estimation and Optical Flowfor Pursuits InteractionabstractPursuit eye movements have become widely popular because they enable spontaneous eye-based interaction. However, existing methods to detect smooth pursuits require special-purpose eye trackers. We propose the first method to detect pursuits using a single off-the-shelf RGB camera in unconstrained remote settings. The key novelty of our method is that it combines appearance-based gaze estimation with optical flow in the eye region to jointly analyse eye movement dynamics in a single pipeline. We evaluate the performance and robustness of our method for different numbers of targets and trajectories in a 13-participant user study. We show that our method not only outperforms the current state of the art but also achieves competitive performance to a consumer eye tracker for a small number of targets. As such, our work points towards a new family of methods for pursuit interaction directly applicable to an ever-increasing number of devices readily equipped with cameras. Mihai Bâce, Vincent Becker, Andreas Bulling |
ETRA | 4 |
| 2020 | A Survey of Digital Eye Strainin Gaze-Based Interactive SystemsabstractDisplay-based interfaces pose high demands on users’ eyes that can cause severe vision and eye problems, also known as digital eye strain (DES). Although these problems can become even more severe if the eyes are actively used for interaction, prior work on gaze-based interfaces has largely neglected these risks. We offer the first comprehensive account of DES in gaze-based interactive systems that is specifically geared to gaze interaction designers. Through an extensive survey of more than 400 papers published over the last 46 years, we first discuss the current role of DES in interactive systems. One key finding is that DES is only rarely considered when evaluating novel gaze interfaces and neglected in discussions of usability. We identify the main causes and solutions to DES and derive recommendations for interaction designers on how to guide future research on evaluating and alleviating DES. Teresa Hirzle, Maurice Cordts, Enrico Rukzio, Andreas Bulling |
ETRA | 4 |
| 2020 | Visual Analytics and Annotation of Pervasive Eye Tracking VideoabstractWe propose a new technique for visual analytics and annotation of long-term pervasive eye tracking data for which a combined analysis of gaze and egocentric video is necessary. Our approach enables two important tasks for such data for hour-long videos from individual participants: (1) efficient annotation and (2) direct interpretation of the results. Exemplary time spans can be selected by the user and are then used as a query that initiates a fuzzy search of similar time spans based on gaze and video features. In an iterative refinement loop, the query interface then provides suggestions for the importance of individual features to improve the search results. A multi-layered timeline visualization shows an overview of annotated time spans. We demonstrate the efficiency of our approach for analyzing activities in about seven hours of video in a case study and discuss feedback on our approach from novices and experts performing the annotation task. Kuno Kurzhals, Nils Rodrigues, Maurice Koch, Michael Stoll, Andrés Bruhn, Andreas Bulling, Daniel Weiskopf |
ETRA | 6 |
| 2020 | Improving Natural Language Processing Tasks with Human Gaze-Guided Neural AttentionabstractA lack of corpora has so far limited advances in integrating human gaze data as a supervisory signal in neural attention mechanisms for natural language processing (NLP). We propose a novel hybrid text saliency model (TSM) that, for the first time, combines a cognitive model of reading with explicit human gaze supervision in a single machine learning framework. On four different corpora we demonstrate that our hybrid TSM duration predictions are highly correlated with human gaze ground truth. We further propose a novel joint modeling approach to integrate TSM predictions into the attention layer of a network designed for a specific upstream NLP task without the need for any task-specific human gaze data. We demonstrate that our joint model outperforms the state of the art in paraphrase generation on the Quora Question Pairs corpus by more than 10% in BLEU-4 and achieves state of the art performance for sentence compression on the challenging Google Sentence Compression corpus. As such, our work introduces a practical approach for bridging between data-driven and cognitive models and demonstrates a new way to integrate human gaze-guided neural attention into NLP tasks. Ekta Sood, Simon Tannert, Philipp Müller 0001, Andreas Bulling |
NeurIPS | 4 |
| 2020 | Deep gaze pooling: Inferring and visually decoding search intents from human gaze fixations
Hosnieh Sattar, Mario Fritz, Andreas Bulling |
Neurocomputing | 3 |
| 2019 | A Design Space for Gaze Interaction on Head-mounted DisplaysabstractAugmented and virtual reality (AR/VR) has entered the mass market and, with it, will soon eye tracking as a core technology for next generation head-mounted displays (HMDs). In contrast to existing gaze interfaces, the 3D nature of AR and VR requires estimating a user's gaze in 3D. While first applications, such as foveated rendering, hint at the compelling potential of combining HMDs and gaze, a systematic analysis is missing. To fill this gap, we present the first design space for gaze interaction on HMDs. Our design space covers human depth perception and technical requirements in two dimensions aiming to identify challenges and opportunities for interaction design. As such, our design space provides a comprehensive overview and serves as an important guideline for researchers and practitioners working on gaze interaction on HMDs. We further demonstrate how our design space is used in practice by presenting two interactive applications: EyeHealth and XRay-Vision. Teresa Hirzle, Jan Gugenheimer, Florian Geiselhart, Andreas Bulling, Enrico Rukzio |
CHI | 4 |
| 2019 | Evaluation of Appearance-Based Methods and Implications for Gaze-Based ApplicationsabstractAppearance-based gaze estimation methods that only require an off-the-shelf camera have significantly improved but they are still not yet widely used in the human-computer interaction (HCI) community. This is partly because it remains unclear how they perform compared to model-based approaches as well as dominant, special-purpose eye tracking equipment. To address this limitation, we evaluate the performance of state-of-the-art appearance-based gaze estimation for interaction scenarios with and without personal calibration, indoors and outdoors, for different sensing distances, as well as for users with and without glasses. We discuss the obtained findings and their implications for the most important gaze-based applications, namely explicit eye input, attentive user interfaces, gaze-based user modelling, and passive eye monitoring. To democratise the use of appearance-based gaze estimation and interaction in HCI, we finally present OpenGaze (www.opengaze.org), the first software toolkit for appearance-based gaze estimation and interaction. Xucong Zhang, Yusuke Sugano, Andreas Bulling |
CHI | 3 |
| 2019 | A fast approach to refraction-aware eye-model fitting and gaze predictionabstractBy temporally integrating information about pupil contours extracted from eye images, model-based methods for glint-free gaze estimation can mitigate pupil detection noise. However, current approaches require time-consuming iterative solving of a nonlinear minimization problem to estimate key parameters, such as eyeball position. Based on the method presented by [Swirski and Dodgson 2013], we propose a novel approach to glint-free 3D eye-model fitting and gaze prediction using a single near-eye camera. By recasting model optimization as a least-squares intersection of lines, we make it amenable to a fast non-iterative solution. We further present a method for estimating deterministic refraction-correction functions from synthetic eye images and validate them on both synthetic and real eye images. We demonstrate the robustness of our method in the presence of pupil detection noise and show the benefit of temporal integration of pupil contour information on eyeball position and gaze estimation accuracy. Kai Dierkes, Moritz Kassner, Andreas Bulling |
ETRA | 3 |
| 2019 | SacCalib: reducing calibration distortion for stationary eye trackers using saccadic eye movementsabstractRecent methods to automatically calibrate stationary eye trackers were shown to effectively reduce inherent calibration distortion. However, these methods require additional information, such as mouse clicks or on-screen content. We propose the first method that only requires users' eye movements to reduce calibration distortion in the background while users naturally look at an interface. Our method exploits that calibration distortion makes straight saccade trajectories appear curved between the saccadic start and end points. We show that this curving effect is systematic and the result of distorted gaze projection plane. To mitigate calibration distortion, our method undistorts this plane by straightening saccade trajectories using image warping. We show that this approach improves over the common six-point calibration and is promising for reducing distortion. As such, it provides a non-intrusive solution to alleviating accuracy decrease of eye tracker during long-term use. Michael Xuelin Huang, Andreas Bulling |
ETRA | 2 |
| 2019 | Reducing calibration drift in mobile eye trackers by exploiting mobile phone usageabstractAutomatic saliency-based recalibration is promising for addressing calibration drift in mobile eye trackers but existing bottom-up saliency methods neglect user's goal-directed visual attention in natural behaviour. By inspecting real-life recordings of egocentric eye tracker cameras, we reveal that users are likely to look at their phones once these appear in view. We propose two novel automatic recalibration methods that exploit mobile phone usage: The first builds saliency maps using the phone location in the egocentric view to identify likely gaze locations. The second uses the occurrence of touch events to recalibrate the eye tracker, thereby enabling privacy-preserving recalibration. Through in-depth evaluations on a recent mobile eye tracking dataset (N=17, 65 hours) we show that our approaches outperform a state-of-the-art saliency approach for automatic recalibration. As such, our approach improves mobile eye tracking and gaze-based interaction, particularly for long-term use. Philipp Müller 0001, Daniel Buschek, Michael Xuelin Huang, Andreas Bulling |
ETRA | 4 |
| 2019 | Privacy-aware eye tracking using differential privacyabstractWith eye tracking being increasingly integrated into virtual and augmented reality (VR/AR) head-mounted displays, preserving users' privacy is an ever more important, yet under-explored, topic in the eye tracking community. We report a large-scale online survey (N=124) on privacy aspects of eye tracking that provides the first comprehensive account of with whom, for which services, and to what extent users are willing to share their gaze data. Using these insights, we design a privacy-aware VR interface that uses differential privacy, which we evaluate on a new 20-participant dataset for two privacy sensitive tasks: We show that our method can prevent user re-identification and protect gender information while maintaining high performance for gaze-based document type classification. Our results highlight the privacy challenges particular to gaze data and demonstrate that differential privacy is a potential means to address them. Thus, this paper lays important foundations for future research on privacy-aware gaze interfaces. Julian Steil, Inken Hagestedt, Michael Xuelin Huang, Andreas Bulling |
ETRA | 4 |
| 2019 | PrivacEye: privacy-preserving head-mounted eye tracking using egocentric scene image and eye movement featuresabstractEyewear devices, such as augmented reality displays, increasingly integrate eye tracking, but the first-person camera required to map a user's gaze to the visual scene can pose a significant threat to user and bystander privacy. We present PrivacEye, a method to detect privacy-sensitive everyday situations and automatically enable and disable the eye tracker's first-person camera using a mechanical shutter. To close the shutter in privacy-sensitive situations, the method uses a deep representation of the first-person video combined with rich features that encode users' eye movements. To open the shutter without visual input, PrivacEye detects changes in users' eye movements alone to gauge changes in the "privacy level" of the current situation. We evaluate our method on a first-person video dataset recorded in daily life situations of 17 participants, annotated by themselves for privacy sensitivity, and show that our method is effective in preserving privacy in this challenging setting. Julian Steil, Marion Koelle, Wilko Heuten, Susanne Boll, Andreas Bulling |
ETRA | 5 |
| 2019 | Emergent Leadership Detection Across DatasetsabstractAutomatic detection of emergent leaders in small groups from nonverbal behaviour is a growing research topic in social signal processing but existing methods were evaluated on single datasets – an unrealistic assumption for real-world applications in which systems are required to also work in settings unseen at training time. It therefore remains unclear whether current methods for emergent leadership detection generalise to similar but new settings and to which extent. To overcome this limitation, we are the first to study a cross-dataset evaluation setting for the emergent leadership detection task. We provide evaluations for within- and cross-dataset prediction using two current datasets (PAVIS and MPIIGroupInteraction), as well as an investigation on the robustness of commonly used feature channels and online prediction in the cross-dataset setting. Our evaluations show that using pose and eye contact based features, cross-dataset prediction is possible with an accuracy of 0.68, as such providing another important piece of the puzzle towards real-world emergent leadership detection. Philipp Müller 0001, Andreas Bulling |
ICMI | 2 |
