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(Eye Mouse)
Submitted by:
Minhal Pereira (08D2716)
Disha Manocha (08D2740)
Existing System study 1
Mouseless:
Limitations:
• Though it is fun, it is difficult to see a real-world case for getting rid of hardware
while keeping interaction the same.
• User interfaces are going beyond the point-and-click interaction that the computer
mouse demands.
Project natal, a gaming project by Microsoft. It does not require a remote to play games,
it is a more advanced version of motion gaming which doesn’t even require a sensor
remote. It uses a time-of-flight camera. This is a camera that measures distance by
illuminating a scene with short light pulses, then measures the time it takes for the light to
reflect back. The longer it takes, the farther it is. Light travels really fast, but recently
processors have become fast enough to make what amounts to a 3D Scanner cheap
enough for consumers.
The technology in Project Natal was created by 3DV Systems, which Microsoft bought in
March 2009.
Limitations:
• People would not like to invest in some new technology which comes with such a
big price tag.
Eye Mouse:
Eye mouse is a real time gaze determination software that controls a computer cursor by
following the user’s gaze. We have aimed to make cursor movement possible with the
movement of our eyes. This can be implemented by using the touchless technology. It is
a new upcoming technology, which can be used to use eyes as an object to move the
cursor and also to select options.
Features:
• Combined with on screen keyboard, user has access to all from Windows 98 to 7.
Benefits:
People who are physically handicapped and cannot use the computer5 otherwise can use
it with the use of the eye-mouse. Its is not very expensive as most of the laptops have in
built web camera, and for desktop systems also we can buy one as it does not cost much.
Functional requirements:
• Webcam
Software Requirements:
• Turbo C
Abstract description:
This work focuses on the detection of eye blinks as a facial feature of choice for the
measurement of the cognitive load. Detecting eye blinks implies finding and possibly
tracking the eye region in order to reliably detect eye-lid movements.
When the user initially clicks the eye feature, a box is drawn around the square and the
subimage within this square is cropped out of the image frame. The cropped image is
used as a template to find the position of the feature in subsequent frames.
Block diagram:
Module Description
The second module deals with only the detection of face from the rest of the image. For
capturing the eye movements we need to detect the face first. We again code some C++
functions to perform this job.
This is the third and the most important module. In this module we first detect the eyes
and then have to capture the eye ball movements. This includes a lot of things. Therefore
we have three sub modules for it which perform different jobs and takes care of the
movement of the cursor in the system.
Sub- modules
This performs one of the jobs of the normal mouse we use. The scrolling movement of
the mouse is determined by the eye gaze. When we look straight in the webcam then
there is no scrolling movement. When we move our eye balls down, then we are scrolling
down, etc.
This module controls the cursor movements similar to the normal mouse. The movement
of the eye ball determines the movement of the cursor on screen. This module is
responsible for capturing the eye ball movements and mapping it to the cursor
movements. We do this by using an array and storing all the movements in it, then
mapping and performing the required action one by one.
This module handles the clicking action of the mouse. The Blinking of left eye signifies
left click and Blinking of right eye signifies right click. This is done by detecting the
blink of the eye and the mapping it to the respective click.