BRANCH: ECE NAME OF THE INSTITUTION: G.N.I.T.S CONTACT NUMBER: 8885149199 EMAIL ID: kttejaswini@gmail.com
NAME OF THE PARTICIPANT 2: M.SIVANI BRANCH: ECE NAME OF THE INSTITUTION: G.N.I.T.S CONTACT NUMBER: 9550724974 EMAIL ID: sivani.mallajosyula@gmail.com
SIXTH SENSE DEVICE ABSTRACT Our basic five senses are sight, hearing, touch, taste and smell. These five senses have been helping us over millions of years to interact with the objects in our everyday life. But actually the most useful information that can help us make the right decision is not naturally apparent with our five senses. This Sixth sense device is an attempt to interlink the digital world with the physical world with the information via natural hand gestures which is rather enclosed traditionally on paper or digitally on a screen keeping us continually connected to the digital world. Sixth sense technology was developed by Pranav Mistry, a PhD student in the Fluid Interfaces Group at the MIT Media Lab. The hardware components, a pocket projector, a mirror and a camera are brought together in a pendant like mobile wearable device. INTRODUCTION 'Sixth Sense' is a wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information. Sixth sense technology is the newest jargon that has proclaimed its presence in the technical arena. This technology has emerged, which has its relation to the power of these six senses. Our ordinary computers will soon be able to sense the different feelings accumulated in the surroundings and it is all a gift of the sixth sense technology. Sixth sense device is a wearable gesture based device that augments the physical world with digital information and lets people use natural hand gestures to interact with that information. Sixth sense in scientific terms is defined as extra sensory perception or in short ESP. It involves the reception of information not gained through any of the five senses nor is it taken from any experiences from the past or known. Sixth sense aims to more seamlessly integrate online information and technology into everyday life. By making available information needed for decision making beyond what we have access to with our five senses, it effectively gives users a sixth sense. The Sixth Sense prototype is comprised of a pocket projector, a mirror and a camera. The hardware components are coupled in a pendant like mobile wearable device.
HARDWARE COMPONENTS Camera The camera is the key input device of the Sixth Sense system. The camera acts as a digital eye of the system. It basically captures the scene the user is looking at. The video stream captured by the camera is passed to mobile computing device which does the appropriate computer vision computation. The major functions of the camera can be listed as: Captures users hand movements and gestures (used in reorganization of user gestures) Captures the scene in front and objects the user is interacting with (used in object reorganization and tracking) Takes a photo of the scene in front when the user performs a framing gesture Captures the scene of projected interface (used to correct the alignment, placement and look and feel of the projected interface components) Projector The projector is the key output device of the Sixth Sense system. The projector visually augments surfaces, walls and physical objects the user is interacting with by projecting digital information and graphical user interfaces. The Projector projects visual information enabling surfaces and physical objects to be used as interfaces. The projector itself contains a battery inside, with 3 hours of battery life. A tiny LED projector displays data sent from the smart phone on any surface in view object, wall, or person. Pocket projector Pk101 from Optoma can be used. The downward facing projector projects the output image onto the mirror. Mirror reflects the image on to a desired surface thus the digital image is freed from its confines and placed in the real world. The mobile computing device provides the projector with the content to be projected. The major functions of the projector can be listed as: Projects graphical user interface of the selected application onto surfaces or walls in front. Augments the physical objects the user is interacting with by projecting just-in-time and related information from the Internet. Mirror The mirror reflects the projection coming out from the projector and thus helps in projecting onto the desired locations on walls or surfaces. The user manually can change the tilt of the mirror to change the location of the projection. For example in application where the user wants the projection to go on the ground instead of the surface in front, he can change the tilt of the mirror to change the projection. Thus, the mirror in the Sixth Sense helps in overcoming the limitation of the limited projection space of the projector. Microphone The microphone is an optional component of the Sixth Sense device. It is required when using a paper as a computing interface. When the user wants to use a sheet of paper as an interactive surface, he or she clips the microphone to the paper. The microphone attached this way captures the sound signals of users touching the paper. This data is passed to computing device for processing. Later, combined with the tracking information about users finger, the system is able to identify precise touch events on the paper. Here, the sound signal captured by the microphone provides time information whereas the camera performs tracking. Colored Markers Marking the tip of users fingers with red, yellow, green, and blue tape helps the webcam recognize gestures. The movements and arrangements of these makers are interpreted into gestures that act as interaction instructions for the projected application interfaces.
