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1.

INTRODUCTION
Computers have played a huge role in changing the way we live over the last couple of decades. They have evolved from being isolated machines to globally interconnected devices. Not only has access to computers vastly increased, but the ways we interact with them and materials used for computer devices have changed too. HumanComputer Interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. The Association for Computing Machinery defines human-computer interaction as "a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. The humancomputer interface can be described as the point of communication between the human user and the computer. The flow of information between the human and computer is defined as the loop of interaction. The loop of interaction has several aspects to it including.Task Environment: The conditions and goals set upon the user. Machine Environment: The environment that the computer is connected to, i.e. a laptop in a college student's dorm room. Areas of the Interface: Non-overlapping areas involve processes of the human and computer not pertaining to their interaction. Meanwhile, the overlapping areas only concern themselves with the processes pertaining to their interaction.

2. PRESENT SYSTEM
In the present system we are using the three types of HCI. They are Command Driven: A direct method of access for more experience users - requires typing a command to make something happen, but you must already know explore the computer system. Must type in exactly. Menu Driven: Menu driven systems are slightly more user friendly than command driven systems because you are less likely to make mistakes if you do not remember the commands. The user can choose from the menu what that command is. Dos C:\> e.g. DIR gives directory listing- the fastest way to issue commands and

Figure 2.1: Key board on the hand

Graphical User Interface (GUI): GUIs Graphical User Interface - for novices and less technically minded users. GUIs require far more memory and operate more slowly because of added graphics processing.

3. PROPOSED SYSTEM
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The means by which humans interact with computers continues to evolve rapidly. Humancomputer interaction is affected by the forces shaping the nature of future computing. The basic goal of HCI is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. A long term goal of HCI is to design systems that minimize the barrier between the human's cognitive model of what they want to accomplish and the computer's understanding of the user's task. An important facet of HCI is the securing of user satisfaction. The current keyboard, mouse and screen configuration will soon be replaced by digital interfaces that utilize touch, gesture and voice control and seek to integrate seamlessly into our environment. The future HCI will be more helpful to the people with disabilities like blindness, low vision, mobility impairments, hearing impairments etc who cant access present HCI. Computers have played a huge role in changing the way we live over the last couple of decades. They have evolved from being isolated machines to globally interconnected devices. Not only has access to computers vastly increased, but the ways we interact with them and materials used for computer devices have changed too. HumanComputer Interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study.

4. METHODOLOGY

Most important factor of a HCI design is its configuration. In fact, any given interface is generally defined by the number and diversity of inputs and outputs it provides. Architecture of a HCI system shows what these inputs and outputs are and how they work together. An interface mainly relies on number and diversity of its inputs and outputs which are communication channels that enable users to interact with computer via this interface. Each of the different independent single channels is called a modality.

4.1 UNIMODEL HCI SYSTEMS:


A system that is based on only one modality is called unimodel. Based on the nature of different modalities, they can be divided into three categories: 1. Visual-Based 2. Audio-Based 3. Sensor-Based Visual-Based HCI: The visual based human computer interaction is probably the most widespread area in HCI research. Considering the extent of applications and variety of open problems and approaches,researchers tried to tackle different aspects of human responses which can be recognized as a visual signal. Some of the main research areas in this section are as follow: Facial Expression Analysis Body Movement Tracking (Large-scale) Gesture Recognition Gaze Detection (Eyes Movement Tracking) While the goal of each area differs due to applications, a general conception of each area can be concluded. Facial expression analysis generally deals with recognition of emotions visually. Body movement tracking and gesture recognition are usually the main focus of this area and can have different purposes but they are mostly used for direct interaction of human and computer in a command and action scenario. Gaze detection is mostly an indirect form of interaction between user and machine which is mostly used for better understanding of users attention, intent or focus in context-sensitive situations. The exception is eye tracking systems for helping disabilities in which eye tracking plays a main role in command and action
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scenario, e.g. pointer movement, blinking for clicking. It is notable that some researchers tried to assist or even replace other types of interactions with visual approaches. For example, lip reading or lip movement tracking is known to be used as an influential aid for speech recognition error correction. Audio-Based HCI: The audio based interaction between a computer and a human is another important area of HCI systems. This area deals with information acquired by different audio signals. While the nature of audio signals may not be as variable as visual signals but the information gathered from audio signals can be more trustable, helpful, and is some cases unique providers of information. Research areas in this section can be divided to the following parts: Speech Recognition Speaker Recognition Auditory Emotion Analysis Human-Made Noise/Sign Detections (Gasp, Sigh, Laugh, Cry, etc.) Musical Interaction The goal of speech recognition systems is to convert spoken words captured through a microphone to a written representation. Speech understanding systems, on the other hand, attempt to perform a more extensive (semantic, pragmatic) processing of the spoken utterance to understand what the user is saying, and act on what is being said possibly by executing some command in an underlying system such as a database, or modifying their particular knowledge of the world. Major issues in this area include speaker independence vs. dependence, continuous vs. discrete speech, complexity of the linguistic model, and handling of environment noise. Historically, speech recognition and speaker recognition have been the main focus of researchers. Recent endeavors to integrate human emotions in intelligent human computer interaction initiated the efforts in analysis of emotions in audio signals. Other than the tone and pitch of speech data, typical human auditory signs such as sigh, gasp, and etc helped emotion analysis for designing more intelligent HCI system. Music generation and interaction is a very new area in HCI with applications in art industry which is studied in both audio- and visual-based HCI systems. Sensor-Based HCI:

