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         "type" : "Publication",
         "id"   : "https://puma.ub.uni-stuttgart.de/bibtex/2f2198d3afbf16007e90ee4d6da7fac36/hcics",         
         "tags" : [
            "(EOG),","(HCI),","Activity","Context-awareness,","Electrooculography","Eye","Human-Computer","Interaction","Recognition,","Tracking","Wearable","hcics","vis"
         ],
         
         "intraHash" : "f2198d3afbf16007e90ee4d6da7fac36",
         "interHash" : "f0d7acc0779d5eacb6c75c90216854a2",
         "label" : "Wearable EOG goggles: Seamless sensing and context-awareness in everyday environments",
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         "journal": "Journal of Ambient Intelligence and Smart Environments",
         "year": "2009", 
         "url": "", 
         
         "author": [ 
            "Andreas Bulling","Daniel Roggen","Gerhard Tröster"
         ],
         "authors": [
         	
            	{"first" : "Andreas",	"last" : "Bulling"},
            	{"first" : "Daniel",	"last" : "Roggen"},
            	{"first" : "Gerhard",	"last" : "Tröster"}
         ],
         "volume": "1","number": "2","pages": "157-171","abstract": "In this article we introduce the analysis of eye motion as a new input modality for activity recognition, context-awareness and mobile HCI applications. We describe a novel embedded eye tracker that, in contrast to common systems using video cameras, relies on Electrooculography (EOG). This self-contained wearable device consists of goggles with dry electrodes integrated into the frame and a small pocket-worn component with a DSP for real-time EOG signal processing. It can store data locally for long-term recordings or stream processed EOG signals to a remote device over Bluetooth. We show how challenges associated with wearability, eye motion analysis and signal artefacts caused by physical activity can be addressed with a combination of a special mechanical design, optimised algorithms for eye movement detection and adaptive signal processing. In two case studies, we demonstrate that EOG is a suitable measurement technique for the recognition of reading activity and eye-based human-computer interaction. Eventually, wearable EOG goggles may pave the way for seamless eye movement analysis and new forms of context-awareness not possible today.",
         "doi" : "10.3233/AIS-2009-0020",
         
         "bibtexKey": "bulling09_jaise"

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         "id"   : "https://puma.ub.uni-stuttgart.de/bibtex/2619009b8f6db5a601126aec831445476/hcics",         
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            "(EOG),","(HCI),","Active","Context-awareness,","Electrooculography","Eye","Games,","Gaming","Gaming,","Human-Computer","Interaction","Location-Based","Pervasive","Tracking,","Video","hcics","vis"
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         "label" : "EyeMote - Towards Context-Aware Gaming Using Eye Movements Recorded From Wearable Electrooculography",
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         "booktitle": "Proc. ACM International Conference on Fun and Games (FnG)",
         "year": "2008", 
         "url": "", 
         
         "author": [ 
            "Andreas Bulling","Daniel Roggen","Gerhard Tröster"
         ],
         "authors": [
         	
            	{"first" : "Andreas",	"last" : "Bulling"},
            	{"first" : "Daniel",	"last" : "Roggen"},
            	{"first" : "Gerhard",	"last" : "Tröster"}
         ],
         "pages": "33-45","abstract": "Physical activity has emerged as a novel input modality for so-called active video games. Input devices such as music instruments, dance mats or the Wii accessories allow for novel ways of interaction and a more immersive gaming experience. In this work we describe how eye movements recognised from electrooculographic (EOG) signals can be used for gaming purposes in three different scenarios. In contrast to common video-based systems, EOG can be implemented as a wearable and light-weight system which allows for long-term use with unconstrained simultaneous physical activity. In a stationary computer game we show that eye gestures of varying complexity can be recognised online with equal performance to a state-of-the-art video-based system. For pervasive gaming scenarios, we show how eye movements can be recognised in the presence of signal artefacts caused by physical activity such as walking. Finally, we describe possible future context-aware games which exploit unconscious eye movements and show which possibilities this new input modality may open up.",
         "doi" : "10.1007/978-3-540-88322-7_4",
         
         "bibtexKey": "bulling08_fng"

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         "id"   : "https://puma.ub.uni-stuttgart.de/bibtex/24f6c9958981e8685998dbb12a6ebfe32/hcics",         
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            "(EOG),","(HCI),","Computing","Context-awareness,","Electrooculography","Eye","Gestures,","Human-Computer","Interaction","Tracking,","Wearable","hcics","vis"
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         "label" : "It's in Your Eyes - Towards Context-Awareness and Mobile HCI Using Wearable EOG Goggles",
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         "booktitle": "Proc. ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp)",
         "year": "2008", 
         "url": "", 
         
