On Assisted Living of Paralyzed Persons through
Real-Time Eye Features Tracking and Classification using Support Vector
Machines
Type of article: Original
Qurban A Memon
Associate Professor
EE department, College
of Engineering, UAE University, 15551, Al-Ain, United Arab Emirates
Abstract
Background: The eye features
like eye-blink and eyeball movements can be used
as a module in assisted living systems that allow a class of physically
challenged people speaks – using their eyes. The objective of this work is to
design a real-time customized keyboard to be used by a physically challenged person to speak to the outside world, for
example, to enable a computer to read a story or a document, do gaming and
exercise of nerves, etc., through eye
features tracking
Method: In a paralyzed
person environment, the right-left, up-down eyeball movements act like a scroll
and eye blink as a nod. The eye features are tracked using Support Vector
Machines (SVMs).
Results: A prototype
keyboard is custom-designed to work with eye-blink detection and
eyeball-movement tracking using Support Vector Machines (SVMs) and tested in a
typical paralyzed person-environment under varied lighting conditions. Tests
performed on male and female subjects of different ages showed results with a
success rate of 92%.
Conclusions: Since the system
needs about 2 seconds to process one command, real-time
use is not required. The efficiency can be
improved through the use of a depth sensor camera, faster processor
environment, or motion estimation.
Keywords: Assisted living; Rehabilitation; Paralyzed persons;
Eye-blink detection; Eyeball detection; Biomedical engineering; SVM; Machine
learning; Image processing.
Corresponding author: Qurban A Memon,
EE department, College of Engineering, UAE University, 15551, Al-Ain
qurban.memon@uaeu.ac.ae
Received: 26 January,
2019, Accepted: 28 Mars, 2019, English editing: 04 Mars, 2019,Published: 01 April,
2019.
Screened by iThenticate..©2017-2019
KNOWLEDGE KINGDOM PUBLISHING.
1. Introduction
Human feature detection and tracking are
gaining more importance each day due to a wide variety of applications that can
be built. One application is constructing
interactive ways to communicate with Internet-enabled devices linked to people
with disabilities [1]. Commuting and communication are the main issues of these
patients. One such class of people with Tetra/quadriplegia face
even communication difficulties. Another class has
rehabilitative disabilities
(spinal cord injury, repetitive strain injury, etc.)
and motor disabilities (autism, cerebral palsy, Lou Gehrig's, and so forth). Historically,
techniques like Partner-Assisted Scanning (PAS) have been used to help these
people communicate. In this technique, the nurse/caregiver presents a set of
symbols (e.g., words, alphabets, pictures, letters) on a screen to the disabled
patient, observes the patient’s eye on the screen, and then determines
selection from among those symbols to express needs. Augmentative and Alternative
Communication (AAC) is a very general
term and is diversified into two types;
aided and unaided systems [2]. In aided systems, a tool or device (low or high
tech) is used to help communicate. The examples are pointing or touching
letters/pictures etc. on a screen to
speak for oneself. PAS is an example of this type of AAC. Some assistive technologies exist, for example, for children with autism to
communicate, and for people with Lou Gehrig's disease to stay connected to
family, friends, and fans. Nevertheless, the solutions are expensive, as
it requires two extremely high-quality
camera sensors to capture an image and
build a 3D model of the user's eyes to
figure out gaze point and eye location in space relative to track box
(computer). In unaided systems, signs, facial expressions or body language are used
to support communication. In some cases, combinations of both types are used to
convey expression.
The
advancement in the field of
communication, electronics, and biomedical area have changed the use of eyes.