SOFTWARE COMPONENT OF SIXTH SENSE The prototype system runs on windows platform and majority of the code is written in C++ and C#. Applications are implemented using JAVA 2 MICRO edition, a Java platform designed for embedded systems where target devices range from industrial controls to mobile phones. Computer vision library is written in symbian C++ (used in Gesture tracking). The software for the sixth sense prototype is developed on a Microsoft Windows platform using C#, WPF and open CV. The software works on the basis of computer vision. A small camera acting as an eye, connecting us to the world of digital information. Processing is happening in the mobile phone, and basically works on computer vision algorithms. Approx 50,000 lines of code are used.. Tokens: This version of code uses colored fingertips as markers. One needs 4 different colors in order to run most of the Apps. We recommend using Red, Yellow, Blue and Green (or colors that are different enough). We have also noticed that the matt colored tape/objects works better as they have less reflective changes. When you click on Add Markers, the screen starts blinking and after 4-5 seconds it stops with a still picture so that you can add those markers on your hand as new markers. You can simply drag-select the colored marker on the screen by mouse cursor. Once you have all four markers (O, P, M, and N) added the software will start tracking the four markers. Apps: There are three ways to launch any application. Apps tab can let you choose the apps you want to load and run. One can also load apps from Menu. Menu is triggered using Namaste gesture (according to your customisation). Once on Menu screen you can choose the App by hand-click (Hand Click gesture works by moving the O marker and hiding P marker.
RELATED TECHNOLOGY USED IN SIXTH SENSE DEVICE
KINDS OF GESTURES RECOGNIZED MULTI-TOUCH GESTURES are like the ones we see in the iphone where we touch the screen and make the map move by pinching and dragging. FREEHAND GESTURES are like when you take a picture or a namaste gesture to start the projection on the wall. ICONIC GESTURES drawing an icon in the air. Like, whenever we draw a star, show us the weather details. When we draw a magnifying glass, it shows us the map. This system is very customizable. We can make our own gesture which our sixth sense device can understand. We can change the Sixth Sense to our need.
Gesture recognition Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand. Current focuses in the field include emotion recognition from the face and hand gesture recognition. Many approaches have been made using cameras and computer vision algorithms to interpret sign language. However, the identification and recognition of posture and human behaviours is also the subject of gesture recognition techniques. Gesture recognition can be seen as a way for computers to begin to understand human body language, thus building a richer bridge between machines and humans than primitive text user interfaces or even GUIs (graphical user interfaces), which still limit the majority of input to keyboard and mouse. Gesture recognition enables humans to interface with the machine (HMI) and interact naturally without any mechanical devices. Using the concept of gesture recognition, it is possible to point a finger at the computer screen so that the cursor will move accordingly. This could potentially make conventional input devices such as mouse, keyboards and even touch screens redundant. Gesture recognition can be conducted with techniques from computer vision and image processing. The literature includes ongoing work in the computer vision field on capturing gestures or more general human pose and movements by cameras connected to a computer. This is computer interaction through the drawing of symbols with a pointing device cursor.
Augmented reality
Augmented reality (AR) is a term for a live direct or indirect view of a physical real- world environment whose elements are augmented by virtual computer-generated sensory input such as sound or graphics. It is related to a more general concept called mediated reality in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing ones current perception of reality. In the case of Augmented Reality, the augmentation is conventionally in real- time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally usable. Artificial information about the environment and the objects in it can be stored and retrieved as an information layer on top of the real world view. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, an employee of Boeing at the time. Augmented reality research explores the application of computer-generated imagery in live-video streams as a way to expand the real-world. Advanced research includes use of head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing any number of sensors and actuators.
Computer vision Computer vision is the science and technology of machines that see, where see in this case means that the machine is able to extract information from an image that is necessary to solve some task. As a scientific discipline, computer vision is concerned with the theory behind artificial systems that extract information from images. The image data can take many forms, such as video sequences, views from multiple cameras, or multidimensional data from a medical scanner. As a technological discipline, computer vision seeks to apply its theories and models to the construction of computer vision systems. Examples of applications of computer vision include systems for: Controlling processes (e.g., an industrial robot or an autonomous vehicle),Detecting events (e.g., for visual surveillance or people counting) Organizing information e.g., for indexing databases of images and image sequences, Modelling objects or environments e.g., industrial inspection, medical image analysis and Interaction (e.g., as the input to a device for computer-human interaction). Computer vision is closely related to the study of biological vision. The field of biological vision studies and models the physiological processes behind visual perception in humans and other animals. Computer vision, on the other hand, studies and describes the processes implemented in software and hardware behind artificial vision systems. Computer vision is, in some ways, the inverse of computer graphics. While computer graphics produces image data from 3D models, computer vision often produces 3D models from image data. There is also a trend towards a combination of the two disciplines, e.g., as explored in augmented reality. Sub-domains of computer vision include scene reconstruction, event detection, video tracking, object recognition, learning, indexing, motion estimation, and image restoration.
