Christopher McMurrough

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In human-computer interaction applications, gesture recognition has the potential to provide a natural way of communication between humans and machines. The technology is becoming mature enough to be widely available to the public and real-world computer vision applications start to emerge. A typical example of this trend is the gaming industry and the(More)
Visually impaired people can navigate unfamiliar areas by relying on the assistance of other people, canes, or specially trained guide dogs. Guide dogs provide the impaired person with the highest degree of mobility and independence, but require expensive training and selective breeding. In this paper we describe the design and development of a prototype(More)
This paper presents a new, publicly available eye tracking dataset, aimed to be used as a benchmark for Point of Gaze (PoG) detection algorithms. The dataset consists of a set of videos recording the eye motion of human test subjects as they were looking at, or following, a set of predefined points of interest on a computer visual display unit. The eye(More)
In this paper, we present a survey of recent advances in assistive technologies used to foster rehabilitation and improved quality of life for children with Cerebral palsy. The survey focuses specifically on robotics and interactive games used in rehabilitative therapy, as well as general electronic assistive devices for everyday use. The systems and(More)
This paper presents a low-cost, wearable headset for 3D Point of Gaze (PoG) estimation in assistive applications. The device consists of an eye tracking camera and forward facing RGB-D scene camera which, together, provide an estimate of the user gaze vector and its intersection with a 3D point in space. The resulting system is able to compute the 3D PoG in(More)
In this paper, we present a low-cost solution for real-time tracking of a human user's head position with respect to a video display source for eye gaze estimation in an assistive setting. The solution utilizes a wearable headset equipped with sensors found in commercially available off-the-shelf video gaming devices in order to minimize hardware complexity(More)
The estimation of human attention as input modality has been suggested as a method for an advanced human-computer interaction. With an increasing interest and development of augmented reality tools, the advent of Microsoft HoloLens glasses and increasingly affordable wearable eye-tracking devices, monitoring the human attention will soon become ubiquitous.(More)
To utilize the full potential of RGB-D devices, calibration must be performed to determine the intrinsic and extrinsic parameters of the color and depth sensors and to reduce lens and depth distortion. After doing so, the depth pixels can be mapped to color pixels and both data streams can be simultaneously utilized. This work presents an overview and(More)