Egocentric Vision
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Egocentric Vision
Egocentric vision or first-person vision is a sub-field of computer vision that entails analyzing images and videos captured by a wearable camera, which is typically worn on the head or on the chest and naturally approximates the visual field of the camera wearer. Consequently, visual data capture the part of the scene on which the user focuses to carry out the task at hand and offer a valuable perspective to understand the user's activities and their context in a naturalistic setting. The wearable camera looking forwards is often supplemented with a camera looking inward at the user's eye and able to measure a user's eye gaze, which is useful to reveal attention and to better understand the user's activity and intentions. History The idea of using a wearable camera to gather visual data from a first-person perspective dates back to the 70s, when Steve Mann invented "Digital Eye Glass", a device that, when worn, causes the human eye itself to effectively become both an electr ...
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Computer Vision
Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human visual system can do. Computer vision tasks include methods for acquiring, processing, analyzing and understanding digital images, and extraction of high-dimensional data from the real world in order to produce numerical or symbolic information, e.g. in the forms of decisions. Understanding in this context means the transformation of visual images (the input of the retina) into descriptions of the world that make sense to thought processes and can elicit appropriate action. This image understanding can be seen as the disentangling of symbolic information from image data using models constructed with the aid of geometry, physics, statistics, and learning theory. The scientific discipline of computer vision is concerned with the theory ...
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Google Glass
Google Glass, or simply Glass, is a brand of smart glasses developed and sold by Google. It was developed by X (previously Google X), with the mission of producing an ubiquitous computer. Google Glass displays information to the wearer using a head-up display. Wearers communicate with the Internet via natural language voice commands. Google started selling a prototype of Google Glass to qualified "Glass Explorers" in the US on April 15, 2013, for a limited period for $1,500, before it became available to the public on May 15, 2014. It had an integral 5 megapixel still/720p video camera. The headset received a great deal of criticism amid concerns that its use could violate existing privacy laws. On January 15, 2015, Google announced that it would stop producing the Google Glass prototype, to be continued in 2017 tentatively. In July 2017, Google announced the Google Glass Enterprise Edition. In May 2019, Google announced the Google Glass Enterprise Edition 2. Development G ...
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Smartglasses
Smartglasses or smart glasses are eye or head-worn wearable computers that offer useful capabilities to the user. Many smartglasses include displays that add information alongside or to what the wearer sees. Alternatively, smartglasses are sometimes defined as glasses that are able to change their optical properties, such as smart sunglasses that are programmed to change tint by electronic means. A pair of smartglasses can be considered an augmented reality device if it performs pose tracking. Superimposing information onto a field of view is achieved through an optical head-mounted display (OHMD) or embedded wireless glasses with transparent heads-up display (HUD) or augmented reality (AR) overlay. These systems have the capability to reflect projected digital images as well as allowing the user to see through it or see better with it. While early models can perform basic tasks, such as serving as a front end display for a remote system, as in the case of smartglasses utiliz ...
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Quantified Self
The quantified self refers both to the cultural phenomenon of self-tracking with technology and to a community of users and makers of self-tracking tools who share an interest in "self-knowledge through numbers". Quantified self practices overlap with the practice of lifelogging and other trends that incorporate technology and data acquisition into daily life, often with the goal of improving physical, mental, and emotional performance. The widespread adoption in recent years of wearable fitness and sleep trackers such as the Fitbit or the Apple Watch, combined with the increased presence of Internet of things in healthcare and in exercise equipment, have made self-tracking accessible to a large segment of the population. Other terms for using self-tracking data to improve daily functioning are auto-analytics, body hacking, self-quantifying, self-surveillance, sousveillance (recording of personal activity), and personal informatics. History According to Riphagen et al., the histo ...
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Lifelog
A lifelog is a personal record of one's daily life in a varying amount of detail, for a variety of purposes. The record contains a comprehensive dataset of a human's activities. The data could be used to increase knowledge about how people live their lives. In recent years, some lifelog data has been automatically captured by wearable technology or mobile devices. People who keep lifelogs about themselves are known as lifeloggers (or sometimes lifebloggers or lifegloggers). The sub-field of computer vision that processes and analyses visual data captured by a wearable camera is called "egocentric vision" or egography. Examples A known lifelogger was Robert Shields, who manually recorded 25 years of his life from 1972 to 1997, at 5-minute intervals. This record resulted in a 37-million word diary, thought to be the longest ever written. Steve Mann was the first person to capture continuous physiological data along with a live first-person video from a wearable camera. His ...