Radio Frequency Identification Radio frequency identification (RFID) is a generic term that is used to describe a system that transmits the identity (in the form of a unique serial number) of an object or person wirelessly, using radio waves. It is basically an electronic tagging technology that allows the detection, tracking of tags and consequently the objects that they are affixed to. It's grouped under the broad category of automatic identification technologies. RFID is in use all around us. If you have ever chipped your pet with an ID tag, used EZPass through a toll booth, or paid for gas using SpeedPass, you've used RFID. In addition, RFID is increasingly used with biometric technologies for security. Unlike ubiquitous UPC bar-code technology, RFID technology does not require contact or line of sight for communication. RFID data can be read through the human body, clothing and non-metallic materials.
Applications 1. Make a call If one wants to make a call, one can extend their hand in front of the projector.
2. Call up a map With the map application we can call up the map of our choice by drawing a magnifying glass and then use thumbs and index fingers to navigate the map. 3. Time details The user can draw a circle on wrist to get a virtual watch that gives the correct time 4. Multimedia reading experiences Sixth Sense can enrich a users multimedia experiences. It can be programmed to project related videos onto newspaper articles being read.
5. Drawing applications The drawing application lets the user draw on any surface by tracking the fingertip movements of the users index finger. 6. Zooming features The user can zoom in or zoom out using intuitive hand movements. 7. Access book information The system can project Amazon ratings on that book, as well as reviews and other relevant information. 8. Access product information Sixth Sense uses image recognition or marker technology to recognize products we pick up, and then feeds us information on those products. 9. Flight updates The system will recognize your boarding pass and let you know whether your flight is on time and if the gate has changed 10. Take pictures If you fashion your index fingers and thumbs into a square ("framing" gesture), the system will snap a photo. After taking the desired number of photos, we can project them onto a surface, and use gestures to sort through the photos, and organize and resize them.
ADVANTAGES Sixth sense is a user friendly interface which integrates digital information into physical world and its objects, making the world your computer. 1. It uses hand gestures to interact with digital information. 2. It supports multi-touch and multi- user interactions. 3. It is cost effective. 4. It is portable and is easy to carry as we can wear it around on our neck.
DISADVANTAGES 1. When a person is taking a picture using the Sixth Sense, he just snaps with his fingers which have little marker caps on them. People dont want to be captured on a camera of a random person. One can never tell when Sixth Sense is taking a picture, because it is not a big object and nothing is being help in your hand in order to take a picture like a camera or a phone. This is invading others privacy which can be a huge problem. 2. Projection is better in the night time and dark areas rather than mornings and bright areas. 3. When the device is projecting on a hard surface, it is not private enough for just the user. People around him can see the projection since it is very detailed. FUTURE ENHANCEMENTS 1. To get rid of colour markers. 2. To incorporate camera and projector inside mobile computing device. 3. To apply this technology in various interests like gaming, educational systems etc. 4. To have 3D gesture tracking. 5. To make sixth sense work as fifth sense for disabled person.
CONCLUSION Information is often confined to paper or computer screens. Sixth Sense frees data from these confines and seamlessly integrates information and reality. With the miniaturization of computing devices, we are always connected to the digital world, but there is no link between our interactions with these digital devices and our interactions with the physical world. Sixth Sense bridges this gap by augmenting the physical world with digital information, bringing intangible information into the tangible world. The idea is that the sixth sense tries to determine not only what someone is interacting with, but also how he/she is interacting with it. This software recognizes the objects around us, searches the internet for information that is potentially relevant to that situation ,and then the projector takes over. The Sixth Sense prototype implements several applications that demonstrate the usefulness, viability and flexibility of the system, allowing us to interact with this information via natural hand gestures. The potential of becoming the ultimate "transparent" user interface for accessing information about everything around us. The Sixth Sense prototype implements several applications that demonstrate the usefulness, viability and flexibility of the system.