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Halawani, Alaa
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Publications (10 of 14) Show all publications
Khan, M. S., Halawani, A., ur Réhman, S. & Li, H. (2018). Action Augmented Real Virtuality Design for Presence. IEEE Transactions on Cognitive and Developmental Systems, 10(4), 961-972
Open this publication in new window or tab >>Action Augmented Real Virtuality Design for Presence
2018 (English)In: IEEE Transactions on Cognitive and Developmental Systems, ISSN 2379-8920, Vol. 10, no 4, p. 961-972Article in journal (Refereed) Published
Abstract [en]

This paper addresses the important question of how to design a video teleconferencing setup to increase the experience of spatial and social presence. Traditional video teleconferencing setups are lacking in presenting the nonverbal behaviors that humans express in face-to-face communication, which results in decrease in presence-experience. In order to address this issue, we first present a conceptual framework of presence for video teleconferencing. We introduce a modern presence concept called real virtuality and propose a new way of achieving this based on body or artifact actions to increase the feeling of presence, and we named this concept presence through actions. Using this new concept, we present the design of a novel action-augmented real virtuality prototype that considers the challenges related to the design of an action prototype, action embodiment, and face representation. Our action prototype is a telepresence mechatronic robot (TEBoT), and action embodiment is through a head-mounted display (HMD). The face representation solves the problem of face occlusion introduced by the HMD. The novel combination of HMD, TEBoT, and face representation algorithm has been tested in a real video teleconferencing scenario for its ability to solve the challenges related to spatial and social presence. We have performed a user study where the invited participants were requested to experience our novel setup and to compare it with a traditional video teleconferencing setup. The results show that the action capabilities not only increase the feeling of spatial presence but also increase the feeling of social presence of a remote person among local collaborators.

Keywords
Real virtuality, Virtual reality, Embodiment, Telepresence, Actions, Perception, Embodied telepresence system, Webrtc, Face occlusion, Face retrieval.
National Category
Signal Processing Computer Systems
Research subject
Computing Science; Computerized Image Analysis
Identifiers
urn:nbn:se:umu:diva-138278 (URN)10.1109/TCDS.2018.2828865 (DOI)000452636400012 ()
Available from: 2017-08-16 Created: 2017-08-16 Last updated: 2019-01-07Bibliographically approved
Halawani, A. & Li, H. (2016). 100 lines of code for shape-based object localization. Pattern Recognition, 60, 458-472
Open this publication in new window or tab >>100 lines of code for shape-based object localization
2016 (English)In: Pattern Recognition, ISSN 0031-3203, E-ISSN 1873-5142, Vol. 60, p. 458-472Article in journal (Refereed) Published
Abstract [en]

We introduce a simple and effective concept for localizing objects in densely cluttered edge images based on shape information. The shape information is characterized by a binary template of the object's contour, provided to search for object instances in the image. We adopt a segment-based search strategy, in which the template is divided into a set of segments. In this work, we propose our own segment representation that we callone-pixel segment (OPS), in which each pixel in the template is treated as a separate segment. This is done to achieve high flexibility that is required to account for intra-class variations. OPS representation can also handle scale changes effectively. A dynamic programming algorithm uses the OPS representation to realize the search process, enabling a detailed localization of the object boundaries in the image. The concept's simplicity is reflected in the ease of implementation, as the paper's title suggests. The algorithm works directly with very noisy edge images extracted using the Canny edge detector, without the need for any preprocessing or learning steps. We present our experiments and show that our results outperform those of very powerful, state-of-the-art algorithms.

Place, publisher, year, edition, pages
Elsevier, 2016
Keywords
Object detection, Boundary localization, Deformable templates, Dynamic programming, Contour segments, One-pixel segment (OPS)
National Category
Signal Processing Computer Sciences Computer Vision and Robotics (Autonomous Systems)
Identifiers
urn:nbn:se:umu:diva-122649 (URN)10.1016/j.patcog.2016.06.003 (DOI)000383525600037 ()
Available from: 2016-06-20 Created: 2016-06-20 Last updated: 2018-06-07Bibliographically approved
Khan, M. S., ur Réhman, S., Söderström, U., Halawani, A. & Li, H. (2016). Face-off: a Face Reconstruction Technique for Virtual Reality (VR) Scenarios. In: Hua G., Jégou H. (Ed.), Computer Vision: ECCV 2016 Workshops. Paper presented at 14th European Conference on Computer Vision, ECCV 2016, Amsterdam, The Netherlands, 8-16 October, 2016 (pp. 490-503). Springer, 9913
Open this publication in new window or tab >>Face-off: a Face Reconstruction Technique for Virtual Reality (VR) Scenarios
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2016 (English)In: Computer Vision: ECCV 2016 Workshops / [ed] Hua G., Jégou H., Springer, 2016, Vol. 9913, p. 490-503Conference paper, Published paper (Refereed)
Abstract [en]