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Eye Tracking
Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research on the visual system, in psychology, in psycholinguistics, marketing, as an input device for human-computer interaction, and in product design. Eye trackers are also being increasingly used for rehabilitative and assistive applications (related,for instance, to control of wheel chairs, robotic arms and prostheses). There are a number of methods for measuring eye movement. The most popular variant uses video images from which the eye position is extracted. Other methods use search coils or are based on the electrooculogram. History In the 1800s, studies of eye movement were made using direct observations. For example, Louis Émile Javal observed in 1879 that reading does not involve a smooth sweeping of the eyes along the text, as ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is largely synonymous with mixed reality. There is also overlap ...
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Pose (computer Vision)
In the fields of computing and computer vision, pose (or spatial pose) represents the position and orientation of an object, usually in three dimensions. Poses are often stored internally as transformation matrices. The term “pose” is largely synonymous with the term “transform”, but a transform may often include scale, whereas pose does not. In computer vision, the pose of an object is often estimated from camera input by the process of ''pose estimation''. This information can then be used, for example, to allow a robot to manipulate an object or to avoid moving into the object based on its perceived position and orientation in the environment. Pose estimation The specific task of determining the pose of an object in an image (or stereo images, image sequence) is referred to as ''pose estimation''. The pose estimation problem can be solved in different ways depending on the image sensor configuration, and choice of methodology. Three classes of methodologies can be di ...
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GoPro
GoPro, Inc. (marketed as GoPro and sometimes stylized as GoPRO) is an American technology company founded in 2002 by Nick Woodman. It manufactures action cameras and develops its own mobile apps and video-editing software. Founded as Woodman Labs, Inc, the company eventually focused on the connected sports genre, developing its line of action cameras and, later, video editing software. It is based in San Mateo, California. It developed a quadcopter drone, ''Karma'', released in October 2016. In January 2018, ''Karma'' was discontinued. Also in January 2018, the company hired JPMorgan Chase to pursue options of selling the company. However, a month later, the CEO denied this. GoPro has continued its business in manufacturing action cameras. History The company was founded by Nick Woodman in 2002. He was motivated by a 2002 surfing trip to Australia in which he was hoping to capture high quality action photos, but could not because amateur photographers could not get close enoug ...
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Narrative Clip
The Narrative Clip is a small wearable lifelogging camera. Its development began in 2012 by the Swedish company Memoto after a successful crowd funding via Kickstarter. It can automatically take a picture every 30 seconds whilst being worn throughout the day, a practice known as "life-logging". At the end of the day the Clip uploads the photos and videos it made into the vendor's cloud service, where they are processed and organized into collections called Moments, available to the user through a web client or mobile apps. The Moments or individual photos and videos can be shared through other apps or through the company's own social network. History The company made its first headlines after raising $500,000 from a Kickstarter campaign which closed in Nov, 2012. First units to backers were starting to be sent out during the autumn 2013. Originally named Memoto, the company then proceeded to change its name to Narrative and the product name to the Narrative Clip and kept on sell ...
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Wearable Camera
A body camera, bodycam, body worn video (BWV), body-worn camera, or wearable camera is a wearable technology, wearable audio, video, or photographic recording system. Body cameras have a range of uses and designs, of which the best-known use is as a part of Body worn video (police equipment), policing equipment. Other uses include action cameras for social and recreational (including cycling), within the world of commerce, in healthcare and medical use, in military use, journalism, citizen sousveillance and covert surveillance. Research on the impact of body-worn cameras in law enforcement shows mixed evidence as to the impact of cameras on the use of force by law enforcement and communities' trust in police. Designs Body-worn cameras are often designed to be worn in one of three locations: on the torso, on or built into a helmet, and on or built into glasses. Some feature Livestreaming, live streaming capabilities, such as GPS positioning, automatic offload to cloud storag ...
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