| 2019 | Moment-to-Moment Detection of Internal Thought during Video Viewing from Eye Vergence BehaviorabstractInternal thought refers to the process of directing attention away from a primary visual task to internal cognitive processing. It is pervasive and closely related to primary task performance. As such, automatic detection of internal thought has significant potential for user modeling in human-computer interaction and multimedia applications. Despite the close link between the eyes and the human mind, only few studies have investigated vergence behavior during internal thought and none has studied moment-to-moment detection of internal thought from gaze. While prior studies relied on long-term data analysis and required a large number of gaze characteristics, we describe a novel method that is user-independent, computationally light-weight and only requires eye vergence information readily available from binocular eye trackers. We further propose a novel paradigm to obtain ground truth internal thought annotations by exploiting human blur perception. We evaluated our method during natural viewing of lecture videos and achieved a 12.1% improvement over the state of the art. These results demonstrate the effectiveness and robustness of vergence-based detection of internal thought and, as such, open new research directions for attention-aware interfaces. Michael Xuelin Huang, Grace Ngai, Hong Va Leong, Andreas Bulling |
ACM Multimedia | 5 |
| 2019 | Towards High-Frequency SSVEP-Based Target Discrimination with an Extended Alphanumeric KeyboardabstractDespite significant advances in using Steady-State Visually Evoked Potentials (SSVEP) for on-screen target discrimination, existing methods either require intrusive, low-frequency visual stimulation or only support a small number of targets. We propose SSVEPNet: a convolutional long short-term memory (LSTM) recurrent neural network for high-frequency stimulation (≥30Hz) using a large number of visual targets. We evaluate our method for discriminating between 43 targets on an extended alphanumeric virtual keyboard and compare three different frequency assignment strategies. Our experimental results show that SSVEPNet significantly outperforms state-of-the-art correlation-based methods and convolutional neural networks. As such, our work opens up an exciting new direction of research towards a new class of unobtrusive and highly expressive SSVEP-based interfaces for text entry and beyond. Sahar Abdelnabi, Michael Xuelin Huang, Andreas Bulling |
SMC | 3 |
| 2019 | MPIIGaze: Real-World Dataset and Deep Appearance-Based Gaze EstimationabstractLearning-based methods are believed to work well for unconstrained gaze estimation, i.e. gaze estimation from a monocular RGB camera without assumptions regarding user, environment, or camera. However, current gaze datasets were collected under laboratory conditions and methods were not evaluated across multiple datasets. Our work makes three contributions towards addressing these limitations. First, we present the MPIIGaze dataset, which contains 213,659 full face images and corresponding ground-truth gaze positions collected from 15 users during everyday laptop use over several months. An experience sampling approach ensured continuous gaze and head poses and realistic variation in eye appearance and illumination. To facilitate cross-dataset evaluations, 37,667 images were manually annotated with eye corners, mouth corners, and pupil centres. Second, we present an extensive evaluation of state-of-the-art gaze estimation methods on three current datasets, including MPIIGaze. We study key challenges including target gaze range, illumination conditions, and facial appearance variation. We show that image resolution and the use of both eyes affect gaze estimation performance, while head pose and pupil centre information are less informative. Finally, we propose GazeNet, the first deep appearance-based gaze estimation method. GazeNet improves on the state of the art by 22 percent (from a mean error of 13.9 degrees to 10.8 degrees) for the most challenging cross-dataset evaluation. Xucong Zhang, Yusuke Sugano, Mario Fritz, Andreas Bulling |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2018 | VRpursuits: interaction in virtual reality using smooth pursuit eye movementsabstractGaze-based interaction using smooth pursuit eye movements (Pursuits) is attractive given that it is intuitive and overcomes the Midas touch problem. At the same time, eye tracking is becoming increasingly popular for VR applications. While Pursuits was shown to be effective in several interaction contexts, it was never explored in-depth for VR before. In a user study (N=26), we investigated how parameters that are specific to VR settings influence the performance of Pursuits. For example, we found that Pursuits is robust against different sizes of virtual 3D targets. However performance improves when the trajectory size (e.g., radius) is larger, particularly if the user is walking while interacting. While walking, selecting moving targets via Pursuits is generally feasible albeit less accurate than when stationary. Finally, we discuss the implications of these findings and the potential of smooth pursuits for interaction in VR by demonstrating two sample use cases: 1) gaze-based authentication in VR, and 2) a space meteors shooting game. Mohamed Khamis, Carl Oechsner, Florian Alt, Andreas Bulling |
AVI | 4 |
| 2018 | Which one is me?: Identifying Oneself on Public DisplaysabstractWhile user representations are extensively used on public displays, it remains unclear how well users can recognize their own representation among those of surrounding users. We study the most widely used representations: abstract objects, skeletons, silhouettes and mirrors. In a prestudy (N=12), we identify five strategies that users follow to recognize themselves on public displays. In a second study (N=19), we quantify the users' recognition time and accuracy with respect to each representation type. Our findings suggest that there is a significant effect of (1) the representation type, (2) the strategies performed by users, and (3) the combination of both on recognition time and accuracy. We discuss the suitability of each representation for different settings and provide specific recommendations as to how user representations should be applied in multi-user scenarios. These recommendations guide practitioners and researchers in selecting the representation that optimizes the most for the deployment's requirements, and for the user strategies that are feasible in that environment. Mohamed Khamis, Christian Becker 0001, Andreas Bulling, Florian Alt |
CHI | 3 |
| 2018 | Understanding Face and Eye Visibility in Front-Facing Cameras of Smartphones used in the WildabstractCommodity mobile devices are now equipped with high-resolution front-facing cameras, allowing applications in biometrics (e.g., FaceID in the iPhone X), facial expression analysis, or gaze interaction. However, it is unknown how often users hold devices in a way that allows capturing their face or eyes, and how this impacts detection accuracy. We collected 25,726 in-the-wild photos, taken from the front-facing camera of smartphones as well as associated application usage logs. We found that the full face is visible about 29% of the time, and that in most cases the face is only partially visible. Furthermore, we identified an influence of users' current activity; for example, when watching videos, the eyes but not the entire face are visible 75% of the time in our dataset. We found that a state-of-the-art face detection algorithm performs poorly against photos taken from front-facing cameras. We discuss how these findings impact mobile applications that leverage face and eye detection, and derive practical implications to address state-of-the art's limitations. Mohamed Khamis, Anita Baier, Niels Henze, Florian Alt, Andreas Bulling |
CHI | 5 |
| 2018 | Training Person-Specific Gaze Estimators from User Interactions with Multiple DevicesabstractLearning-based gaze estimation has significant potential to enable attentive user interfaces and gaze-based interaction on the billions of camera-equipped handheld devices and ambient displays. While training accurate person- and device-independent gaze estimators remains challenging, person-specific training is feasible but requires tedious data collection for each target device. To address these limitations, we present the first method to train person-specific gaze estimators across multiple devices. At the core of our method is a single convolutional neural network with shared feature extraction layers and device-specific branches that we train from face images and corresponding on-screen gaze locations. Detailed evaluations on a new dataset of interactions with five common devices (mobile phone, tablet, laptop, desktop computer, smart TV) and three common applications (mobile game, text editing, media center) demonstrate the significant potential of cross-device training. We further explore training with gaze locations derived from natural interactions, such as mouse or touch input. Xucong Zhang, Michael Xuelin Huang, Yusuke Sugano, Andreas Bulling |
CHI | 4 |
| 2018 | Error-aware gaze-based interfaces for robust mobile gaze interactionabstractGaze estimation error can severely hamper usability and performance of mobile gaze-based interfaces given that the error varies constantly for different interaction positions. In this work, we explore error-aware gaze-based interfaces that estimate and adapt to gaze estimation error on-the-fly. We implement a sample error-aware user interface for gaze-based selection and different error compensation methods: a naïve approach that increases component size directly proportional to the absolute error, a recent model by Feit et al. that is based on the two-dimensional error distribution, and a novel predictive model that shifts gaze by a directional error estimate. We evaluate these models in a 12-participant user study and show that our predictive model significantly outperforms the others in terms of selection rate, particularly for small gaze targets. These results underline both the feasibility and potential of next generation error-aware gaze-based user interfaces. Michael Barz, Florian Daiber, Daniel Sonntag, Andreas Bulling |
ETRA | 4 |
| 2018 | A novel approach to single camera, glint-free 3D eye model fitting including corneal refractionabstractModel-based methods for glint-free gaze estimation typically infer eye pose using pupil contours extracted from eye images. Existing methods, however, either ignore or require complex hardware setups to deal with refraction effects occurring at the corneal interfaces. In this work we provide a detailed analysis of the effects of refraction in glint-free gaze estimation using a single near-eye camera, based on the method presented by [Świrski and Dodgson 2013]. We demonstrate systematic deviations in inferred eyeball positions and gaze directions with respect to synthetic ground-truth data and show that ignoring corneal refraction can result in angular errors of several degrees. Furthermore, we quantify gaze direction dependent errors in pupil radius estimates. We propose a novel approach to account for corneal refraction in 3D eye model fitting and by analyzing synthetic and real images show that our new method successfully captures refraction effects and helps to overcome the shortcomings of the state of the art approach. Kai Dierkes, Moritz Kassner, Andreas Bulling |
ETRA | 3 |
| 2018 | Hidden pursuits: evaluating gaze-selection via pursuits when the stimuli's trajectory is partially hiddenabstractThe idea behind gaze interaction using Pursuits is to leverage the human's smooth pursuit eye movements performed when following moving targets. However, humans can also anticipate where a moving target would reappear if it temporarily hides from their view. In this work, we investigate how well users can select targets using Pursuits in cases where the target's trajectory is partially invisible (HiddenPursuits): e.g., can users select a moving target that temporarily hides behind another object? Although HiddenPursuits was not studied in the context of interaction before, understanding how well users can perform HiddenPursuits presents numerous opportunities, particularly for small interfaces where a target's trajectory can cover area outside of the screen. We found that users can still select targets quickly via Pursuits even if their trajectory is up to 50% hidden, and at the expense of longer selection times when the hidden portion is larger. We discuss how gaze-based interfaces can leverage HiddenPursuits for an improved user experience. Thomas Mattusch, Mahsa Mirzamohammad, Mohamed Khamis, Andreas Bulling, Florian Alt |
ETRA | 4 |
| 2018 | Robust eye contact detection in natural multi-person interactions using gaze and speaking behaviourabstractEye contact is one of the most important non-verbal social cues and fundamental to human interactions. However, detecting eye contact without specialised eye tracking equipment poses significant challenges, particularly for multiple people in real-world settings. We present a novel method to robustly detect eye contact in natural three- and four-person interactions using off-the-shelf ambient cameras. Our method exploits that, during conversations, people tend to look at the person who is currently speaking. Harnessing the correlation between people's gaze and speaking behaviour therefore allows our method to automatically acquire training data during deployment and adaptively train eye contact detectors for each target user. We empirically evaluate the performance of our method on a recent dataset of natural group interactions and demonstrate that it achieves a relative improvement over the state-of-the-art method of more than 60%, and also improves over a head pose based baseline. Philipp Müller 0001, Michael Xuelin Huang, Xucong Zhang, Andreas Bulling |
ETRA | 4 |