Virtual Reality (VR) headsets occlude a significant portion of human face. The real human face is required in many VR applications, for example, video teleconferencing. This paper proposes a wearable camera setup-based solution to reconstruct the real face of a person wearing VR headset. Our solution lies in the core of asymmetrical principal component analysis (aPCA). A user-specific training model is built using aPCA with full face, lips and eye region information. During testing phase, lower face region and partial eye information is used to reconstruct the wearer face. Online testing session consists of two phases, i) calibration phase and ii) reconstruction phase. In former, a small calibration step is performed to align test information with training data, while the later uses half face information to reconstruct the full face using aPCA-based trained-data. The proposed approach is validated with qualitative and quantitative analysis.

Place, publisher, year, edition, pages
Springer, 2016
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349
Keywords
Virtual Reality, VR headset, Face reconstruction, PCA, wearable setup, Oculus
National Category
Electrical Engineering, Electronic Engineering, Information Engineering Computer Systems Signal Processing
Research subject
Computer Science; Computerized Image Analysis
Identifiers
urn:nbn:se:umu:diva-138277 (URN)10.1007/978-3-319-46604-0_35 (DOI)2-s2.0-84989829345 (Scopus ID)978-3-319-46603-3 (ISBN)978-3-319-46604-0 (ISBN)
Conference
14th European Conference on Computer Vision, ECCV 2016, Amsterdam, The Netherlands, 8-16 October, 2016
Available from: 2017-08-16 Created: 2017-08-16 Last updated: 2018-10-01Bibliographically approved
Alaa, H. & Haibo, L. (2016). Template-based Search: A Tool for Scene Analysis. In: 12th IEEE International Colloquium on Signal Processing & its Applications (CSPA): Proceeding. Paper presented at 12th IEEE Colloquium on Signal Processing and its Applications (CSPA 2016), Malacca, Malaysia, Mars 04-06, 2016. IEEE, Article ID 7515772.
Open this publication in new window or tab >>Template-based Search: A Tool for Scene Analysis
2016 (English)In: 12th IEEE International Colloquium on Signal Processing & its Applications (CSPA): Proceeding, IEEE, 2016, article id 7515772Conference paper, Published paper (Refereed)
Abstract [en]

This paper proposes a simple and yet effective technique for shape-based scene analysis, in which detection and/or tracking of specific objects or structures in the image is desirable. The idea is based on using predefined binary templates of the structures to be located in the image. The template is matched to contours in a given edge image to locate the designated entity. These templates are allowed to deform in order to deal with variations in the structure's shape and size. Deformation is achieved by dividing the template into segments. The dynamic programming search algorithm is used to accomplish the matching process, achieving very robust results in cluttered and noisy scenes in the applications presented.

Place, publisher, year, edition, pages
IEEE, 2016
Keywords
detection, dynamic programming, Saliency, Scene analysis, tracking
National Category
Computer Vision and Robotics (Autonomous Systems) Computer and Information Sciences
Identifiers
urn:nbn:se:umu:diva-118583 (URN)10.1109/CSPA.2016.7515772 (DOI)000389632900001 ()978-1-4673-8780-4 (ISBN)
Conference
12th IEEE Colloquium on Signal Processing and its Applications (CSPA 2016), Malacca, Malaysia, Mars 04-06, 2016
Available from: 2016-03-23 Created: 2016-03-23 Last updated: 2018-06-07Bibliographically approved
Halawani, A., ur Réhman, S. & Li, H. (2015). Active Vision for Tremor Disease Monitoring. In: 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences AHFE 2015: . Paper presented at 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015), JUL 26-30, 2015, Las Vegas, NV (pp. 2042-2048). , 3
Open this publication in new window or tab >>Active Vision for Tremor Disease Monitoring
2015 (English)In: 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences AHFE 2015, 2015, Vol. 3, p. 2042-2048Conference paper, Published paper (Refereed)
Abstract [en]