Technology-assisted living using eye as a window to the world enables to
communicate, gain independence through eyes, and control of the environment. The gesture
recognition can also improve the brain functioning through exercise when such
affected people want to stimulate their brain using eye-blink and eyeball
movements. The
right brain and eyes are profoundly connected. As an example, right-left,
up-down eyeball
movements each held for few seconds can help sense colors and light. Beginning from this, the right brain's senses
begin to surface, and the person can start sensing warm feelings, odor and
pain. Through this eye training, the sensory faculties of the right brain start
to wake up. The researchers believe that brain exercise
could offer hope in cases of spinal cord injuries, strokes and other conditions
where doctors emphasize regain in strength, mobility, and independence. Solutions
built until today are not satisfactory as
they do not meet criteria of affordable cost together with technology-assisted
mobility and communication of the physically challenged person in the absence of a nurse.
This paper is divided into seven sections. Section 2 surveys healthcare domain approaches to
help physically challenged persons. Section 3 presents the development of a customized keyboard for
rehabilitation and assisted living of the paralyzed person. Section 4 presents
the technological components that work together with the keyboard. It includes
camera calibration for eyeball tracking of the paralyzed person. For
simplicity, the input device chosen is a webcam that captures pictures at a
frame rate of 30 with resolution of 1.5 Megapixels.
After eye-blink and eyeball tracking, the classification step is presented
to map these eyeball movements to keyboard symbols. The simulation results
conducted on test images taken from all ages and both genders are presented in Section 5, with a discussion in section six. The limitations of
this research are highlighted in section 7, which are followed by conclusions.
2. Related work
2.1 Internet and Healthcare
The Internet of Things (loT), Internet of Nano Things,
Internet of Medical Things (IOMT), and the Internet
of Everything (loE) are ways to
incorporate electrical or electronic devices connected via the Internet. Social
relationships are established among
objects, things, and people, and this is where social networking meets the IoT.
As far as applications are concerned, IoT may be added with management features
to link home environment, vehicle electronics, telephone lines, and domestic utility services to address
concerns of the neighborhood to enable the realization of smart cities. In
literature, as an example, [3] address these state-of-art technologies,
possible future expansion, and even merger of IoT, IoNT, and IoE.
It was reported in 2013 that there were two
Internet-connected devices for each person and predicted that by 2025, this
number would exceed six [4]. In a health-IoT
ecosystem, different distributed devices capture and share real-time medical
information and then communicate to private, or open clouds, to enable big data
analysis in several new forms in order to activate context dependent alarms,
priorities of applications [5]. In another work [6], the authors develop and
present an IoT based health monitoring system to manage emergencies, using a
toolkit for dynamic and real-time multiuser submissions. Architecture is also proposed by [7] for
tracking of patients, staff, and devices within hospitals - as a smart hospital
system integrating Radio Frequency Identification (RFID), smartphone and Wireless
Sensor Networks (WSN). The parameters sensed in this way are accessible by
local as well as remote users via a customized web service. The work in [8]
proposes an architecture of a healthcare system using personal healthcare
devices to enhance interoperability and reduce data loss. In a study done by
[9], a system is designed using Raspberry Pi to enable seamless monitoring of
health parameters, update the data in a database and then display it on a
website to be accessed only by an authorized person. The authors discuss that
this way doctors can be alerted to any emergency.
The Internet in general and IoT platforms in
particular face security problems and carry privacy concerns [1]. Work in [10]
proposed different security levels and focused
on the security challenges of the wearable devices within healthcare IoT
sector. The security requirements for IoT healthcare environment have also been
addressed in detail by [11], where authors present in-depth review and cost
analysis of Elliptic Curve Cryptography (ECC)-based RFID authentication
schemes. The authors argue that most of the approaches cannot satisfy all
security requirements, whereas only a few recently proposed are suitable for
the healthcare environment. Studies in
[12] propose data accessing method for an IoT-based healthcare emergency
medical service and present its architecture to demonstrate collection,
integration, and interoperation IoT data
from location-related resources such as task groups, vehicles, and medical
records of patients [13].
There are inspiring
applications of the IoT for healthcare to improve hospital workflow, optimize
the use of resources, and provide cost savings. However, there is a need for real and scalable systems to
overcome significant obstacles (like security, privacy, and trust) [14]. For example, [15] introduces a concept of an Internet of m-health Things (m-IoT). It
discusses general architecture for body temperature measurement with an
application example that matches future functionalities of IoT and m-health.