This section is a combination of variety of areas with a wide range of applications. The commonality of these different areas is that at least one physical sensor is used between user and machine to provide the interaction. These sensors as shown below can be very primitive or very sophisticated. 1. Pen-Based Interaction 2. Mouse & Keyboard 3. Joysticks 4. Motion Tracking Sensors and Digitizers 5. Haptic Sensors 6. Pressure Sensors 7. Taste/Smell Sensors Some of these sensors have been around for a while and some of them are very new technologies. Pen-Based sensors are specifically of interest in mobile devices and are related to pen gesture and handwriting recognition areas. Motion tracking sensors/digitizers are state-of-the-art technology which revolutionized movie, animation, art, and video-game industry. They come in the form of wearable cloth or joint sensors and made computers much more able to interact with reality and human able to create their world virtually. Hepatic and pressure sensors are of special interest for applications in robotics and virtual reality. New humanoid robots include hundreds of haptic sensors that make the robots sensitive and aware to touch. These types of sensors are also used in medical surgery application. A few research works are also done on area of taste and smell sensors; however they are not as popular as other areas.

4.2 MULTIMODEL HCI SYSTEMS:


The term multimodel refers to combination of multiple modalities. In MMHCI systems, these modalities mostly refer to the ways that the system responds to the
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inputs, i.e. communication channel. The definition of these channels is inherited from human types of communication which are basically his senses: Sight, Hearing, Touch, Smell, and Taste. The possibilities for interaction with a machine include but are not limited to these types. via two or more modes of input that go beyond the traditional keyboard and mouse. The exact number of supported input modes, their types and the way in which they work together may vary widely from one multimodel system to another. Multimodal interfaces incorporate different combinations of speech, gesture, gaze, facial expressions and other Therefore, a multimodel interface acts as a facilitator of human-computer interaction non-conventional modes of input. One of the most commonly supported combinations of input methods is that of gesture and speech. Although an ideal multimodel HCI system should contain a combination of single modalities that interact correlatively, the practical boundaries and open problems in each modality oppose limitations on the fusion of different modalities. In spite of all progress made in MMHCI, in most of existing multimodel systems, the modalities are still treated separately and only at the end, results of different modalities are combined together. The reason is that the open problems in each area are yet to be perfected meaning that there is still work to be done to acquire a reliable tool for each sub-area. Moreover, roles of different modalities and their share in interplay are not scientifically known. Yet, people convey multimodel communicative signals in a complementary and redundant manner. Therefore, in order to accomplish a human like multimodel analysis of multiple input signals acquired by different sensors, the signals cannot be considered mutually independently and cannot be combined in a context-free manner at the end of the intended analysis but, on the contrary, the input data should be processed in a joint feature space and according to a context-dependent model. In practice, however, besides the problems of context sensing and developing context-dependent models for combining multisensory information, one should cope with the size of the required joint feature space. Problems include large dimensionality, differing feature formats, and time-alignment. An interesting aspect of multimodality is the collaboration of different modalities to assist the recognitions. For example, lip movement tracking (visualbased) can help speech recognition methods (audio-based) to assist command
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acquisition in gesture recognition (visual-based). Given below are some of applications of intelligent multimodal systems. Smart Video Conferencing Intelligent Homes/Offices Driver Monitoring Intelligent Games E-Commerce Helping People with Disabilities. Two most important Multimodal HCI are SixthSense Technology and Visual Information Access Room (VIAR). Sixth Sense Technology: 'Sixth Sense is a wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information. We've evolved over millions of years to sense the world around us. When we encounter something, someone or some place, we use our five natural senses to perceive information about it; that information helps us make decisions and chose the right actions to take. But arguably the most useful information that can help us make the right decision is not naturally perceivable with our five senses, namely the data, information and knowledge that mankind has accumulated about everything and which is increasingly all available online. Although the miniaturization of computing devices allows us to carry computers in our pockets, keeping us continually connected to the digital world, there is no link between our digital devices and our interactions with the physical world. Information is confined traditionally on paper or digitally on a screen. SixthSense bridges this gap. The SixthSense prototype is comprised of a pocket projector, a mirror and a camera. The hardware components are coupled in a pendant like mobile wearable device. Both the projector and the camera are connected to the mobile computing device in the users pocket. The projector projects visual information enabling surfaces, walls and physical objects around us to be used as interfaces; while
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the camera recognizes and tracks user's hand gestures and physical objects using computer-vision based techniques. The software program processes the video stream data captured by the camera and tracks the locations of the colored markers (visual tracking fiducials) at the tip of the users fingers using simple computer-vision techniques. The movements and arrangements of these fiducials are interpreted into gestures that act as interaction instructions for the projected application interfaces. The maximum number of tracked fingers is only constrained by the number of unique fiducials, thus SixthSense also supports multi-touch and multi-user interaction.