| 2018 | Learning to find eye region landmarks for remote gaze estimation in unconstrained settingsabstractConventional feature-based and model-based gaze estimation methods have proven to perform well in settings with controlled illumination and specialized cameras. In unconstrained real-world settings, however, such methods are surpassed by recent appearance-based methods due to difficulties in modeling factors such as illumination changes and other visual artifacts. We present a novel learning-based method for eye region landmark localization that enables conventional methods to be competitive to latest appearance-based methods. Despite having been trained exclusively on synthetic data, our method exceeds the state of the art for iris localization and eye shape registration on real-world imagery. We then use the detected landmarks as input to iterative model-fitting and lightweight learning-based gaze estimation methods. Our approach outperforms existing model-fitting and appearance-based methods in the context of person-independent and personalized gaze estimation. Seonwook Park, Xucong Zhang, Andreas Bulling, Otmar Hilliges |
ETRA | 3 |
| 2018 | Fixation detection for head-mounted eye tracking based on visual similarity of gaze targetsabstractFixations are widely analysed in human vision, gaze-based interaction, and experimental psychology research. However, robust fixation detection in mobile settings is profoundly challenging given the prevalence of user and gaze target motion. These movements feign a shift in gaze estimates in the frame of reference defined by the eye tracker's scene camera. To address this challenge, we present a novel fixation detection method for head-mounted eye trackers. Our method exploits that, independent of user or gaze target motion, target appearance remains about the same during a fixation. It extracts image information from small regions around the current gaze position and analyses the appearance similarity of these gaze patches across video frames to detect fixations. We evaluate our method using fine-grained fixation annotations on a five-participant indoor dataset (MPIIEgoFixation) with more than 2,300 fixations in total. Our method outperforms commonly used velocity- and dispersion-based algorithms, which highlights its significant potential to analyse scene image information for eye movement detection. Julian Steil, Michael Xuelin Huang, Andreas Bulling |
ETRA | 3 |
| 2018 | Revisiting data normalization for appearance-based gaze estimationabstractAppearance-based gaze estimation is promising for unconstrained real-world settings, but the significant variability in head pose and user-camera distance poses significant challenges for training generic gaze estimators. Data normalization was proposed to cancel out this geometric variability by mapping input images and gaze labels to a normalized space. Although used successfully in prior works, the role and importance of data normalization remains unclear. To fill this gap, we study data normalization for the first time using principled evaluations on both simulated and real data. We propose a modification to the current data normalization formulation by removing the scaling factor and show that our new formulation performs significantly better (between 9.5% and 32.7%) in the different evaluation settings. Using images synthesized from a 3D face model, we demonstrate the benefit of data normalization for the efficiency of the model training. Experiments on real-world images confirm the advantages of data normalization in terms of gaze estimation performance. Xucong Zhang, Yusuke Sugano, Andreas Bulling |
ETRA | 3 |
| 2018 | Detecting Low Rapport During Natural Interactions in Small Groups from Non-Verbal BehaviourabstractRapport, the close and harmonious relationship in which interaction partners are "in sync" with each other, was shown to result in smoother social interactions, improved collaboration, and improved interpersonal outcomes. In this work, we are first to investigate automatic prediction of low rapport during natural interactions within small groups. This task is challenging given that rapport only manifests in subtle non-verbal signals that are, in addition, subject to influences of group dynamics as well as inter-personal idiosyncrasies. We record videos of unscripted discussions of three to four people using a multi-view camera system and microphones. We analyse a rich set of non-verbal signals for rapport detection, namely facial expressions, hand motion, gaze, speaker turns, and speech prosody. Using facial features, we can detect low rapport with an average precision of 0.7 (chance level at 0.25), while incorporating prior knowledge of participants' personalities can even achieve early prediction without a drop in performance. We further provide a detailed analysis of different feature sets and the amount of information contained in different temporal segments of the interactions. Philipp Müller 0001, Michael Xuelin Huang, Andreas Bulling |
IUI | 3 |
| 2018 | A Multimodal Corpus of Expert Gaze and Behavior during Phonetic Segmentation Tasks
Arif Khan 0004, Ingmar Steiner, Yusuke Sugano, Andreas Bulling, Ross G. MacDonald |
LREC | 4 |
| 2018 | The past, present, and future of gaze-enabled handheld mobile devices: survey and lessons learnedabstractWhile first-generation mobile gaze interfaces required special-purpose hardware, recent advances in computational gaze estimation and the availability of sensor-rich and powerful devices is finally fulfilling the promise of pervasive eye tracking and eye-based interaction on off-the-shelf mobile devices. This work provides the first holistic view on the past, present, and future of eye tracking on handheld mobile devices. To this end, we discuss how research developed from building hardware prototypes, to accurate gaze estimation on unmodified smartphones and tablets. We then discuss implications by laying out 1) novel opportunities, including pervasive advertising and conducting in-the-wild eye tracking studies on handhelds, and 2) new challenges that require further research, such as visibility of the user's eyes, lighting conditions, and privacy implications. We discuss how these developments shape MobileHCI research in the future, possibly the next 20 years. Mohamed Khamis, Florian Alt, Andreas Bulling |
MobileHCI | 3 |
| 2018 | Forecasting user attention during everyday mobile interactions using device-integrated and wearable sensorsabstractVisual attention is highly fragmented during mobile interactions, but the erratic nature of attention shifts currently limits attentive user interfaces to adapting after the fact, i.e. after shifts have already happened. We instead study attention forecasting - the challenging task of predicting users' gaze behaviour (overt visual attention) in the near future. We present a novel long-term dataset of everyday mobile phone interactions, continuously recorded from 20 participants engaged in common activities on a university campus over 4.5 hours each (more than 90 hours in total). We propose a proof-of-concept method that uses device-integrated sensors and body-worn cameras to encode rich information on device usage and users' visual scene. We demonstrate that our method can forecast bidirectional attention shifts and predict whether the primary attentional focus is on the handheld mobile device. We study the impact of different feature sets on performance and discuss the significant potential but also remaining challenges of forecasting user attention during mobile interactions. Julian Steil, Philipp Müller 0001, Yusuke Sugano, Andreas Bulling |
MobileHCI | 4 |
| 2018 | GazeDirector: Fully Articulated Eye Gaze Redirection in VideoabstractAbstract We present GazeDirector, a new approach for eye gaze redirection that uses model‐fitting. Our method first tracks the eyes by fitting a multi‐part eye region model to video frames using analysis‐by‐synthesis, thereby recovering eye region shape, texture, pose, and gaze simultaneously. It then redirects gaze by 1) warping the eyelids from the original image using a model‐derived flow field, and 2) rendering and compositing synthesized 3D eyeballs onto the output image in a photorealistic manner. GazeDirector allows us to change where people are looking without person‐specific training data, and with full articulation, i.e. we can precisely specify new gaze directions in 3D. Quantitatively, we evaluate both model‐fitting and gaze synthesis, with experiments for gaze estimation and redirection on the Columbia gaze dataset. Qualitatively, we compare GazeDirector against recent work on gaze redirection, showing better results especially for large redirection angles. Finally, we demonstrate gaze redirection on YouTube videos by introducing new 3D gaze targets and by manipulating visual behavior. Erroll Wood, Tadas Baltrusaitis, Louis-Philippe Morency, Peter Robinson 0001, Andreas Bulling |
Comput. Graph. Forum | 5 |
| 2017 | Gaze Embeddings for Zero-Shot Image ClassificationabstractZero-shot image classification using auxiliary information, such as attributes describing discriminative object properties, requires time-consuming annotation by domain experts. We instead propose a method that relies on human gaze as auxiliary information, exploiting that even non-expert users have a natural ability to judge class membership. We present a data collection paradigm that involves a discrimination task to increase the information content obtained from gaze data. Our method extracts discriminative descriptors from the data and learns a compatibility function between image and gaze using three novel gaze embeddings: Gaze Histograms (GH), Gaze Features with Grid (GFG) and Gaze Features with Sequence (GFS). We introduce two new gaze-annotated datasets for fine-grained image classification and show that human gaze data is indeed class discriminative, provides a competitive alternative to expert-annotated attributes, and outperforms other baselines for zero-shot image classification. Nour Karessli, Zeynep Akata, Bernt Schiele, Andreas Bulling |
CVPR | 4 |
| 2017 | GazeTouchPIN: protecting sensitive data on mobile devices using secure multimodal authenticationabstractAlthough mobile devices provide access to a plethora of sensitive data, most users still only protect them with PINs or patterns, which are vulnerable to side-channel attacks (e.g., shoulder surfing). How-ever, prior research has shown that privacy-aware users are willing to take further steps to protect their private data. We propose GazeTouchPIN, a novel secure authentication scheme for mobile devices that combines gaze and touch input. Our multimodal approach complicates shoulder-surfing attacks by requiring attackers to ob-serve the screen as well as the user’s eyes to and the password. We evaluate the security and usability of GazeTouchPIN in two user studies (N=30). We found that while GazeTouchPIN requires longer entry times, privacy aware users would use it on-demand when feeling observed or when accessing sensitive data. The results show that successful shoulder surfing attack rate drops from 68% to 10.4%when using GazeTouchPIN. Mohamed Khamis, Mariam Hassib, Emanuel von Zezschwitz, Andreas Bulling, Florian Alt |
ICMI | 4 |
| 2017 | They are all after you: investigating the viability of a threat model that involves multiple shoulder surfersabstractMany of the authentication schemes for mobile devices that were proposed lately complicate shoulder surfing by splitting the attacker's attention into two or more entities. For example, multimodal authentication schemes such as GazeTouchPIN and GazeTouchPass require attackers to observe the user's gaze input and the touch input performed on the phone's screen. These schemes have always been evaluated against single observers, while multiple observers could potentially attack these schemes with greater ease, since each of them can focus exclusively on one part of the password. In this work, we study the effectiveness of a novel threat model against authentication schemes that split the attacker's attention. As a case study, we report on a security evaluation of two state of the art authentication schemes in the case of a team of two observers. Our results show that although multiple observers perform better against these schemes than single observers, multimodal schemes are significantly more secure against multiple observers compared to schemes that employ a single modality. We discuss how this threat model impacts the design of authentication schemes. Mohamed Khamis, Linda Bandelow, Stina Schick, Dario Casadevall, Andreas Bulling, Florian Alt |
MUM | 5 |
| 2017 | Eyemirror: mobile calibration-free gaze approximation using corneal imagingabstractGaze is a powerful measure of people's attracted attention and reveals where we are looking within our current FOV. Hence gaze-based interfaces are gaining in importance. However, gaze estimation usually requires extensive hardware and depends on a calibration that has to be renewed regularly. We present EyeMirror, a mobile device for calibration-free gaze approximation on surfaces (e.g., displays). It consists of a head-mounted camera, connected to a wearable mini-computer, capturing the environment reflected on the human cornea. The corneal images are analyzed using natural feature tracking for gaze estimation on surfaces. In two lab studies we compared variations of EyeMirror against established methods for gaze estimation in a display scenario, and investigated the effect of display content (i.e. number of features). EyeMirror achieved 4.03° gaze estimation error, while we found no significant effect of display content. Christian Lander, Sven Gehring, Markus Löchtefeld, Andreas Bulling, Antonio Krüger |
MUM | 4 |
| 2017 | EyeScout: Active Eye Tracking for Position and Movement Independent Gaze Interaction with Large Public DisplaysabstractWhile gaze holds a lot of promise for hands-free interaction with public displays, remote eye trackers with their confined tracking box restrict users to a single stationary position in front of the display. We present EyeScout, an active eye tracking system that combines an eye tracker mounted on a rail system with a computational method to automatically detect and align the tracker with the user's lateral movement. EyeScout addresses key limitations of current gaze-enabled large public displays by offering two novel gaze-interaction modes for a single user: In "Walk then Interact" the user can walk up to an arbitrary position in front of the display and interact, while in "Walk and Interact" the user can interact even while on the move. We report on a user study that shows that EyeScout is well perceived by users, extends a public display's sweet spot into a sweet line, and reduces gaze interaction kick-off time to 3.5 seconds -- a 62% improvement over state of the art solutions. We discuss sample applications that demonstrate how EyeScout can enable position and movement-independent gaze interaction with large public displays. Mohamed Khamis, Axel Hösl, Alexander Klimczak, Martin Reiss, Florian Alt, Andreas Bulling |