Another work discusses building extensible ad-hoc healthcare application and
presents a prototype of a healthcare monitoring system for alerting doctors,
patients, or patient-relatives [16]. Another prototype reported in [17]
presents an infrastructure for healthcare
and then build an Android-based smart healthcare application. [18] addresses
another application related to Parkinson’s disease (PD), where authors discuss
existing wearable technologies and IoT with emphasis on systems assessment,
diagnostics, and consecutive treatment
options. [19] discusses a general framework for personal healthcare using RFID,
where authors investigate RFID for personal healthcare by implementing a sensors
network to track the quality of local environment and wellness of patients.
Likewise, [20] proposed a secure modern IoT based healthcare system using a Body Sensor Network (BSN) to address security concerns efficiently.
In order to provide context awareness to make disabled
patient’s life easier and the clinical
process more productive, [21] introduces IoT in medical environments to obtain
connectivity with sensors, the patient, and its surroundings. Another work [22]
presents an intelligent system for a
class of disabled people to have access to computers using biometric detection
to improve their interactivity, by using webcam and tracking head movement and
iris. Similarly, [23] presents an IoT architecture stack for visually impaired
and neurologically impaired people, and identifies relevant technologies and IoT
standards for different layers of the architecture. As an application, another
mobile healthcare system based on emerging IoT technologies for wheelchair
users is presented by [24], where the
focus is on the design of a wireless network of body sensors (e.g., electrocardiogram
(ECG) and heart rate sensors), a cushion that detects pressure, sensors in home
environment and control actuators, and so forth.
2.2 Challenges faced by Paralyzed People
The
state of paralyzed people suffering varies as paralysis exists in four
different forms: a: Monoplegia, with one limb paralyzed; b: Hemiplegia, with the leg and arm of
one side paralyzed; c:
Paraplegia, with legs paralyzed or sometimes the lower body and the pelvis; and
d: Tetraplegia/Quadriplegia, with
both the legs and arms paralyzed. Quadriplegia (or tetraplegia) is caused by damage to the cervical spinal cord
segments and may result in function loss in arms and the legs. People suffering
from Monoplegia, Hemiplegia, and Paraplegia can get support to move around and
be functional at home using assistive technology tools, like Home Automation
Assistive Technology, Accessible Video Gaming, and Computing, whereas the condition of people with
quadriplegia needs continuous attention and monitoring. These people with
quadriplegia face many challenges and difficulties even when performing simple
daily activities like communication, and in some cases cannot even move their
body muscles. For such cases, several techniques help those people communicate
through PAS. In this approach, the selection of symbols or characters can be
triggered by eye blinking, which depends on the challenged person’s abilities
[25].
2.3 Current Solutions
The applications that use gesture recognition exist in
various disciplines including healthcare. Current technological developments in
gesture recognition have introduced newer ways to interface with machines for
vital sign monitoring, virtual reality, gaming, among others; however, the
corresponding tools cannot help a paralyzed person as the tools are developed for normal people.
Recent
literature contains real-life
applications in different fields using eye features detection and tracking. For
example, in [26], there is a real-time
eye tracking method to detect eyelid movement (for open or close) to work under
realistic lighting conditions for drowsy driver assistance. Effectively, the authors have developed a
hardware interface involving infrared illuminator together with a software
solution to avoid accidents. For the same objective, [27] investigates visual
indicators that reflect the driver’s condition such as yawn, eye behavior, and
lateral and frontal assent of the head in developing a drowsy driver algorithm
and display interface. In another research [28], the authors develop eye
tracker attached to a head-mounted
display for virtual reality to support learning.
Similarly, the work in [29] also develops a hardware-based
eye tracking and calibration system involving infrared sensor/emitter installed
on a pair of glasses to detect eye gaze.
