Neural Network-Based Face Detection
IEEE Transactions on Pattern Analysis and Machine Intelligence
Face Detection in Color Images
IEEE Transactions on Pattern Analysis and Machine Intelligence
A perceptual user interface for recognizing head gesture acknowledgements
Proceedings of the 2001 workshop on Perceptive user interfaces
Robotic camera control for remote exploration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Contextual recognition of head gestures
ICMI '05 Proceedings of the 7th international conference on Multimodal interfaces
Face-tracking as an augmented input in video games: enhancing presence, role-playing and control
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Use of eye movements for video game control
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
hMouse: Head Tracking Driven Virtual Computer Mouse
WACV '07 Proceedings of the Eighth IEEE Workshop on Applications of Computer Vision
Exaggerated head motions for game viewpoint control
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
"Moving to the centre": A gaze-driven remote camera control for teleoperation
Interacting with Computers
An augmented-reality based brain-computer interface for robot control
ICONIP'10 Proceedings of the 17th international conference on Neural information processing: models and applications - Volume Part II
Gaze pattern and reading comprehension
ICONIP'10 Proceedings of the 17th international conference on Neural information processing: models and applications - Volume Part II
Head or gaze?: controlling remote camera for hands-busy tasks in teleoperation: a comparison
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Exploring camera viewpoint control models for a multi-tasking setting in teleoperation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Document classification on relevance: a study on eye gaze patterns for reading
ICONIP'11 Proceedings of the 18th international conference on Neural Information Processing - Volume Part II
Reading your mind: EEG during reading task
ICONIP'11 Proceedings of the 18th international conference on Neural Information Processing - Volume Part I
Developing a situated virtual reality simulation for telerobotic control and training
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Evaluating performance benefits of head tracking in modern video games
Proceedings of the 1st symposium on Spatial user interaction
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In remote mining, operators of complex machinery have more tasks or devices to control than they have hands. For example, operating a rock breaker requires two handed joystick control to position and fire the jackhammer, leaving the camera control to either automatic control or require the operator to switch between controls. We modelled such a teleoperated setting by performing experiments using a simple physical game analogue, being a half size table soccer game with two handles. The complex camera angles of the mining application were modelled by obscuring the direct view of the play area and the use of a Pan-Tilt-Zoom (PTZ) camera. The camera control was via either a keyboard or via head tracking using two different sets of head gestures called "head motion" and "head flicking" for turning camera motion on/off. Our results show that the head motion control was able to provide a comparable performance to using a keyboard, while head flicking was significantly worse. In addition, the sequence of use of the three control methods is highly significant. It appears that use of the keyboard first depresses successful use of the head tracking methods, with significantly better results when one of the head tracking methods was used first. Analysis of the qualitative survey data collected supports that the worst (by performance) method was disliked by participants. Surprisingly, use of that worst method as the first control method significantly enhanced performance using the other two control methods.