The aim of this work is to introduce a prototype for monitoring tremor diseases using computer vision techniques.  While vision has been previously used for this purpose, the system we are introducing differs intrinsically from other traditional systems. The essential difference is characterized by the placement of the camera on the user’s body rather than in front of it, and thus reversing the whole process of motion estimation. This is called active motion tracking. Active vision is simpler in setup and achieves more accurate results compared to traditional arrangements, which we refer to as “passive” here. One main advantage of active tracking is its ability to detect even tiny motions using its simple setup, and that makes it very suitable for monitoring tremor disorders. 

Series
Procedia Manufacturing, ISSN 2351-9789
Keywords
Active vision, Tremors, SIFT, Motion estimation, Motion tracking
National Category
Computer Vision and Robotics (Autonomous Systems) Computer Sciences
Identifiers
urn:nbn:se:umu:diva-109206 (URN)10.1016/j.promfg.2015.07.252 (DOI)000383740302022 ()
Conference
6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015), JUL 26-30, 2015, Las Vegas, NV
Available from: 2015-09-22 Created: 2015-09-22 Last updated: 2018-06-07Bibliographically approved
Halawani, A. & Li, H. (2015). Human Ear Localization: A Template-based Approach. In: : . Paper presented at ICOPR 2015, International Workshop on Pattern Recognition, Dubai, May 4-5, 2015.
Open this publication in new window or tab >>Human Ear Localization: A Template-based Approach
2015 (English)Conference paper, Oral presentation only (Other academic)
Abstract [en]

We propose a simple and yet effective technique for shape-based ear localization. The idea is based on using a predefined binary ear template that is matched to ear contours in a given edge image. To cope with changes in ear shapes and sizes, the template is allowed to deform. Deformation is achieved by dividing the template into segments. The dynamic programming search algorithm is used to accomplish the matching process, achieving very robust localization results in various cluttered and noisy setups.

National Category
Computer Vision and Robotics (Autonomous Systems)
Identifiers
urn:nbn:se:umu:diva-109204 (URN)
Conference
ICOPR 2015, International Workshop on Pattern Recognition, Dubai, May 4-5, 2015
Available from: 2015-09-22 Created: 2015-09-22 Last updated: 2019-06-18Bibliographically approved
Lv, Z., Halawani, A., Feng, S., ur Réhman, S. & Li, H. (2015). Touch-less interactive augmented reality game on vision-based wearable device. Personal and Ubiquitous Computing, 19(3-4), 551-567
Open this publication in new window or tab >>Touch-less interactive augmented reality game on vision-based wearable device
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2015 (English)In: Personal and Ubiquitous Computing, ISSN 1617-4909, E-ISSN 1617-4917, Vol. 19, no 3-4, p. 551-567Article in journal (Refereed) Published
Abstract [en]

There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and augmented reality games on vision-based wearable device, a touch-less motion interaction technology is designed and evaluated in this work. Users interact with the augmented reality games with dynamic hands/feet gestures in front of the camera, which triggers the interaction event to interact with the virtual object in the scene. Three primitive augmented reality games with eleven dynamic gestures are developed based on the proposed touch-less interaction technology as proof. At last, a comparing evaluation is proposed to demonstrate the social acceptability and usability of the touch-less approach, running on a hybrid wearable framework or with Google Glass, as well as workload assessment, user’s emotions and satisfaction.