Eye movements for biometric applications
and address such behavior modality for human recognition are examined in [30]. The relevant acquisition
aspects of eye movements are also discussed.
In another work, a hybrid approach based on neural networks and imperialist
competitive algorithm to work in RGB space is proposed by [31] for skin
classification issues in face detection and tracking.
In terms of approaches or methods for gesture
recognition, researchers have used approaches based on facial features, a
priori knowledge, and appearance to name
a few. For example, the work in [32] detects the face and then the eyes. The
authors from [33] investigate gaze estimation with Scale Invariant Feature
Transform (SIFT), the homography model
and Random Sample Consensus (RANSAC). In other works, classifiers are applied
for extraction of facial features [34] and skin color segmentation along with
Hough transform [35].
The challenge in eye-blink and eyeball movement
detection of the paralyzed person is due to the low frame rate of the camera.
Once the paralyzed person blinks, this generates only a few (~ 25-30) frames.
3. Designing Scanning Keyboard
The
different eye movements like a blink (bat
an eyelid) or eyeball rotation can be mapped
to various keys on the keyboard. In the proposed design, the purpose is to make
keyboard layout simpler (with needed functions only) and compatible with the PAS technique. As per proposed design,
PAS could display alphabets, signs, objects, or web links as shown in Figure 1
to help assisted living (such as communication, mobility, entertainment, and
service) and support rehabilitation. The displayed keyboard has five activity
categories and can be modified to support additional categories.
In Figure 1, the outer five circles (A, B, C, D, and
E) represent the start of each activity. The one in the middle represents the system start or standby position. Blinking enables the selection of the activity
(shown as shaded ‘A’ in Figure 1), whereas no blinking takes to the next
activity in the clockwise direction after pausing two seconds (set
tentatively). If there is no selection after two rounds in the clockwise
direction, the system goes to standby position.
The top activity represents brain exercise, where the user’s up/down/left/right eyeball movement
pushes the shaded ball in the corresponding direction. After two seconds, the
ball comes to the center. Activity B represents communication with the nurse or
any other person. Again, eyeball movement selects the desired message.
Similarly, activity C represents the service needed by the user like a blanket,
changing clothes, brushing teeth, and access to the toilet. The activity D is
for entertainment like watching TV, listening to the radio, accessing sports
website(s), for example. Activity E
supports mobility and seating positioning. Effectively, within each activity,
the desired selection is based on eyeball movement. Once the desired selection is completed and
no more selection is desired, the system
takes to the next activity after pausing for two seconds. The pause speed may
be modified to conciliate the user pace with system sampling intervals. It is
clear from keyboard design that eye-blink and eyeball movements are used all
the time during rehabilitation and assisted living activities.
Figure 1: Proposed eye-tracking based keyboard
4. Eye tracking
Here, eye facial
features and eye tracking captured by a
system go through several consecutive stages. The first stage is camera
calibration, which is needed to be done once, as the user is paralyzed, and the person alone may not use
the device (Figure 2 depicts the complete algorithm). The first step logically is to
start the system, which includes the camera
in front of the user. Once the image is
captured, then the face is detected. There are many methods to calibrate, but a software solution based on SVMs was investigated for better accuracy. A set of sequential
equations involving dot product of data points xi and weights w, and variable b as bias are used to
implement SVMs. The classified output y
(as ±1) is determined using the best hyperplane that satisfies [36]:
yi (<w, xi> + b) ≥ 1
given that <w, x> + b
= 0 is a separating classifier line (1)
Figure 2: Steps for Camera Calibration
For simplicity and maximum margin, Lagrange multipliers αi are selected to lie between 0 and C, where
C variable is a constraint to keep within a limited
range. For computational efficiency, kernels are often applied such that a
function transforms data x from
complex space to linear [36]:
K(x,
y) = <φ(x),
φ(y)> (2)
where φ(x)
and φ(y) mean
transformed support vector values x, and y respectively; <φ(x),
