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Augmented cognition through wearable computing

Grant number: 17/06933-0
Support Opportunities:Scholarships abroad - Research Internship - Doctorate (Direct)
Effective date (Start): September 01, 2017
Effective date (End): August 31, 2018
Field of knowledge:Physical Sciences and Mathematics - Computer Science - Computer Systems
Principal Investigator:Carlos Hitoshi Morimoto
Grantee:Carlos Eduardo Leão Elmadjian
Supervisor: Matthew A. Turk
Host Institution: Instituto de Matemática e Estatística (IME). Universidade de São Paulo (USP). São Paulo , SP, Brazil
Research place: University of California, Santa Barbara (UC Santa Barbara), United States  
Associated to the scholarship:15/26802-1 - Augmented cognition using wearable computing, BP.DD

Abstract

In this project we will investigate how wearable computer applications can improve human performance in daily activities by providing context sensitive information that can enhance human perception and understanding of their environment and primary tasks, helping users in problem solving and decision making. We call such applications Augmented Cognition (AC) apps. We will exploit mixed reality (MR) objects to enhance human perception of their environment.Since wearable applications require information to be presented at appropriate times and with minimum user intervention, traditional interaction paradigms are not a fit choice. Moreover, the constancy of AC apps requires them to be designed for low and divided attention, which raises the challenge of discovering ways to improve the user's primary task and at the same time avoiding frequent interruptions.To develop this project, we will rely specifically on smart glasses and gaze interaction. Because vision is our primary source of information about the objects in our environment that are relevant to accomplish a task, modulating visual data may be a key strategy to enhance performance. Also, mixed reality techniques can potentially allow for interaction to be less obtrusive, something that is particularly important for wearable applications. Eye gaze information can also provide relevant data about the user's cognitive state, behavior and interest over a scene, thus refining MR interactions.During the internship, we will focus on problems of visualization and presentation of information, and we expect to develop new interaction styles using the aforementioned technologies. We hope that this will allow us to further enrich wearable applications and overall user experience in the context of augmented cognition. (AU)

News published in Agência FAPESP Newsletter about the scholarship:
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Scientific publications
(References retrieved automatically from Web of Science and SciELO through information on FAPESP grants and their corresponding numbers as mentioned in the publications by the authors)
SHUKLA, PUSHKAR; SADANA, HEMANT; BANSAL, APAAR; VERMA, DEEPAK; ELMADJIAN, CARLOS; RAMAN, BALASUBRAMANIAN; TURK, MATTHEW; IEEE. Automatic Cricket Highlight generation using Event-Driven and Excitement-Based features. PROCEEDINGS 2018 IEEE/CVF CONFERENCE ON COMPUTER VISION AND PATTERN RECOGNITION WORKSHOPS (CVPRW), v. N/A, p. 9-pg., . (17/06933-0)
ELMADJIAN, CARLOS; SHUKLA, PUSHKAR; TULA, ANTONIO DIAZ; MORIMOTO, CARLOS H.; SPENCER, SN. 3D gaze estimation in the scene volume with a head-mounted eye tracker. COMMUNICATION BY GAZE INTERACTION (COGAIN 2018), v. N/A, p. 9-pg., . (17/06933-0, 16/10148-3)

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