UIST | 6 |
| 2017 | Everyday Eye Contact Detection Using Unsupervised Gaze Target DiscoveryabstractEye contact is an important non-verbal cue in social signal processing and promising as a measure of overt attention in human-object interactions and attentive user interfaces. However, robust detection of eye contact across different users, gaze targets, camera positions, and illumination conditions is notoriously challenging. We present a novel method for eye contact detection that combines a state-of-the-art appearance-based gaze estimator with a novel approach for unsupervised gaze target discovery, i.e. without the need for tedious and time-consuming manual data annotation. We evaluate our method in two real-world scenarios: detecting eye contact at the workplace, including on the main work display, from cameras mounted to target objects, as well as during everyday social interactions with the wearer of a head-mounted egocentric camera. We empirically evaluate the performance of our method in both scenarios and demonstrate its effectiveness for detecting eye contact independent of target object type and size, camera position, and user and recording environment. Xucong Zhang, Yusuke Sugano, Andreas Bulling |
UIST | 3 |
| 2017 | Look together: using gaze for assisting co-located collaborative searchabstractGaze information provides indication of users focus which complements remote collaboration tasks, as distant users can see their partner’s focus. In this paper, we apply gaze for co-located collaboration, where users’ gaze locations are presented on the same display, to help collaboration between partners. We integrated various types of gaze indicators on the user interface of a collaborative search system, and we conducted two user studies to understand how gaze enhances coordination and communication between co-located users. Our results show that gaze indeed enhances co-located collaboration, but with a trade-off between visibility of gaze indicators and user distraction. Users acknowledged that seeing gaze indicators eases communication, because it let them be aware of their partner’s interests and attention. However, users can be reluctant to share their gaze information due to trust and privacy, as gaze potentially divulges their interests. Ken Pfeuffer, Ming Ki Chong, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 5 |
| 2016 | Attention, please!: Comparing Features for Measuring Audience Attention Towards Pervasive DisplaysabstractMeasuring audience attention towards pervasive displays is important but accurate measurement in real time remains a significant sensing challenge. Consequently, researchers and practitioners typically use other features, such as face presence, as a proxy. We provide a principled comparison of the performance of six features and their combinations for measuring attention: face presence, movement trajectory, walking speed, shoulder orientation, head pose, and gaze direction. We implemented a prototype that is capable of capturing this rich set of features from video and depth camera data. Using a controlled lab experiment (N=18) we show that as a single feature, face presence is indeed among the most accurate. We further show that accuracy can be increased through a combination of features (+10.3%), knowledge about the audience (+63.8%), as well as user identities (+69.0%). Our findings are valuable for display providers who want to collect data on display effectiveness or build interactive, responsive apps. Florian Alt, Andreas Bulling, Lukas Mecke, Daniel Buschek |
Conference on Designing Interactive Systems | 2 |
| 2016 | Three-Point Interaction: Combining Bi-manual Direct Touch with GazeabstractThe benefits of two-point interaction for tasks that require users to simultaneously manipulate multiple entities or dimensions are widely known. Two-point interaction has become common, e.g., when zooming or pinching using two fingers on a smartphone. We propose a novel interaction technique that implements three-point interaction by augmenting two-finger direct touch with gaze as a third input channel. We evaluate two key characteristics of our technique in two multi-participant user studies. In the first, we used the technique for object selection. In the second, we evaluate it in a 3D matching task that requires simultaneous continuous input from fingers and the eyes. Our results show that in both cases participants learned to interact with three input channels without cognitive or mental overload. Participants' performance tended towards fast selection times in the first study and exhibited parallel interaction in the second. These results are promising and show that there is scope for additional input channels beyond two-point interaction. Adalberto L. Simeone, Andreas Bulling, Jason Alexander, Hans-Werner Gellersen |
AVI | 2 |
| 2016 | SkullConduct: Biometric User Identification on Eyewear Computers Using Bone Conduction Through the SkullabstractSecure user identification is important for the increasing number of eyewear computers but limited input capabilities pose significant usability challenges for established knowledge-based schemes, such as passwords or PINs. We present SkullConduct, a biometric system that uses bone conduction of sound through the user's skull as well as a microphone readily integrated into many of these devices, such as Google Glass. At the core of SkullConduct is a method to analyze the characteristic frequency response created by the user's skull using a combination of Mel Frequency Cepstral Coefficient (MFCC) features as well as a computationally light-weight 1NN classifier. We report on a controlled experiment with 10 participants that shows that this frequency response is person-specific and stable -- even when taking off and putting on the device multiple times -- and thus serves as a robust biometric. We show that our method can identify users with 97.0% accuracy and authenticate them with an equal error rate of 6.9%, thereby bringing biometric user identification to eyewear computers equipped with bone conduction technology. Stefan Schneegaß, Youssef Oualil, Andreas Bulling |
CHI | 3 |
| 2016 | Spatio-Temporal Modeling and Prediction of Visual Attention in Graphical User InterfacesabstractWe present a computational model to predict users' spatio-temporal visual attention on WIMP-style (windows, icons, menus, pointer) graphical user interfaces. Like existing models of bottom-up visual attention in computer vision, our model does not require any eye tracking equipment. Instead, it predicts attention solely using information available to the interface, specifically users' mouse and keyboard input as well as the UI components they interact with. To study our model in a principled way, we further introduce a method to synthesize user interface layouts that are functionally equivalent to real-world interfaces, such as from Gmail, Facebook, or GitHub. We first quantitatively analyze attention allocation and its correlation with user input and UI components using ground-truth gaze, mouse, and keyboard data of 18 participants performing a text editing task. We then show that our model predicts attention maps more accurately than state-of-the-art methods. Our results underline the significant potential of spatio-temporal attention modeling for user interface evaluation, optimization, or even simulation. Pingmei Xu, Yusuke Sugano, Andreas Bulling |
CHI | 3 |
| 2016 | A 3D Morphable Eye Region Model for Gaze Estimation
Erroll Wood, Tadas Baltrusaitis, Louis-Philippe Morency, Peter Robinson 0001, Andreas Bulling |
ECCV (1) | 5 |
| 2016 | Prediction of gaze estimation error for error-aware gaze-based interfacesabstractGaze estimation error is inherent in head-mounted eye trackers and seriously impacts performance, usability, and user experience of gaze-based interfaces. Particularly in mobile settings, this error varies constantly as users move in front and look at different parts of a display. We envision a new class of gaze-based interfaces that are aware of the gaze estimation error and adapt to it in real time. As a first step towards this vision we introduce an error model that is able to predict the gaze estimation error. Our method covers major building blocks of mobile gaze estimation, specifically mapping of pupil positions to scene camera coordinates, marker-based display detection, and mapping of gaze from scene camera to on-screen coordinates. We develop our model through a series of principled measurements of a state-of-the-art head-mounted eye tracker. Michael Barz, Florian Daiber, Andreas Bulling |
ETRA | 3 |
| 2016 | 3D gaze estimation from 2D pupil positions on monocular head-mounted eye trackersabstract3D gaze information is important for scene-centric attention analysis, but accurate estimation and analysis of 3D gaze in real-world environments remains challenging. We present a novel 3D gaze estimation method for monocular head-mounted eye trackers. In contrast to previous work, our method does not aim to infer 3D eyeball poses, but directly maps 2D pupil positions to 3D gaze directions in scene camera coordinate space. We first provide a detailed discussion of the 3D gaze estimation task and summarize different methods, including our own. We then evaluate the performance of different 3D gaze estimation approaches using both simulated and real data. Through experimental validation, we demonstrate the effectiveness of our method in reducing parallax error, and we identify research challenges for the design of 3D calibration procedures. Mohsen Mansouryar, Julian Steil, Yusuke Sugano, Andreas Bulling |
ETRA | 4 |
| 2016 | Gaussian processes as an alternative to polynomial gaze estimation functionsabstractInterpolation-based methods are widely used for gaze estimation due to their simplicity. In particular, feature-based methods that map the image eye features to gaze, are very popular. The most spread regression function used in this kind of method is the polynomial regression. In this paper, we present an alternative regression function to estimate gaze: the Gaussian regression. We show how the Gaussian processes can better adapt to the non-linear behavior of the eye movement, providing higher gaze estimation accuracies. The Gaussian regression is compared, in a simulated environment, to the polynomial regression, when using the same mapping features, the normalized pupil center-corneal reflection and pupil center-eye corners vectors. This comparison is done for three different screen sizes. The results show that for larger screens, where wider gaze angles are required, i.e., the non-linear behavior of the eye is more present, the outperformance of the Gaussian regression is more evident. Furthermore, we can conclude that, for both types of regressions, the gaze estimation accuracy increases for smaller screens, where the eye movements are more linear. Laura Sesma, Andreas Bulling, Hans-Werner Gellersen |
ETRA | 3 |
| 2016 | Labelled pupils in the wild: a dataset for studying pupil detection in unconstrained environmentsabstractWe present labelled pupils in the wild (LPW), a novel dataset of 66 high-quality, high-speed eye region videos for the development and evaluation of pupil detection algorithms. The videos in our dataset were recorded from 22 participants in everyday locations at about 95 FPS using a state-of-the-art dark-pupil head-mounted eye tracker. They cover people of different ethnicities and a diverse set of everyday indoor and outdoor illumination environments, as well as natural gaze direction distributions. The dataset also includes participants wearing glasses, contact lenses, and make-up. We benchmark five state-of-the-art pupil detection algorithms on our dataset with respect to robustness and accuracy. We further study the influence of image resolution and vision aids as well as recording location (indoor, outdoor) on pupil detection performance. Our evaluations provide valuable insights into the general pupil detection problem and allow us to identify key challenges for robust pupil detection on head-mounted eye trackers. Marc Tonsen, Xucong Zhang, Yusuke Sugano, Andreas Bulling |
ETRA | 4 |
| 2016 | Learning an appearance-based gaze estimator from one million synthesised imagesabstractLearning-based methods for appearance-based gaze estimation achieve state-of-the-art performance in challenging real-world settings but require large amounts of labelled training data. Learning-by-synthesis was proposed as a promising solution to this problem but current methods are limited with respect to speed, appearance variability, and the head pose and gaze angle distribution they can synthesize. We present UnityEyes, a novel method to rapidly synthesize large amounts of variable eye region images as training data. Our method combines a novel generative 3D model of the human eye region with a real-time rendering framework. The model is based on high-resolution 3D face scans and uses real-time approximations for complex eyeball materials and structures as well as anatomically inspired procedural geometry methods for eyelid animation. We show that these synthesized images can be used to estimate gaze in difficult in-the-wild scenarios, even for extreme gaze angles or in cases in which the pupil is fully occluded. We also demonstrate competitive gaze estimation results on a benchmark in-the-wild dataset, despite only using a light-weight nearest-neighbor algorithm. We are making our UnityEyes synthesis framework available online for the benefit of the research community. Erroll Wood, Tadas Baltrusaitis, Louis-Philippe Morency, Peter Robinson 0001, Andreas Bulling |
ETRA | 5 |