Keywords
Wearable device, Smartphone game, Hand free, Pervasive game, Augmented reality game, Touch-less
National Category
Computer Vision and Robotics (Autonomous Systems)
Identifiers
urn:nbn:se:umu:diva-109203 (URN)10.1007/s00779-015-0844-1 (DOI)000357471100006 ()
Available from: 2015-09-22 Created: 2015-09-22 Last updated: 2018-06-07Bibliographically approved
Lu, Z., Halawani, A., Feng, S., Li, H. & Ur Réhman, S. (2014). Multimodal Hand and Foot Gesture Interaction for Handheld Devices. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP), 11(1), Article ID 10.
Open this publication in new window or tab >>Multimodal Hand and Foot Gesture Interaction for Handheld Devices
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2014 (English)In: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP), ISSN 1551-6857, E-ISSN 1551-6865, Vol. 11, no 1, article id 10Article in journal (Refereed) Published
Abstract [en]

We present a hand-and-foot-based multimodal interaction approach for handheld devices. Our method combines input modalities (i.e., hand and foot) and provides a coordinated output to both modalities along with audio and video. Human foot gesture is detected and tracked using contour-based template detection (CTD) and Tracking-Learning-Detection (TLD) algorithm. 3D foot pose is estimated from passive homography matrix of the camera. 3D stereoscopic and vibrotactile are used to enhance the immersive feeling. We developed a multimodal football game based on the multimodal approach as a proof-of-concept. We confirm our systems user satisfaction through a user study.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2014
Keywords
Human Factors, Multimodal interaction, smartphone games, gesture estimation, HCI, mobile, vibrotactile
National Category
Media and Communication Technology Computer Systems Human Computer Interaction
Identifiers
urn:nbn:se:umu:diva-94057 (URN)10.1145/2645860 (DOI)000343984800002 ()
Available from: 2014-10-03 Created: 2014-10-03 Last updated: 2018-06-07Bibliographically approved
Lu, Z., Halawani, A., Khan, M. S., ur Rehman, S. & Li, H. (2013). Finger in air: touch-less interaction on smartphone. In: Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia2013, Luleå, Sweden: . Paper presented at 12th International Conference on Mobile and Ubiquitous Multimedia (MUM 2013). luleå, sweden
Open this publication in new window or tab >>Finger in air: touch-less interaction on smartphone
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2013 (English)In: Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia2013, Luleå, Sweden, luleå, sweden, 2013Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we present a vision based intuitive interactionmethod for smart mobile devices. It is based on markerlessfinger gesture detection which attempts to provide a ‘naturaluser interface’. There is no additional hardware necessaryfor real-time finger gesture estimation. To evaluate thestrengths and effectiveness of proposed method, we designtwo smart phone applications, namely circle menu application- provides user with graphics and smart phone’s statusinformation, and bouncing ball game- a finger gesture basedbouncing ball application. The users interact with these applicationsusing finger gestures through the smart phone’scamera view, which trigger the interaction event and generateactivity sequences for interactive buffers. Our preliminaryuser study evaluation demonstrates effectiveness andthe social acceptability of proposed interaction approach.

Place, publisher, year, edition, pages
luleå, sweden: , 2013
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:umu:diva-83870 (URN)978-1-4503-2648 (ISBN)
Conference
12th International Conference on Mobile and Ubiquitous Multimedia (MUM 2013)
Available from: 2013-12-10 Created: 2013-12-10 Last updated: 2018-06-08Bibliographically approved
Halawani, A. & Li, H. (2013). FingerInk: Turn your Glass into a Digital Board. In: Proceedings of the 25th OzCHI conference: Augmentation, Application, Innovation, Collaboration. Paper presented at OzCHI 2013 (pp. 393-396). ACM Digital Library
Open this publication in new window or tab >>FingerInk: Turn your Glass into a Digital Board
2013 (English)In: Proceedings of the 25th OzCHI conference: Augmentation, Application, Innovation, Collaboration, ACM Digital Library, 2013, p. 393-396Conference paper, Published paper (Refereed)
Abstract [en]

We present a robust vision-based technology for hand and finger detection and tracking that can be used in many CHI scenarios. The method can be used in real-life setups and does not assume any predefined conditions. Moreover, it does not require any additional expensive hardware. It fits well into user's environment without major changes and hence can be used in ambient intelligence paradigm. Another contribution is the interaction using glass which is a natural, yet challenging environment to interact with. We introduce the concept of ``invisible information layer" embedded into normal window glass that is used as an interaction medium thereafter.

Place, publisher, year, edition, pages
ACM Digital Library, 2013
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:umu:diva-123093 (URN)978-1-4503-2525-7 (ISBN)
Conference
OzCHI 2013
Available from: 2016-06-27 Created: 2016-06-27 Last updated: 2019-05-09Bibliographically approved
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