φ(y)>
means dot product of these transformed values; and K(x, y) means equivalent kernel function that
replaces these dot products. The kernel concept is
used in training an SVM to detect
face during calibration. The training
uses a polynomial kernel of order three as
follows:
with constraints of higher training and
validation accuracy resulting in minimum error rate and maximum correct rate. The number of support vectors and execution
time for training, however, was not considered as a constraint. Based on a
dataset that had favorable samples for the experiment,
a subset of 68 image samples was chosen to be divided into two file sets and
termed as positive and negative respectively. The first positive (set)
contained face image samples, while the second negative (set) contained
non-face image samples. Out of these total 68 image samples, half taken from
each file set served for training SVM,
with the remaining images for validation. During training, values of were generated using twenty-five support
vectors and resulted in a high accuracy (for the given set of subjects and the
experiments performed) and weight matrix as [36]:
(3)
where are multipliers, xi
and yi are support vectors, and w are the resulting weights. During training, it was found
out that C=0.00000001 was good enough for
training SVM in the calibration stage to match weight matrix w to face since larger values of C
failed in the corresponding match. While
camera calibration approaches are different, better features for using SVM
approach were noted as (i) no iterations needed, (ii) no hardware requirement,
(iii) only-once training, and (iv) extremely high accuracy for testing results.
4.1 Eye-blink Detection
For eye-blink detection, skin color
approach was used in differentiating
between open and closed areas of the eye. The skin color approach uses
histogram back projection, where the histogram represents the user’s skin color. A higher value in a
back-projected image denotes the more likely object location. Thus, within the eye region, a higher percentage of skin color pixels means closed
eyes, otherwise open.
After the
user’s face is detected, a rectangle around the eyes marks a Region of
Interest (ROI). Then, these ROI region
colors are enhanced to offset makeup, lighting, or shadow effects. Effectively,
the color intensities are replaced by the
brightness of the same colors using the
power of gamma (), where:
, (4)
where 0 < β < 1 is a user-defined value. Once is
chosen, the image pixels are enhanced by multiplying the ROI pixels with this
value. Next, the enhanced image pixels are converted to grayscale to retrieve
luminance value. Then, the gray scale pixels are enhanced and the contrast
increased to convert it to black and white. In this step, dark areas such as
eye boundaries, pupils, eyelashes, etc., in the grayscale convert to black
color and all light areas, such as skin color convert to white. Effectively,
the procedure maps pixels with a luminance above
0.25 to 1 and 0 otherwise.
In order to determine whether the eyes are
open or closed, the skin color percentage is
used. In the case of open eyes,
the white area percentage will be less than that of closed eyes. For this
purpose, each ‘0’ pixel adds to the black
area, and each ‘1’ pixel adds to the white
area. The following formula calculates the skin
area percentage:
. (5)
An eye-blink corresponds to a frame with a higher skin area percentage in the
ROI. With trial and error method, it was
determined that the skin area percentage exceeds 90% when eyes close.
The value less than that corresponds to open eyes. In order to determine the
accuracy of the approach, twenty trials were run
in different lighting conditions, and it was
found that out of 20 trials, there was only one false result, which
amounts to 95% success rate. The reason behind the false result was poor lighting condition used in that trial, which
resulted in the change of luminance. The success rate of 95% is higher than the
ones reported by [37, 38].
4.2 Eyeball Tracking
In this section, feature extraction such as skin color and
facial measurements are discussed
followed by tracking. Though different methods can be used as reported by [39], an SVM-based method was adopted to test and check performance efficiency
experimentally.
The algorithm used for this part of the work
accomplishes tracking by a trained SVM. Once the user is seated with no head
tilt, the center of the eyes is tracked by two methods. One
uses a trained SVM, while the other uses the black pupil detection method. If
both methods detect the left and right
eyes in the same region, it is considered a success
for eyeball tracking.