| 2016 | TextPursuits: using text for pursuits-based interaction and calibration on public displaysabstractIn this paper we show how reading text on large display can be used to enable gaze interaction in public space. Our research is motivated by the fact that much of the content on public displays includes text. Hence, researchers and practitioners could greatly benefit from users being able to spontaneously interact as well as to implicitly calibrate an eye tracker while simply reading this text. In particular, we adapt Pursuits, a technique that correlates users' eye movements with moving on-screen targets. While prior work used abstract objects or dots as targets, we explore the use of Pursuits with text (read-and-pursue). Thereby we address the challenge that eye movements performed while reading interfere with the pursuit movements. Results from two user studies (N=37) show that Pursuits with text is feasible and can achieve similar accuracy as non text-based pursuit approaches. While calibration is less accurate, it integrates smoothly with reading and allows areas of the display the user is looking at to be identified. Mohamed Khamis, Ozan Saltuk, Alina Hang, Katharina Stolz, Andreas Bulling, Florian Alt |
UbiComp | 5 |
| 2016 | Smooth eye movement interaction using EOG glassesabstractOrbits combines a visual display and an eye motion sensor to allow a user to select between options by tracking a cursor with the eyes as the cursor travels in a circular path around each option. Using an off-the-shelf Jins MEME pair of eyeglasses, we present a pilot study that suggests that the eye movement required for Orbits can be sensed using three electrodes: one in the nose bridge and one in each nose pad. For forced choice binary selection, we achieve a 2.6 bits per second (bps) input rate at 250ms per input. We also inntroduce Head Orbits, where the user fixates the eyes on a target and moves the head in synchrony with the orbiting target. Measuring only the relative movement of the eyes in relation to the head, this method achieves a maximum rate of 2.0 bps at 500ms per input. Finally, we combine the two techniques together with a gyro to create an interface with a maximum input rate of 5.0 bps. Murtaza Dhuliawala, Junichi Shimizu, Andreas Bulling, Kai Kunze, Thad Starner, Woontack Woo |
ICMI | 4 |
| 2016 | Xplore-M-Ego: Contextual Media Retrieval Using Natural Language QueriesabstractThe widespread integration of cameras in hand-held and head-worn devices and the ability to share content online enables a large and diverse visual capture of the world that millions of users build up collectively every day. We envision these images as well as associated meta information, such as GPS coordinates and timestamps, to form a collective visual memory that can be queried while automatically taking the ever-changing context of mobile users into account. As a first step towards this vision, in this work we present Xplore-M-Ego: a novel media retrieval system that allows users to query a dynamic database of images using spatio-temporal natural language queries. We evaluate our system using a new dataset of real image queries as well as through a usability study. One key finding is that there is a considerable amount of inter-user variability in the resolution of spatial relations in natural language utterances. We show that our system can cope with this variability using personalisation through an online learning-based retrieval formulation. Sreyasi Nag Chowdhury, Mateusz Malinowski, Andreas Bulling, Mario Fritz |
ICMR | 3 |
| 2016 | Memorability of cued-recall graphical passwords with saliency masksabstractCued-recall graphical passwords have a lot of potential for secure user authentication, particularly if combined with saliency masks to prevent users from selecting weak passwords. Saliency masks were shown to significantly improve password security by excluding those areas of the image that are most likely to lead to hotspots. In this paper we investigate the impact of such saliency masks on the memorability of cued-recall graphical passwords. We first conduct two pre-studies (N=52) to obtain a set of images with three different image complexities as well as real passwords. A month-long user study (N=26) revealed that there is a strong learning effect for graphical passwords, in particular if defined on images with a saliency mask. While for complex images, the learning curve is steeper than for less complex ones, they best supported memorability in the long term, most likely because they provided users more alternatives to select memorable password points. These results complement prior work on the security of such passwords and underline the potential of saliency masks as both a secure and usable improvement to cued-recall gaze-based graphical passwords. Florian Alt, Mateusz Mikusz, Stefan Schneegaß, Andreas Bulling |
MUM | 4 |
| 2016 | EyeVote in the wild: do users bother correcting system errors on public displays?abstractAlthough recovering from errors is straightforward on most interfaces, public display systems pose very unique design challenges. Namely, public display users interact for very short amounts of times and are believed to abandon the display when interrupted or forced to deviate from the main task. To date, it is not well understood whether public display designers should enable users to correct errors (e.g. by asking users to confirm or giving them a chance correct their input), or aim for faster interaction and rely on other types of feedback to estimate errors. To close this gap, we conducted a field study where we investigated the users willingness to correct their input on public displays. We report on our findings from an in-the-wild deployment of a public gaze-based voting system where we intentionally evoked system errors to see if users correct them. We found that public display users are willing to correct system errors provided that the correction is fast and straightforward. We discuss how our findings influence the choice of interaction methods for public displays; interaction methods that are highly usable but suffer from low accuracy can still be effective if users can "undo" their interactions. Mohamed Khamis, Ludwig Trotter, Markus Tessmann, Christina Dannhart, Andreas Bulling, Florian Alt |
MUM | 5 |
| 2016 | AggreGaze: Collective Estimation of Audience Attention on Public DisplaysabstractGaze is frequently explored in public display research given its importance for monitoring and analysing audience attention. However, current gaze-enabled public display interfaces require either special-purpose eye tracking equipment or explicit personal calibration for each individual user. We present AggreGaze, a novel method for estimating spatio-temporal audience attention on public displays. Our method requires only a single off-the-shelf camera attached to the display, does not require any personal calibration, and provides visual attention estimates across the full display. We achieve this by 1) compensating for errors of state-of-the-art appearance-based gaze estimation methods through on-site training data collection, and by 2) aggregating uncalibrated and thus inaccurate gaze estimates of multiple users into joint attention estimates. We propose different visual stimuli for this compensation: a standard 9-point calibration, moving targets, text and visual stimuli embedded into the display content, as well as normal video content. Based on a two-week deployment in a public space, we demonstrate the effectiveness of our method for estimating attention maps that closely resemble ground-truth audience gaze distributions. Yusuke Sugano, Xucong Zhang, Andreas Bulling |
UIST | 3 |
| 2016 | Combining eye tracking with optimizations for lens astigmatism in modern wide-angle HMDsabstractVirtual Reality has hit the consumer market with affordable head-mounted displays. When using these, it quickly becomes apparent that the resolution of the built-in display panels still needs to be highly increased. To overcome the resulting higher performance demands, eye tracking can be used for foveated rendering. However, as there are lens distortions in HMDs, there are more possibilities to increase the performance with smarter rendering approaches. We present a new system using optimizations for rendering considering lens astigmatism and combining this with foveated rendering through eye tracking. Depending on the current eye gaze, this delivers a rendering speed-up of up to 20%. Daniel Pohl, Xucong Zhang, Andreas Bulling |
VR | 3 |
| 2016 | Concept for using eye tracking in a head-mounted display to adapt rendering to the user's current visual fieldabstractWith increasing spatial and temporal resolution in head-mounted displays (HMDs), using eye trackers to adapt rendering to the user is getting important to handle the rendering workload. Besides using methods like foveated rendering, we propose to use the current visual field for rendering, depending on the eye gaze. We use two effects for performance optimizations. First, we noticed a lens defect in HMDs, where depending on the distance of the eye gaze to the center, certain parts of the screen towards the edges are not visible anymore. Second, if the user looks up, he cannot see the lower parts of the screen anymore. For the invisible areas, we propose to skip rendering and to reuse the pixels colors from the previous frame. We provide a calibration routine to measure these two effects. We apply the current visual field to a renderer and get up to 2x speed-ups. Daniel Pohl, Xucong Zhang, Andreas Bulling, Oliver Grau |
VRST | 3 |
| 2016 | Pupil detection for head-mounted eye tracking in the wild: an evaluation of the state of the art
Wolfgang Fuhl, Marc Tonsen, Andreas Bulling, Enkelejda Kasneci |
Mach. Vis. Appl. | 3 |
| 2016 | Special issue introduction
Diane J. Cook, Christian Becker 0001, Andreas Bulling, Zhiwen Yu 0001 |
Pervasive Mob. Comput. | 3 |
| 2015 | Emotion recognition from embedded bodily expressions and speech during dyadic interactionsabstractPrevious work on emotion recognition from bodily expressions focused on analysing such expressions in isolation, of individuals or in controlled settings, from a single camera view, or required intrusive motion tracking equipment. We study the problem of emotion recognition from bodily expressions and speech during dyadic (person-person) interactions in a real kitchen instrumented with ambient cameras and microphones. We specifically focus on bodily expressions that are embedded in regular interactions and background activities and recorded without human augmentation to increase naturalness of the expressions. We present a human-validated dataset that contains 224 high-resolution, multi-view video clips and audio recordings of emotionally charged interactions between eight couples of actors. The dataset is fully annotated with categorical labels for four basic emotions (anger, happiness, sadness, and surprise) and continuous labels for valence, activation, power, and anticipation provided by five annotators for each actor. We evaluate vision and audio-based emotion recognition using dense trajectories and a standard audio pipeline and provide insights into the importance of different body parts and audio features for emotion recognition. Philipp Müller 0001, Sikandar Amin, Mykhaylo Andriluka, Andreas Bulling |
ACII | 5 |
| 2015 | Gaze+RST: Integrating Gaze and Multitouch for Remote Rotate-Scale-Translate TasksabstractOur work investigates the use of gaze and multitouch to fluidly perform rotate-scale-translate (RST) tasks on large displays. The work specifically aims to understand if gaze can provide benefit in such a task, how task complexity affects performance, and how gaze and multitouch can be combined to create an integral input structure suited to the task of RST. We present four techniques that individually strike a different balance between gaze-based and touch-based translation while maintaining concurrent rotation and scaling operations. A 16 participant empirical evaluation revealed that three of our four techniques present viable options for this scenario, and that larger distances and rotation/scaling operations can significantly affect a gaze-based translation configuration. Furthermore we uncover new insights regarding multimodal integrality, finding that gaze and touch can be combined into configurations that pertain to integral or separable input structures. Jayson Turner, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
CHI | 3 |
| 2015 | The Royal Corgi: Exploring Social Gaze Interaction for Immersive GameplayabstractThe eyes are a rich channel for non-verbal communication in our daily interactions. We propose social gaze interaction as a game mechanic to enhance user interactions with virtual characters. We develop a game from the ground-up in which characters are designed to be reactive to the player's gaze in social ways, such as getting annoyed when the player seems distracted or changing their dialogue depending on the player's apparent focus of attention. Results from a qualitative user study provide insights about how social gaze interaction is intuitive for users, elicits deep feelings of immersion, and highlight the players' self-consciousness of their own eye movements through their strong reactions to the characters. Mélodie Vidal, Rémi Bismuth, Andreas Bulling, Hans-Werner Gellersen |
CHI | 3 |
| 2015 | On the interplay between spontaneous spoken instructions and human visual behaviour in an indoor guidance task
Nikolina Koleva, Sabrina Hoppe, Mohammad Mehdi Moniri, Maria Staudte, Andreas Bulling |
CogSci | 5 |
| 2015 | Prediction of search targets from fixations in open-world settingsabstractPrevious work on predicting the target of visual search from human fixations only considered closed-world settings in which training labels are available and predictions are performed for a known set of potential targets. In this work we go beyond the state of the art by studying search target prediction in an open-world setting in which we no longer assume that we have fixation data to train for the search targets. We present a dataset containing fixation data of 18 users searching for natural images from three image categories within synthesised image collages of about 80 images. In a closed-world baseline experiment we show that we can predict the correct target image out of a candidate set of five images. We then present a new problem formulation for search target prediction in the open-world setting that is based on learning compatibilities between fixations and potential targets. Hosnieh Sattar, Sabine Müller 0001, Mario Fritz, Andreas Bulling |
CVPR | 4 |