Figure 4.1:Map navigation on any surface information The Sixth Sense prototype implements several applications that demonstrate the usefulness, viability and flexibility of the system. The map application lets the user navigate a map displayed on a nearby surface using hand gestures, similar to gestures supported by Multi-Touch based systems, letting the user zoom in, zoom out or pan using intuitive hand movements. The drawing application lets the user draw on any surface by tracking the fingertip movements of the users index finger. Sixth Sense also recognizes users freehand gestures (postures). For example, the Sixth Sense system implements a gestural camera that takes photos of the scene the user is looking at by detecting the framing gesture.

Figure 4.2: Keyboard on the palm The user can stop by any surface or wall and flick through the photos he/she has taken. SixthSense also lets the user draw icons or symbols in the air using the movement of the index finger and recognizes those symbols as interaction instructions. For example, drawing a magnifying glass symbol takes the user to the map application or drawing an @ symbol lets the user check his mail. The SixthSense system also augments physical objects the user is interacting with by projecting more information about these objects projected on them. For example, a newspaper can show live video news or dynamic information can be provided on a regular piece of paper. The gesture of drawing a circle on the users wrist projects an analog watch.

5. BLOCK DIAGRAM
The sixth sense technology hardware components are coupled in a pendant like mobile wearable device. Camera
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Projector Mirror Mobile Component Coloured Markers

Figure 5.1: Block diagram The hardware that makes Sixth Sense work is a pendant like mobile wearable interface It has a camera, a mirror and a projector and is connected wirelessly to a Bluetooth smart phone that can slip comfortably into ones pocket The camera recognizes individuals, images, pictures, gestures one makes with their hands Information is sent to the Smartphone for processing The downward-facing projector projects the output image on to the mirror Mirror reflects image on to the desired surfaceThus, digital information is freed from its confines and placed in the physical world.
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Figure 5.2: components used in sixth sense technology

Camera:

Figure 5.3: Camara Captures an object in view and tracks the users hand gestures It sends the data to smart phone It acts as a digital eye, connecting you to the world of digital information

Projector:
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The projector projects visual information enabling surfaces and physical objects to be used as interfaces

Figure 5.4: Projector The project itself contains a battery inside, with 3 hours of battery life. A tiny LED projector displays data sent from the smart phone on any surface in viewobject, wall, or person.

Mirror:

Figure 5.5 Mirror The usage of the mirror is significant as the projector dangles pointing downwards from the neck.

Smart Phone:
A Web-enabled smart phone in the users pocket processes the video data
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Other software searches the Web and interprets the hand gestures

Figure 5.6 Smart phone

Color Markers:
It is at the tip of the users fingers. Marking the users fingers with red, yellow, green, and blue tape helps the webcam recognize gestures

Figure 5.7 Color Markers The movements and arrangements of these makers are interpreted into gestures that act as interaction instructions for the projected application interfaces.

6. CONCLUSION

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Sixth Sense bringing intangible, digital information out into the tangible world, and allowing us to interact with this information via natural hand gestures. SixthSense frees information from its confines by seamlessly integrating it with reality, and thus making the entire world your computer.

7. FUTURE SCOPE
In the future, Human Computer Interaction (HCI) allows the users to do
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Interactive AdvertisementsTrue, 3d print media3d visualizations,Solar batteries via small solar panel,Camera can act as a third eye for the blind person. According to researcher, after 10 years we will be here with the ultimate sixth-sense brain implant.

REFERENCES

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[1] Fakhreddine Karray, Milad Alemzadeh, Jamil Abou Saleh and Mo Nours Arab, Human-Computer Interaction: Overview on State of the Art International Journal on Smart Sensing And Intelligent Systems, Vol. 1, No. 1, March 2008. [2] Sren Lenman, Lars Bretzner, Bjrn Thuresson, Computer Vision Based Hand Gesture Interfaces for Human-Computer Interaction ISSN number: ISSN 1403 0721. [3] Bin Guo Satake, S. Imai, M.Keio Univ., Yokohama, Sixth-Sense: Context Reasoning for Potential Objects Detection in Smart Sensor Rich Environment IEEE 2009 [4] K Andrews- of the Society for Computer Applications in Radiology,2011 mendeley.com [5] JR Anderson - Human-computer interaction, 1997 - Taylor & Francis [6] Bonnie E. John - IBM Research, Sonal M Starr - IBM Software Group, Brian S Utesch - IBM Software Group Experiences with Collaborative, Distributed Predictive Human Performance Modeling - Long Case Study.

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