Figure 3: Eyeball Detection Steps
The first step is to train an SVM classifier for eye
samples to get acceptable performance. The SVM parameters were varied, and
it was trained with 100 image samples
with each sample cut to size 35´65 include face region only. The purpose of
the dimension was to know, how much of the image area needs to be cut to fit as
a training sample, and later to match the
size of the window used after training.
Other dimensions were also tried such as 35´75 and 45´75, but 35´65 turned out to be optimum. Out of hundred 100 samples, 38 were used
as support vectors. The confidence level of each point was computed by equation (1), using the bias and the weight matrix.
The eye search in the face center (per face golden
ratio reported in [39]) used a moving fixed-sized window similar to the
facial feature extraction method implemented by [40]. For this, the image is sub-divided
into sizes larger than 35´65. The original image was of size 35´625, thus a maximum
of nine (9) sub-images could be obtained for eye search. This number depends on the original image
obtained after cropping the captured image. The position of the window is extracted once eyes are detected based upon
a calculation of weight matrix of trained SVM and its comparison to a
threshold. This threshold was set based on trial and error method and found to be 50%, which means that if
confidence level increases 0.5, then the eye
is detected by SVM.
Tracking results were satisfactory, with both eyes
tracked with all 15 people (both genders aged 11 to 52 - male 6, female 9). To guarantee the accuracy, it examines to see
that eyes are aligned either vertically (up or down) or horizontally (left or
right). As discussed in Section 3, this up, down, left or right movement of the
eyeball is used to map to mouse movement for rehabilitation and gaming
applications. Briefly,
the eyeball-detection steps are shown in
Figure 3.
4.3. Classification
As discussed in Section 3, keyboard maps five eyeball
movements: right, left, up, down and center. To
classify the eyeball position, the method of dark pixel detection was
used together with the trained SVM. In order to locate the black pupil, the
histogram equalization was applied along
with known facts in every person as:
of
face width and (6)
Eye width. (7)
Using the ratio of black to white pixels, this results in the detection of eye pupil position, as shown in Figure 4. The center,
right, left, up, or down positions of the eyeballs are used to map to four
possible choices on the keyboard to enable the corresponding function to be executed in the system. As an example, the
center indicates that no function is to be
executed (refer to Figure 5). Figure 6 displays the classification flowchart 6.
Figure 4: Detection of eyeball during classification
stage
Figure 5: Center eyeball - nothing to be
executed; Right eyeball - function to be executed.
Figure 6: Flow chart of the classification phase
5. TESTING RESULTS
The main purpose of the testing
was to check the system that initially trains SVMs for face detection and to observe performance after training. As discussed in Section 4, for
facial features detection, the steps included processing images until a
confidence level is reached. This measure
determines how much an SVM weight matrix resembles an image. If this calculated
measure exceeds a threshold set at 0.5 (as discussed in section 4.2), the
detection is considered a success. During calibration and face detection, this
confidence level was found to be 0.7388
and then compared to a threshold of 0.5 set based on trial and error method.
Table 1: Testing results of the tracking algorithm
Test |
Gender |
Environment |
Tracking
Results |
1 |
Female (age 30) |
2 fluorescent bulbs and afternoon sunlight |
Both eyeballs tracked successfully in all cases, with a runtime of 0.15 seconds |
2 |
Female (age 25) |
2 fluorescent bulbs, afternoon sunlight, black and white patterned scarf |
|
3 |
Male (Child) (age 12) |
Only evening sunlight |
|
4 |
Female (age 22) |
2 fluorescent bulbs |
|
5 |
Female (age 39 ) |
2 fluorescent bulbs and evening sunlight |
|
6 |
Male (age 45) |
2 fluorescent bulbs, sunlight and black scarf |
|
7 |
Female (Child) (age 15) |
Only afternoon sunlight |
|
8 |
Female (age 48) |
2 fluorescent bulbs |
|
9 |
Male (age 28) |
2 fluorescent bulbs, afternoon sunlight, colorful floral scarf |
|
10 |
Female (age 20) |
Only evening sunlight |
|
11 |
Male (age 50) |
Only afternoon sunlight |
|
12 |
Female (age 52) |
Only evening sunlight |
|
13 |
Male (Child) (age 11) |
2 fluorescent bulbs |
|
14 |
Female (Child) (age 13) |
2 fluorescent bulbs |
|
15 |
Male (age 25) |
2 fluorescent bulbs and evening sunlight |
People of different ages and gender in an indoor environment with
incandescent bulbs and different periods
of sunlight provided the data. Different lighting conditions helped test
accuracy using an i7 dual-core processor
with built-in webcam and Matlab10. The run time calculated for eye tracking
came out to be 0.15 seconds (Table 1). The sample results are in Figure 7.