| 2015 | Appearance-based gaze estimation in the wildabstractAppearance-based gaze estimation is believed to work well in real-world settings, but existing datasets have been collected under controlled laboratory conditions and methods have been not evaluated across multiple datasets. In this work we study appearance-based gaze estimation in the wild. We present the MPIIGaze dataset that contains 213,659 images we collected from 15 participants during natural everyday laptop use over more than three months. Our dataset is significantly more variable than existing ones with respect to appearance and illumination. We also present a method for in-the-wild appearance-based gaze estimation using multimodal convolutional neural networks that significantly outperforms state-of-the art methods in the most challenging cross-dataset evaluation. We present an extensive evaluation of several state-of-the-art image-based gaze estimation algorithms on three current datasets, including our own. This evaluation provides clear insights and allows us to identify key research challenges of gaze estimation in the wild. Xucong Zhang, Yusuke Sugano, Mario Fritz, Andreas Bulling |
CVPR | 4 |
| 2015 | Discovery of everyday human activities from long-term visual behaviour using topic modelsabstractHuman visual behaviour has significant potential for activity recognition and computational behaviour analysis, but previous works focused on supervised methods and recognition of predefined activity classes based on short-term eye movement recordings. We propose a fully unsupervised method to discover users' everyday activities from their long-term visual behaviour. Our method combines a bag-of-words representation of visual behaviour that encodes saccades, fixations, and blinks with a latent Dirichlet allocation (LDA) topic model. We further propose different methods to encode saccades for their use in the topic model. We evaluate our method on a novel long-term gaze dataset that contains full-day recordings of natural visual behaviour of 10 participants (more than 80 hours in total). We also provide annotations for eight sample activity classes (outdoor, social interaction, focused work, travel, reading, computer work, watching media, eating) and periods with no specific activity. We show the ability of our method to discover these activities with performance competitive with that of previously published supervised methods. Julian Steil, Andreas Bulling |
UbiComp | 2 |
| 2015 | Analyzing visual attention during whole body interaction with public displaysabstractWhile whole body interaction can enrich user experience on public displays, it remains unclear how common visualizations of user representations impact users' ability to perceive content on the display. In this work we use a head-mounted eye tracker to record visual behavior of 25 users interacting with a public display game that uses a silhouette user representation, mirroring the users' movements. Results from visual attention analysis as well as post-hoc recall and recognition tasks on display contents reveal that visual attention is mostly on users' silhouette while peripheral screen elements remain largely unattended. In our experiment, content attached to the user representation attracted significantly more attention than other screen contents, while content placed at the top and bottom of the screen attracted significantly less. Screen contents attached to the user representation were also significantly better remembered than those at the top and bottom of the screen. Robert Walter, Andreas Bulling, David Lindlbauer, Martin Schuessler, Jörg Müller 0001 |
UbiComp | 2 |
| 2015 | Rendering of Eyes for Eye-Shape Registration and Gaze EstimationabstractImages of the eye are key in several computer vision problems, such as shape registration and gaze estimation. Recent large-scale supervised methods for these problems require time-consuming data collection and manual annotation, which can be unreliable. We propose synthesizing perfectly labelled photo-realistic training data in a fraction of the time. We used computer graphics techniques to build a collection of dynamic eye-region models from head scan geometry. These were randomly posed to synthesize close-up eye images for a wide range of head poses, gaze directions, and illumination conditions. We used our model's controllability to verify the importance of realistic illumination and shape variations in eye-region training data. Finally, we demonstrate the benefits of our synthesized training data (SynthesEyes) by out-performing state-of-the-art methods for eye-shape registration as well as cross-dataset appearance-based gaze estimation in the wild. Erroll Wood, Tadas Baltrusaitis, Xucong Zhang, Yusuke Sugano, Peter Robinson 0001, Andreas Bulling |
ICCV | 6 |
| 2015 | Interactions Under the Desk: A Characterisation of Foot Movements for Input in a Seated Position
Eduardo Velloso, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
INTERACT (1) | 3 |
| 2015 | An Empirical Investigation of Gaze Selection in Mid-Air Gestural 3D Manipulation
Eduardo Velloso, Jayson Turner, Jason Alexander, Andreas Bulling, Hans-Werner Gellersen |
INTERACT (2) | 4 |
| 2015 | Graphical Passwords in the Wild: Understanding How Users Choose Pictures and Passwords in Image-based Authentication SchemesabstractCommon user authentication methods on smartphones, such as lock patterns, PINs, or passwords, impose a trade-off between security and password memorability. Image-based passwords were proposed as a secure and usable alternative. As of today, however, it remains unclear how such schemes are used in the wild. We present the first study to investigate how image-based passwords are used over long periods of time in the real world. Our analyses are based on data from 2318 unique devices collected over more than one year using a custom application released in the Android Play store. We present an in-depth analysis of what kind of images users select, how they define their passwords, and how secure these passwords are. Our findings provide valuable insights into real-world use of image-based passwords and inform the design of future graphical authentication schemes. Florian Alt, Stefan Schneegaß, Alireza Sahami Shirazi, Mariam Hassib, Andreas Bulling |
MobileHCI | 5 |
| 2015 | GravitySpot: Guiding Users in Front of Public Displays Using On-Screen Visual CuesabstractUsers tend to position themselves in front of interactive public displays in such a way as to best perceive its content. Currently, this sweet spot is implicitly defined by display properties, content, the input modality, as well as space constraints in front of the display. We present GravitySpot - an approach that makes sweet spots flexible by actively guiding users to arbitrary target positions in front of displays using visual cues. Such guidance is beneficial, for example, if a particular input technology only works at a specific distance or if users should be guided towards a non-crowded area of a large display. In two controlled lab studies (n=29) we evaluate different visual cues based on color, shape, and motion, as well as position-to-cue mapping functions. We show that both the visual cues and mapping functions allow for fine-grained control over positioning speed and accuracy. Findings are complemented by observations from a 3-month real-world deployment. Florian Alt, Andreas Bulling, Gino Gravanis, Daniel Buschek |
UIST | 2 |
| 2015 | Orbits: Gaze Interaction for Smart Watches using Smooth Pursuit Eye MovementsabstractWe introduce Orbits, a novel gaze interaction technique that enables hands-free input on smart watches. The technique relies on moving controls to leverage the smooth pursuit movements of the eyes and detect whether and at which control the user is looking at. In Orbits, controls include targets that move in a circular trajectory in the face of the watch, and can be selected by following the desired one for a small amount of time. We conducted two user studies to assess the technique's recognition and robustness, which demonstrated how Orbits is robust against false positives triggered by natural eye movements and how it presents a hands-free, high accuracy way of interacting with smart watches using off-the-shelf devices. Finally, we developed three example interfaces built with Orbits: a music player, a notifications face plate and a missed call menu. Despite relying on moving controls -- very unusual in current HCI interfaces -- these were generally well received by participants in a third and final study. Augusto Esteves, Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
UIST | 3 |
| 2015 | GazeProjector: Accurate Gaze Estimation and Seamless Gaze Interaction Across Multiple DisplaysabstractMobile gaze-based interaction with multiple displays may occur from arbitrary positions and orientations. However, maintaining high gaze estimation accuracy in such situa-tions remains a significant challenge. In this paper, we present GazeProjector, a system that combines (1) natural feature tracking on displays to determine the mobile eye tracker's position relative to a display with (2) accurate point-of-gaze estimation. GazeProjector allows for seam-less gaze estimation and interaction on multiple displays of arbitrary sizes independently of the user's position and orientation to the display. In a user study with 12 partici-pants we compare GazeProjector to established methods (here: visual on-screen markers and a state-of-the-art video-based motion capture system). We show that our approach is robust to varying head poses, orientations, and distances to the display, while still providing high gaze estimation accuracy across multiple displays without re-calibration for each variation. Our system represents an important step towards the vision of pervasive gaze-based interfaces. Christian Lander, Sven Gehring, Antonio Krüger, Sebastian Boring, Andreas Bulling |
UIST | 5 |
| 2015 | Self-Calibrating Head-Mounted Eye Trackers Using Egocentric Visual SaliencyabstractHead-mounted eye tracking has significant potential for gaze-based applications such as life logging, mental health monitoring, or the quantified self. A neglected challenge for the long-term recordings required by these applications is that drift in the initial person-specific eye tracker calibration, for example caused by physical activity, can severely impact gaze estimation accuracy and thus system performance and user experience. We first analyse calibration drift on a new dataset of natural gaze data recorded using synchronised video-based and Electrooculography-based eye trackers of 20 users performing everyday activities in a mobile setting. Based on this analysis we present a method to automatically self-calibrate head-mounted eye trackers based on a computational model of bottom-up visual saliency. Through evaluations on the dataset we show that our method 1) is effective in reducing calibration drift in calibrated eye trackers and 2) given sufficient data, can achieve gaze estimation accuracy competitive with that of a calibrated eye tracker, without any manual calibration. Yusuke Sugano, Andreas Bulling |
UIST | 2 |
| 2015 | Eye tracking for public displays in the wild
Ming Ki Chong, Jörg Müller 0001, Andreas Bulling, Hans-Werner Gellersen |
Pers. Ubiquitous Comput. | 4 |
| 2015 | Introduction to the Special Issue on Activity Recognition for InteractionabstractThis editorial introduction describes the aims and scope of the ACM Transactions on Interactive Intelligent Systems special issue on Activity Recognition for Interaction. It explains why activity recognition is becoming crucial as part of the cycle of interaction between users and computing systems, and it shows how the five articles selected for this special issue reflect this theme. Andreas Bulling, Ulf Blanke, Desney S. Tan, Jun Rekimoto, Gregory D. Abowd |
ACM Trans. Interact. Intell. Syst. | 1 |
| 2014 | Pupil-canthi-ratio: a calibration-free method for tracking horizontal gaze directionabstractEye tracking is compelling for hands-free interaction with pervasive displays. However, most existing eye tracking systems require specialised hardware and explicit calibrations of equipment and individual users, which inhibit their widespread adoption. In this work, we present a light-weight and calibration-free gaze estimation method that leverages only an off-the-shelf camera to track users' gaze horizontally. We introduce pupil-canthi-ratio (PCR), a novel measure for estimating gaze directions. By using the displacement vector between the inner eye corner and the pupil centre of an eye, PCR is calculated as the ratio of the displacement vectors from both eyes. We establish a mapping between PCR to gaze direction by Gaussian process regression, which inherently infers averted horizontal gaze directions of users. We present a study to identify the characteristics of PCR. The results show that PCR achieved an average accuracy of 3.9 degrees across different people. Finally, we show examples of real-time applications of PCR that allow users to interact with a display by moving only their eyes. Andreas Bulling, Hans-Werner Gellersen |
AVI | 2 |
| 2014 | Ubic: Bridging the Gap between Digital Cryptography and the Physical World
Mark Simkin 0001, Dominique Schröder, Andreas Bulling, Mario Fritz |
ESORICS (1) | 3 |
| 2014 | Cross-device gaze-supported point-to-point content transferabstractWithin a pervasive computing environment, we see content on shared displays that we wish to acquire and use in a specific way i.e., with an application on a personal device, transferring from point-to-point. The eyes as input can indicate intention to interact with a service, providing implicit pointing as a result. In this paper we investigate the use of gaze and manual input for the positioning of gaze-acquired content on personal devices. We evaluate two main techniques, (1) Gaze Positioning, transfer of content using gaze with manual input to confirm actions, (2) Manual Positioning, content is selected with gaze but final positioning is performed by manual input, involving a switch of modalities from gaze to manual input. A first user study compares these techniques applied to direct and indirect manual input configurations, a tablet with touch input and a laptop with mouse input. A second study evaluated our techniques in an application scenario involving distractor targets. Our overall results showed general acceptance and understanding of all conditions, although there were clear individual user preferences dependent on familiarity and preference toward gaze, touch, or mouse input. Jayson Turner, Andreas Bulling, Jason Alexander, Hans-Werner Gellersen |
ETRA | 2 |