         "author": [ 
            "Andreas Bulling","Daniel Roggen","Gerhard Tröster"
         ],
         "authors": [
         	
            	{"first" : "Andreas",	"last" : "Bulling"},
            	{"first" : "Daniel",	"last" : "Roggen"},
            	{"first" : "Gerhard",	"last" : "Tröster"}
         ],
         "pages": "84-93","abstract": "In this work we describe the design, implementation and evaluation of a novel eye tracker for context-awareness and mobile HCI applications. In contrast to common systems using video cameras, this compact device relies on Electrooculography (EOG). It consists of goggles with dry electrodes integrated into the frame and a small pocket-worn component with a DSP for real-time EOG signal processing. The device is intended for wearable and standalone use: It can store data locally for long-term recordings or stream processed EOG signals to a remote device over Bluetooth. We describe how eye gestures can be efficiently recognised from EOG signals for HCI purposes. In an experiment conducted with 11 subjects playing a computer game we show that 8 eye gestures of varying complexity can be continuously recognised with equal performance to a state-of-the-art video-based system. Physical activity leads to artefacts in the EOG signal. We describe how these artefacts can be removed using an adaptive filtering scheme and characterise this approach on a 5-subject dataset. In addition to explicit eye movements for HCI, we discuss how the analysis of unconscious eye movements may eventually allow to deduce information on user activity and context not available with current sensing modalities.",
         "doi" : "10.1145/1409635.1409647",
         
         "bibtexKey": "bulling08_ubicomp"

      }
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         "id"   : "https://puma.ub.uni-stuttgart.de/bibtex/26ec56d592f782c80d5a3ccde317895fc/hcics",         
         "tags" : [
            "(EOG),","(HCI),","Computing","Context-awareness,","Electrooculography","Eye","Gestures,","Human-Computer","Interaction","Tracking,","Wearable","hcics","vis"
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         "label" : "Wearable EOG Goggles: Eye-Based Interaction in Everyday Environments",
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         "booktitle": "Ext. Abstr. ACM SIGCHI Conference on Human Factors in Computing Systems (CHI)",
         "year": "2009", 
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         "author": [ 
            "Andreas Bulling","Daniel Roggen","Gerhard Tröster"
         ],
         "authors": [
         	
            	{"first" : "Andreas",	"last" : "Bulling"},
            	{"first" : "Daniel",	"last" : "Roggen"},
            	{"first" : "Gerhard",	"last" : "Tröster"}
         ],
         "pages": "3259-3264","abstract": "In this paper, we present an embedded eye tracker for context-awareness and eye-based human-computer interaction â\u20AC\u201C the wearable EOG goggles. In contrast to common systems using video, this unobtrusive device relies on Electrooculography (EOG). It consists of goggles with dry electrodes integrated into the frame and a small pocket-worn component with a powerful microcontroller for EOG signal processing. Using this lightweight system, sequences of eye movements, so-called eye gestures, can be efficiently recognised from EOG signals in real-time for HCI purposes. The device is self-contained solution and allows for seamless eye motion sensing, context-recognition and eye-based interaction in everyday environments.",
         "doi" : "10.1145/1520340.1520468",
         
         "bibtexKey": "bulling09_chi"

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         "id"   : "https://puma.ub.uni-stuttgart.de/bibtex/2744be572ebcb4ed2e4d5a3ddd4f4b73d/droessler",         
         "tags" : [
            "Cyborgs","Human","Human-computer","Human-machine","evolution.","interaction.","systems."
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         "intraHash" : "744be572ebcb4ed2e4d5a3ddd4f4b73d",
         "interHash" : "61b93c656ea8856366da6c2018827d5c",
         "label" : "To be a machine: adventures among cyborgs, utopians, hackers, and the futurists solving the modest problem of death",
         "user" : "droessler",
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         "date" : "2017-12-19 15:46:24",
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         "pub-type": "book",
         "publisher":"Granta","address":"London",
         "year": "2017", 
         "url": "", 
         
         "author": [ 
            "Mark O'Connell"
         ],
         "authors": [
         	
            	{"first" : "Mark",	"last" : "O'Connell"}
         ],
         "pages": "241 Seiten","note": "UB Stadtmitte",
         "isbn" : "978-1-78378-196-6",
         
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         "bibtexKey": "OConnell2017"

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