Figure
7: (Left: Eyes detected; Right: Tracked eye centers)
The SVM-based approach outperformed [41], which uses the morphology to detect eyes.
The morphology approach failed due to low-resolution webcam under incandescent
lamps in our environment setting. The keyboard, eye-blink, and eyeball tracking
were integrated, and the system was
tested indoors with incandescent bulbs and under periods of sunlight (Table 2).
The success rate is computed as:
(8)
The authors
in [33] used 1944×1296 sample resolution with an
efficiency of 94%, with single eye detection, and 50% both eye detection,
whereas the authors [35] applied to skin
color segmentation, and circular Hough transform with performance efficiency of
77.78% for single eye detection, and 66.67% both eye detection. Similarly, [22] detected face and later iris detection with best
results amounting to 80% and 70% on left and right click respectively as a
cursor click on the computer screen, whereas authors in [34] use trials to
estimate fatigue detection based on eye-state, with performance accuracy of an
average of 85% on the left and closed
eyes (refer to Table 3).
6. DISCUSSION
The keyboard can be customized
and persons with physical challenges to speak through eyes during
rehabilitation can easily use it. However, more activities or functionalities
can be added. For example, commonly used
symbols, native words or the ones adopted in Augmented and Alternative
Communication (AAC) can be used.
There are many approaches to building an eye tracking solution, as
discussed earlier. Here, in this work, a low-cost (involving only the webcam)
software solution was proposed with comparatively best-tracking results. For calibration, the SVM approach was presented as
it provided 100% results.
Table 2: Testing results of the integrated
system
Test |
Activity Selection Result |
Details on eye detection |
1 |
No |
correct as ‘center’ |
2 |
Yes |
correct as ‘left’ |
3 |
Yes |
correct as ‘down’ |
4 |
No |
wrong as ‘up’ |
5 |
No |
correct as ‘center’ |
6 |
No |
correct as ‘center’ |
7 |
Yes |
correct as ‘right’ |
8 |
No |
correct as ‘center’ |
9 |
Yes |
correct as ‘right’ |
10 |
Yes |
wrong as ‘right’ |
11 |
No |
correct as ‘center’ |
12 |
No |
correct as ‘center’ |
13 |
Yes |
correct as ‘down’ |
14 |
No |
correct as ‘center’ |
15 |
Yes |
correct as ‘down’ |
16 |
No |
correct as ‘center’ |
17 |
No |
correct as ‘center’ |
18 |
No |
correct as ‘center’ |
19 |
Yes |
correct as ‘left’ |
20 |
Yes |
correct as ‘center’ |
21 |
Yes |
correct as ‘up’ |
22 |
Yes |
correct as ‘down’ |
23 |
Yes |
correct as ‘up’ |
24 |
Yes |
correct as ‘left’ |
25 |
Yes |
correct as ‘down’ |
Table 3: Comparative results
|
Research
Work |
Accuracy |
No. of
samples |
1 |
[33] |
94%, with single eye detection, and 50% both eye
detection |
50 samples |
2 |
[35] |
77.78% single eye detection, and 66.67% both eye
detection |
9 samples |
3 |
[22] |
80% and 70% on left and right click |
3 samples |
4 |
[34] |
85% on the left
and closed eyes |
Not mentioned |
5 |
Proposed Approach |
92% on both eyes detection |
25 samples |
For prototyping purposes, a single-board computer was used that connects
to the keyboard and other peripherals to develop a solution. This platform is
easy to program and debug the functions written for selected activities on the
keyboard, though other platforms can also be
used for IoT prototyping hardware.