| 2014 | EyeTab: model-based gaze estimation on unmodified tablet computersabstractDespite the widespread use of mobile phones and tablets, hand-held portable devices have only recently been identified as a promising platform for gaze-aware applications. Estimating gaze on portable devices is challenging given their limited computational resources, low quality integrated front-facing RGB cameras, and small screens to which gaze is mapped. In this paper we present EyeTab, a model-based approach for binocular gaze estimation that runs entirely on an unmodified tablet. EyeTab builds on set of established image processing and computer vision algorithms and adapts them for robust and near-realtime gaze estimation. A technical prototype evaluation with eight participants in a normal indoors office setting shows that EyeTab achieves an average gaze estimation accuracy of 6.88° of visual angle at 12 frames per second. Erroll Wood, Andreas Bulling |
ETRA | 2 |
| 2014 | SmudgeSafe: geometric image transformations for smudge-resistant user authenticationabstractTouch-enabled user interfaces have become ubiquitous, such as on ATMs or portable devices. At the same time, authentication using touch input is problematic, since finger smudge traces may allow attackers to reconstruct passwords. We present SmudgeSafe, an authentication system that uses random geometric image transformations, such as translation, rotation, scaling, shearing, and flipping, to increase the security of cued-recall graphical passwords. We describe the design space of these transformations and report on two user studies: A lab-based security study involving 20 participants in attacking user-defined passwords, using high quality pictures of real smudge traces captured on a mobile phone display; and an in-the-field usability study with 374 participants who generated more than 130,000 logins on a mobile phone implementation of SmudgeSafe. Results show that SmudgeSafe significantly increases security compared to authentication schemes based on PINs and lock patterns, and exhibits very high learnability, efficiency, and memorability. Stefan Schneegaß, Frank Steimle, Andreas Bulling, Florian Alt, Albrecht Schmidt 0001 |
UbiComp | 3 |
| 2014 | GazeHorizon: enabling passers-by to interact with public displays by gazeabstractPublic displays can be made interactive by adding gaze control. However, gaze interfaces do not offer any physical affordance, and require users to move into a tracking range. We present GazeHorizon, a system that provides interactive assistance to enable passers-by to walk up to a display and to navigate content using their eyes only. The system was developed through field studies culminating in a four-day deployment in a public environment. Our results show that novice users can be facilitated to successfully use gaze control by making them aware of the interface at first glance and guiding them interactively into the tracking range. Jörg Müller 0001, Ming Ki Chong, Andreas Bulling, Hans-Werner Gellersen |
UbiComp | 4 |
| 2013 | AutoBAP: Automatic Coding of Body Action and Posture Units from Wearable SensorsabstractManual annotation of human body movement is an integral part of research on non-verbal communication and computational behaviour analysis but also a very time-consuming and tedious task. In this paper we present AutoBAP, a system that automates the coding of bodily expressions according to the body action and posture (BAP) coding scheme. Our system takes continuous body motion and gaze behaviour data as its input. The data is recorded using a full body motion tracking suit and a wearable eye tracker. From the data our system automatically generates a labelled XML file that can be visualised and edited with off-the-shelf video annotation tools. We evaluate our system in a laboratory-based user study with six participants performing scripted sequences of 184 actions. Results from the user study show that our prototype system is able to annotate 172 out of the 274 labels of the full BAP coding scheme with good agreement with a manual annotator (Cohen's kappa > 0.6). Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
ACII | 2 |
| 2013 | EyeContext: recognition of high-level contextual cues from human visual behaviourabstractIn this work we present EyeContext, a system to infer high-level contextual cues from human visual behaviour. We conducted a user study to record eye movements of four participants over a full day of their daily life, totalling 42.5 hours of eye movement data. Participants were asked to self-annotate four non-mutually exclusive cues: social (interacting with somebody vs. no interaction), cognitive (concentrated work vs. leisure), physical (physically active vs. not active), and spatial (inside vs. outside a building). We evaluate a proof-of-concept EyeContext system that combines encoding of eye movements into strings and a spectrum string kernel support vector machine (SVM) classifier. Our results demonstrate the large information content available in long-term human visual behaviour and opens up new venues for research on eye-based behavioural monitoring and life logging. Andreas Bulling, Christian Weichel, Hans-Werner Gellersen |
CHI | 1 |
| 2013 | MotionMA: motion modelling and analysis by demonstrationabstractParticularly in sports or physical rehabilitation, users have to perform body movements in a specific manner for the exercises to be most effective. It remains a challenge for experts to specify how to perform such movements so that an automated system can analyse further performances of it. In a user study with 10 participants we show that experts' explicit estimates do not correspond to their performances. To address this issue we present MotionMA, a system that: (1) automatically extracts a model of movements demonstrated by one user, e.g. a trainer, (2) assesses the performance of other users repeating this movement in real time, and (3) provides real-time feedback on how to improve their performance. We evaluated the system in a second study in which 10 other participants used the system to demonstrate arbitrary movements. Our results demonstrate that MotionMA is able to extract an accurate movement model to spot mistakes and variations in movement execution. Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
CHI | 2 |
| 2013 | SideWays: a gaze interface for spontaneous interaction with situated displaysabstractEye gaze is compelling for interaction with situated displays as we naturally use our eyes to engage with them. In this work we present SideWays, a novel person-independent eye gaze interface that supports spontaneous interaction with displays: users can just walk up to a display and immediately interact using their eyes, without any prior user calibration or training. Requiring only a single off-the-shelf camera and lightweight image processing, SideWays robustly detects whether users attend to the centre of the display or cast glances to the left or right. The system supports an interaction model in which attention to the central display is the default state, while "sidelong glances" trigger input or actions. The robustness of the system and usability of the interaction model are validated in a study with 14 participants. Analysis of the participants' strategies in performing different tasks provides insights on gaze control strategies for design of SideWays applications. Andreas Bulling, Hans-Werner Gellersen |
CHI | 2 |
| 2013 | Pursuits: spontaneous interaction with displays based on smooth pursuit eye movement and moving targetsabstractAlthough gaze is an attractive modality for pervasive interactions, the real-world implementation of eye-based interfaces poses significant challenges, such as calibration. We present Pursuits, an innovative interaction technique that enables truly spontaneous interaction with eye-based interfaces. A user can simply walk up to the screen and readily interact with moving targets. Instead of being based on gaze location, Pursuits correlates eye pursuit movements with objects dynamically moving on the interface. We evaluate the influence of target speed, number and trajectory and develop guidelines for designing Pursuits-based interfaces. We then describe six realistic usage scenarios and implement three of them to evaluate the method in a usability study and a field study. Our results show that Pursuits is a versatile and robust technique and that users can interact with Pursuits-based interfaces without prior knowledge or preparation phase. Mélodie Vidal, Andreas Bulling, Hans-Werner Gellersen |
UbiComp | 2 |
| 2013 | Eye Pull, Eye Push: Moving Objects between Large Screens and Personal Devices with Gaze and Touch
Jayson Turner, Jason Alexander, Andreas Bulling, Dominik Schmidt, Hans-Werner Gellersen |
INTERACT (2) | 3 |
| 2013 | Eye drop: an interaction concept for gaze-supported point-to-point content transferabstractThe shared displays in our environment contain content that we desire. Furthermore, we often acquire content for a specific purpose, i.e., the acquisition of a phone number to place a call. We have developed a content transfer concept, Eye Drop. Eye Drop provides techniques that allow fluid content acquisition, transfer from shared displays, and local positioning on personal devices using gaze combined with manual input. The eyes naturally focus on content we desire. Our techniques use gaze to point remotely, removing the need for explicit pointing on the user's part. A manual trigger from a personal device confirms selection. Transfer is performed using gaze or manual input to smoothly transition content to a specific location on a personal device. This work demonstrates how techniques can be applied to acquire and apply actions to content through a natural sequence of interaction. We demonstrate a proof of concept prototype through five implemented application scenarios. Jayson Turner, Andreas Bulling, Jason Alexander, Hans-Werner Gellersen |
MUM | 2 |
| 2013 | Pursuit calibration: making gaze calibration less tedious and more flexibleabstractEye gaze is a compelling interaction modality but requires user calibration before interaction can commence. State of the art procedures require the user to fixate on a succession of calibration markers, a task that is often experienced as difficult and tedious. We present pursuit calibration, a novel approach that, unlike existing methods, is able to detect the user's attention to a calibration target. This is achieved by using moving targets, and correlation of eye movement and target trajectory, implicitly exploiting smooth pursuit eye movement. Data for calibration is then only sampled when the user is attending to the target. Because of its ability to detect user attention, pursuit calibration can be performed implicitly, which enables more flexible designs of the calibration task. We demonstrate this in application examples and user studies, and show that pursuit calibration is tolerant to interruption, can blend naturally with applications and is able to calibrate users without their awareness. Ken Pfeuffer, Mélodie Vidal, Jayson Turner, Andreas Bulling, Hans-Werner Gellersen |
UIST | 4 |
| 2012 | Increasing the security of gaze-based cued-recall graphical passwords using saliency masksabstractWith computers being used ever more ubiquitously in situations where privacy is important, secure user authentication is a central requirement. Gaze-based graphical passwords are a particularly promising means for shoulder-surfing-resistant authentication, but selecting secure passwords remains challenging. In this paper, we present a novel gaze-based authentication scheme that makes use of cued-recall graphical passwords on a single image. In order to increase password security, our approach uses a computational model of visual attention to mask those areas of the image that are most likely to attract visual attention. We create a realistic threat model for attacks that may occur in public settings, such as filming the user's interaction while drawing money from an ATM. Based on a 12-participant user study, we show that our approach is significantly more secure than a standard image-based authentication and gaze-based 4-digit PIN entry. Andreas Bulling, Florian Alt, Albrecht Schmidt 0001 |
CHI | 1 |
| 2012 | Analysing the potential of adapting head-mounted eye tracker calibration to a new userabstractA key issue with state-of-the-art mobile eye trackers, particularly during long-term recordings in daily life, is the need for cumbersome and time consuming (re)calibration. To reduce this burden, in this paper we investigate the feasibility of adapting the calibration obtained for one user to another. Calibration adaptation is automatically performed using a light-weight linear translation. We compare three different methods to compute the translation: "multi-point", where all calibration-points are used, "1-point", and "0-point" that uses only an external parameter. We evaluate these methods in a 6-participant user study in a controlled laboratory setting by measuring the error in visual angle between the predicted gaze point and the true gaze point. Our results show that, averaged across all participants, the best adapted calibration is only 0.8° (mean) off the calibration obtained for that specific user. We also show the potential of the 1-point and 0-point methods compared to the time-consuming multi-point computation. Benedict C. O. F. Fehringer, Andreas Bulling, Antonio Krüger |
ETRA | 2 |
| 2012 | Robust real-time pupil tracking in highly off-axis imagesabstractRobust, accurate, real-time pupil tracking is a key component for online gaze estimation. On head-mounted eye trackers, existing algorithms that rely on circular pupils or contiguous pupil regions fail to detect or accurately track the pupil. This is because the pupil ellipse is often highly eccentric and partially occluded by eyelashes. We present a novel, real-time dark-pupil tracking algorithm that is robust under such conditions. Our approach uses a Haar-like feature detector to roughly estimate the pupil location, performs a k-means segmentation on the surrounding region to refine the pupil centre, and fits an ellipse to the pupil using a novel image-aware Random Sample Concensus (RANSAC) ellipse fitting. We compare our approach against existing real-time pupil tracking implementations, using a set of manually labelled infra-red dark-pupil eye images. We show that our technique has a higher pupil detection rate and greater pupil tracking accuracy. Lech Swirski, Andreas Bulling, Neil A. Dodgson |