To implement
the proposed tracking system, some points should be noted: (1) any object whose
color is similar to skin in the surroundings degrades the performance of the
system, (2) the performance is affected if the person’s face is not aligned
horizontally or the person is not looking straight into the webcam, and (3) the system allows only a distance from 60
cm to 180 cm away from the camera.
The proposed method uses an ordinary webcam available in laptops for 30
frames per second at 640´480 resolution. The algorithm captures one
frame only for processing. The solution can be transported easily to other
hardware platforms such as smartphones with a keyboard and eye tracking implemented
in software.
7. Limitations
Persons
who are
“only” paralyzed are often the minority in real-life clinical settings.
From a clinical point of view, there exist
many other patients, who suffer from different kinds of plegias, motor disabilities etc.,
which have many-fold additional clinically relevant affections and not only
pure paralyzes. The proposed approach in
this work may help with the assumption that the brain of the paralyzed person
is amenable for brain exercise. As said earlier, people with hemiplegia, e.g., may have a heminaopsia. These people suffer from less vision existing in half of the
visual field. Some people might even be suffering less vision on the
same side of both eyes. Likewise, a neurological condition may cause a deficit
to awareness of half of visual field. Obviously, these classes of patients may
not be trained for exercise of nerves. On the other side, many patients are
suffering from comorbidities and multi-morbidity. Therefore, special training
methods might be necessary if at all possible.
Therefore, the approach and
tools developed in this work are applicable for a class of people only and can be considered an important first visionary step to tackle out or
evaluate at a later stage application for
real-life patients, respecting the context in which paralyzes occurred. For blind people or those with very low vision,
there are no solutions as well as for very young children, it is assumed. There is still a long way for further
investigations to follow.
8. CONCLUSIONS
A customized real-time
solution to enhance assisted living of paralyzed persons was developed and tested indoors under varied
lighting conditions for male and female aged 11 to 52. The solution integrated
software keyboard, eye blink, eyeball tracking and classification using an SVM
classifier. The testing results showed a performance
efficiency of 92% with a run time of 0.15
seconds. The performance efficiency can be
improved by involving dual camera or availability of depth sensor
camera, and a faster processor or multicore environment, for any future
enhancements, can further reduce run time. The solution can be used for wheelchair users, on-bed patients,
for instance. The solution can be transported
to different platforms including smartphones. For future work, various improvements can be explored,
for example: (1) SVM performance during classification can be enhanced using
more training samples with additional head orientations; (2) hardware solution
is likely to generate a real-time solution; (3) stand-alone chips might provide
add-on features to the product; and (4) more variation can be allowed in
environmental lighting conditions.
Face recognition can help to guarantee legitimate blinking. Given that
the system needs at least 2 secs to process one command, the system does not
have to work in real time. Since face recognition often requires one dimensionality reduction (in the
feature extraction phase), motion estimation can help to study the face as an expanded ROI [42-46].
9. Conflict of interest statement
We certify that there is no conflict of interest
with any financial organization in the
subject matter or materials discussed in this manuscript.
10. Authors’ biography
Qurban A Memon has contributed at
levels of teaching, research, and community service in the area of electrical
and computer engineering. He graduated from University of Central Florida,
Orlando, US with PhD degree in 1996. Currently, he is working as Associate
Professor at UAE University, College of Engineering, United Arab Emirates. He
has authored/co-authored over ninety publications in his academic career. He
has executed research grants and development projects in the area of
intelligent based systems, security and networks. He has served as a reviewer
of many international journals and conferences; as well as session chair at
various conferences.
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