ETRA | 2 |
| 2012 | Extending the visual field of a head-mounted eye tracker for pervasive eye-based interactionabstractPervasive eye-based interaction refers to the vision of eye-based interaction becoming ubiquitously usable in everyday life, e. g. across multiple displays in the environment. While current head-mounted eye trackers work well for interaction with displays at similar distances, the scene camera often fails to cover both remote and close proximity displays, e. g. a public display on a wall and a handheld portable device. In this paper we describe an approach that allows for robust detection and gaze mapping across multiple such displays. Our approach uses an additional scene camera to extend the viewing and gaze mapping area of the eye tracker and automatically switches between both cameras depending on the display in view. Results from a pilot study show that our system achieves a similar gaze estimation accuracy to a single-camera system while at the same time increasing usability. Jayson Turner, Andreas Bulling, Hans-Werner Gellersen |
ETRA | 2 |
| 2012 | Detection of smooth pursuits using eye movement shape featuresabstractSmooth pursuit eye movements hold information about the health, activity and situation of people, but to date there has been no efficient method for their automated detection. In this work we present a method to tackle the problem, based on machine learning. At the core of our method is a novel set of shape features that capture the characteristic shape of smooth pursuit movements over time. The features individually represent incomplete information about smooth pursuits but are combined in a machine learning approach. In an evaluation with eye movements collected from 18 participants, we show that our method can detect smooth pursuit movements with an accuracy of up to 92%, depending on the size of the feature set used for their prediction. Our results have twofold significance. First, they demonstrate a method for smooth pursuit detection in mainstream eye tracking, and secondly they highlight the utility of machine learning for eye movement analysis. Mélodie Vidal, Andreas Bulling, Hans-Werner Gellersen |
ETRA | 2 |
| 2012 | Towards pervasive eye tracking using low-level image featuresabstractWe contribute a novel gaze estimation technique, which is adaptable for person-independent applications. In a study with 17 participants, using a standard webcam, we recorded the subjects' left eye images for different gaze locations. From these images, we extracted five types of basic visual features. We then sub-selected a set of features with minimum Redundancy Maximum Relevance (mRMR) for the input of a 2-layer regression neural network for estimating the subjects' gaze. We investigated the effect of different visual features on the accuracy of gaze estimation. Using machine learning techniques, by combing different features, we achieved average gaze estimation error of 3.44° horizontally and 1.37° vertically for person-dependent. Andreas Bulling, Hans-Werner Gellersen |
ETRA | 2 |
| 2012 | 2nd International Workshop on Pervasive Eye Tracking and Mobile Eye-Based Interaction (PETMEI 2012): proposal for a workshop (mini-track) at UbiComp 2012abstractEarly work on applied eye tracking investigated gaze as an input modality to interact with a desktop computer and discussed some of the human factors and technical aspects involved in performing common computer tasks with the eyes such as pointing and menu selection. Since then, eye tracking technology has considerably matured. Research on eye-based interaction is starting to gain interest in various specialized areas that are no longer restricted to desktop environment, such as virtual reality, human-human and humanrobot interaction. There is also a growing interest to take eye tracking out into the wild, to mobile and pervasive settings. Andreas Bulling, Shiwei Cheng 0001, Geert Brône, Päivi Majaranta |
UbiComp | 1 |
| 2012 | Eye gesture recognition on portable devicesabstractHand-held portable devices have received only little attention as a platform in the eye tracking community so far. This is mainly due to their -- until recently -- limited sensing capabilities and processing power. In this work-in-progress paper we present the first prototype eye gesture recognition system for portable devices that does not require any additional equipment. The system combines techniques from image processing, computer vision and pattern recognition to detect eye gestures in the video recorded using the built-in front-facing camera. In a five-participant user study we show that our prototype can recognise four different continuous eye gestures in near real-time with an average accuracy of 60% on an Android-based smartphone (17.6% false positives) and 67.3% on a laptop (5.9% false positives). This initial result is promising and underlines the potential of eye tracking and eye-based interaction on portable devices. Vytautas Vaitukaitis, Andreas Bulling |
UbiComp | 2 |
| 2012 | Wearable eye tracking for mental health monitoring
Mélodie Vidal, Jayson Turner, Andreas Bulling, Hans-Werner Gellersen |
Comput. Commun. | 3 |
| 2012 | Multimodal recognition of reading activity in transit using body-worn sensorsabstractReading is one of the most well-studied visual activities. Vision research traditionally focuses on understanding the perceptual and cognitive processes involved in reading. In this work we recognize reading activity by jointly analyzing eye and head movements of people in an everyday environment. Eye movements are recorded using an electrooculography (EOG) system; body movements using body-worn inertial measurement units. We compare two approaches for continuous recognition of reading: String matching (STR) that explicitly models the characteristic horizontal saccades during reading, and a support vector machine (SVM) that relies on 90 eye movement features extracted from the eye movement data. We evaluate both methods in a study performed with eight participants reading while sitting at a desk, standing, walking indoors and outdoors, and riding a tram. We introduce a method to segment reading activity by exploiting the sensorimotor coordination of eye and head movements during reading. Using person-independent training, we obtain an average precision for recognizing reading of 88.9% (recall 72.3%) using STR and of 87.7% (recall 87.9%) using SVM over all participants. We show that the proposed segmentation scheme improves the performance of recognizing reading events by more than 24%. Our work demonstrates that the joint analysis of eye and body movements is beneficial for reading recognition and opens up discussion on the wider applicability of a multimodal recognition approach to other visual and physical activities. Andreas Bulling, Jamie A. Ward, Hans-Werner Gellersen |
ACM Trans. Appl. Percept. | 1 |
| 2011 | PETMEI 2011: the 1st international workshop on pervasive eye tracking and mobile eye-based interactionabstractRecent developments in mobile eye tracking equipment and automated eye movement analysis point the way toward unobtrusive eye-based human-computer interfaces that are pervasively usable in everyday life. We call this new paradigm pervasive eye tracking - continuous eye monitoring and analysis 24/7. PETMEI 2011 provides a forum for researcher from human-computer interaction, context-aware computing, and eye tracking to discuss techniques and applications that go beyond classical eye tracking and stationary eye-based interaction. We aim to discuss the implications of pervasive eye tracking for context-aware computing and to identify the key research challenges of mobile eye-based interaction. The long-term goal is to create a strong interdisciplinary research community linking these research fields together and to establish the workshop as the premier forum for research on pervasive eye tracking and mobile eye-based interaction. Andreas Bulling, Andrew T. Duchowski, Päivi Majaranta |
UbiComp | 1 |
| 2011 | Recognition of visual memory recall processes using eye movement analysisabstractPhysical activity, location, as well as a person's psychophysiological and affective state are common dimensions for developing context-aware systems in ubiquitous computing. An important yet missing contextual dimension is the cognitive context that comprises all aspects related to mental information processing, such as perception, memory, knowledge, or learning. In this work we investigate the feasibility of recognising visual memory recall. We use a recognition methodology that combines minimum redundancy maximum relevance feature selection (mRMR) with a support vector machine (SVM) classifier. We validate the methodology in a dual user study with a total of fourteen participants looking at familiar and unfamiliar pictures from four picture categories: abstract, landscapes, faces, and buildings. Using person-independent training, we are able to discriminate between familiar and unfamiliar abstract pictures with a top recognition rate of 84.3% (89.3% recall, 21.0% false positive rate) over all participants. We show that eye movement analysis is a promising approach to infer the cognitive context of a person and discuss the key challenges for the real-world implementation of eye-based cognition-aware systems. Andreas Bulling, Daniel Roggen |
UbiComp | 1 |
| 2011 | Towards qualitative assessment of weight lifting exercises using body-worn sensorsabstractSports exercises are beneficial for general health and fitness. Some exercises such as weight lifting are particularly error-prone and using incorrect techniques can result in serious injuries. The current work aims to develop a weight lifting assistant that relies on motion sensors mounted on the body and integrated into gym equipment that provides qualitative feedback on the user's performance. We believe that by comparing motion data recorded from different parts of the body with a mathematical model of the correct technique, we will be able to qualitatively assess the user's performance, and provide a score and suggestions for improvement. Eduardo Velloso, Andreas Bulling, Hans-Werner Gellersen |
UbiComp | 2 |
| 2011 | Eye Movement Analysis for Activity Recognition Using ElectrooculographyabstractIn this work, we investigate eye movement analysis as a new sensing modality for activity recognition. Eye movement data were recorded using an electrooculography (EOG) system. We first describe and evaluate algorithms for detecting three eye movement characteristics from EOG signals-saccades, fixations, and blinks-and propose a method for assessing repetitive patterns of eye movements. We then devise 90 different features based on these characteristics and select a subset of them using minimum redundancy maximum relevance (mRMR) feature selection. We validate the method using an eight participant study in an office environment using an example set of five activity classes: copying a text, reading a printed paper, taking handwritten notes, watching a video, and browsing the Web. We also include periods with no specific activity (the NULL class). Using a support vector machine (SVM) classifier and person-independent (leave-one-person-out) training, we obtain an average precision of 76.1 percent and recall of 70.5 percent over all classes and participants. The work demonstrates the promise of eye-based activity recognition (EAR) and opens up discussion on the wider applicability of EAR to other activities that are difficult, or even impossible, to detect using common sensing modalities. Andreas Bulling, Jamie A. Ward, Hans-Werner Gellersen, Gerhard Tröster |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2009 | Eye movement analysis for activity recognitionabstractIn this work we investigate eye movement analysis as a new modality for recognising human activity. We devise 90 different features based on the main eye movement characteristics: saccades, fixations and blinks. The features are derived from eye movement data recorded using a wearable electrooculographic (EOG) system. We describe a recognition methodology that combines minimum redundancy maximum relevance feature selection (mRMR) with a support vector machine (SVM) classifier. We validate the method in an eight participant study in an office environment using five activity classes: copying a text, reading a printed paper, taking hand-written notes, watching a video and browsing the web. In addition, we include periods with no specific activity. Using a person-independent (leave-one-out) training scheme, we obtain an average precision of 76.1% and recall of 70.5% over all classes and participants. We discuss the most relevant features and show that eye movement analysis is a rich and thus promising modality for activity recognition. Andreas Bulling, Jamie A. Ward, Hans-Werner Gellersen, Gerhard Tröster |
UbiComp | 1 |
| 2008 | It's in your eyes: towards context-awareness and mobile HCI using wearable EOG gogglesabstractIn this work we describe the design, implementation and evaluation of a novel eye tracker for context-awareness and mobile HCI applications. In contrast to common systems using video cameras, this compact device relies on Electrooculography (EOG). It consists of goggles with dry electrodes integrated into the frame and a small pocket-worn component with a DSP for real-time EOG signal processing. The device is intended for wearable and standalone use: It can store data locally for long-term recordings or stream processed EOG signals to a remote device over Bluetooth. We describe how eye gestures can be efficiently recognised from EOG signals for HCI purposes. In an experiment conducted with 11 subjects playing a computer game we show that 8 eye gestures of varying complexity can be continuously recognised with equal performance to a state-of-the-art video-based system. Physical activity leads to artefacts in the EOG signal. We describe how these artefacts can be removed using an adaptive filtering scheme and characterise this approach on a 5-subject dataset. In addition to explicit eye movements for HCI, we discuss how the analysis of unconscious eye movements may eventually allow to deduce information on user activity and context not available with current sensing modalities. Andreas Bulling, Daniel Roggen, Gerhard Tröster |
UbiComp | 1 |