Veillametrics: An extramissive approach to analyze and ... · 2.4.2 Simplified HDR method during...

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Veillametrics: An extramissive approach to analyze and visualize audio and visual sensory flux Sen Yang A thesis submitted in conformity with the requirements for the degree of Master of Applied Science The Edward S. Rogers Sr. Department of Electrical & Computer Engineering University of Toronto © Copyright by Sen Yang 2018

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Veillametrics: An extramissive approach to analyze and visualize audio and visual

sensory flux

Sen Yang

A thesis submitted in conformity with the requirements

for the degree of Master of Applied Science

The Edward S. Rogers Sr. Department of Electrical & Computer Engineering

University of Toronto

© Copyright by Sen Yang 2018

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Veillametrics: An extramissive approach to analyze and visualize audio and visual sensory flux

Sen Yang Master of Applied Science

The Edward S. Rogers Sr. Department of Electrical & Computer Engineering University of Toronto

2018

Abstract

Veillametrics is the study of sensors and their sensing capacities. This thesis describes the methodologies

employed to capture the ability-to-sense (veillance) of various arbitrary audio and visual sensors through

space, in order to visualize, quantitatively generalize, and model sensory veillance. Using the veillametry

framework, 3D models can be rendered to visualize the quantity of exposure to sensing projected onto

various environmental surfaces. The work is extended to approximate the veillance model of a human eye

using non-intrusive eye-tests, using eye gaze absement metrics. Such veillance models can extend

traditional eye tracking methods to reveal greater details of the biosensor and its range and capacity to

sense compared to simple gaze directions. The thesis relates the extramissive (emissive) nature of

veillametry to compare to intromissive theories, and gives a framework to model phenomenons such as

optical power decay, blurring, and amount of independent information captured by a sensor array.

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Acknowledgements

My many thanks to friends and colleagues that have made my study experience a memorable one. During

my two years of graduates studies in the Humanistic Intelligent Lab, I have had the privilege to have met

and worked with lots of encouraging and supportive colleagues and mentors. I like to thank Professor

Steve Mann for his mentorship. His philosophies and passion to mix art, science, math, and engineering

continues to inspire members of the lab to strive for artistic perfection in their own work. He showed me

that there are many interesting, holistic links between nature, art and science that should be integrated

rather than segregated.

My acknowledgements to Ryan for his scientific insights and mentorship to the various projects we

worked together, teaching me how to write, think and present scientifically. Furthermore, I would like to

thank Adnan, Johannas, Kaihua, Jacopo, and Sarang for a wonderful experience creating various High

Dynamic Range algorithms and applications together.

I would also like to thank Max, Jack, Cindy, Byron, Jackson, Francisco and Alex for the wonderful

experience working together on the Open EyeTap project. I had an enriching year programming and

designing with this brilliant and motivated team on creating various wearable devices, such as thermal

camera glasses, auto dimming glasses, radar glasses, and many others.

To Kyle and Alex, thanks for assisting and giving me advices on designing and building electronics

circuits and wearables that are used for the plotters later described in this paper.

I would finally like to thank my family and friends for their encouragement and support for me during my

studies. Their words of encouragements have helped me a long way.

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Contents

List of Figures vii

Chapter 1: Introduction and previous work 1 1.1 Motivation and goal 1 1.2 Previous veillametry work 2

1.2.1 The wireless television and camera phenomenon 2 1.2.2 Light painting, SWIM, and abakography as an art form 4 1.2.3 Politics of veillance: surveillance and souveillance 6 1.2.4 Previous work in veillametry 8

1.3 Veillametry applications 11 1.4 Veillance classification and thesis objective 15 1.4 Thesis organization 16

Chapter 2: Gathering veillance data 17 2.1 Methodology to measure units of veillance 17 2.2 Generic experimental setup 17

2.2.1 3-Dimensional cartesian plotter 19 2.2.2 3-Dimensional delta plotter 21 2.2.3 2-Dimensional cartesian plotter 23

2.3 Gathering photodiode veillance data 24 2.4 Gathering camera veillance data 25

2.4.1 High dynamic range (HDR) imaging techniques 25 2.4.2 Simplified HDR method during runtime 34

2.5 Gathering audio veillance data 35 2.5.1 Experimental setup 35 2.5.2 Time invariant waves - “Sitting waves” 36

2.6 Summary 37

Chapter 3: Data visualization and analysis 38 3.1 Visualizing video veillance data 38

3.1.1 Data preparations and color maps 38 3.1.2 Video camera veillance 39 3.1.3 Analyzing photodiode veillance data with optics model 40

3.2 Visualizing audio veillance data 46

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3.2.1 Data preparations and color maps 47 3.2.2 Audio veillance 48

3.3 Summary 50

Chapter 4: Veillons and extramission theory 51 4.1 Veillametry and the extramission model 51

4.1.1 Veillance definition 51 4.1.2 Extramission model, veillons, and vixels 51

4.2 Veillance flux density, degeneracy, and energetic optics comparisons 54 4.3 Summary 56

Chapter 5: Veillograms 57 5.1 Camera veillance field formulation 57

5.1.1 Cameras with barrel or pincushion distortions 58 5.1.1 Cameras with vignetting effects 59

5.2 Surface definition, formulation, and detection 59 5.2.1 Marker tracking using ArUco codes 60 5.2.2 Surface tracking limitations 61

5.3 3D geometry and ray tracing techniques 62 5.4 Veillance bucketing, colour mapping and 3D modelling 63 5.5 Summary 64

Chapter 6: Bioveillograms 65 6.1 Bioveillance - human eyes as veillance-rich sensors 65 6.2 Eye tests and bioveillance modelling 66

6.2.1 Model hypothesis based on human anatomy 66 6.2.2 Previous experiment setup 68 6.2.3 New experiment with application of absement 69

6.3 Eye tracker implementation 73 6.3.1 Eye tracker basics 73 6.3.2 Eye tracker hardware implementation 75 6.3.3 Eye tracker software implementation 76 6.3.4 Eye tracker calibration 78 6.3.5 Gaze estimation 80

6.4 Creating veillograms from the human eye 83 6.5 Improved equipment design using the eyetap principle 87 6.6 Summary 91

Chapter 7: Vixel distributions and blurring 92 7.1 Vixel definition, spatial resolution, and vixel overlap 93 7.2 Method to measure vixel distribution and overlap 94

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7.2.1 Ideal vixel distribution 95 7.2.2 Experimental setup for measuring veillance distribution in single vixel 95 7.2.3 Experimental setup for measuring vixel overlap 97

7.3 Optical blurring and vixels overlap 99 7.4 Image deblurring using vixel distribution matrix 103 7.5 Upgrading veillogram renders 103 7.6 Veillametric formulations on sensory flow 104 7.7 Summary 105

Chapter 8: Conclusion 107 8.1 Contribution 107 8.2 Future work 107

References 109

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List of Figures Figure 1 SWIM visualization of waves transmitted by a phone P002

Figure 2 Early experimental setup for tracing out veillance field of camera P003

Figure 3 Photographs of early veillance field from a camera P004

Figure 4 Effects of exposure time in photographs P004

Figure 5 Early light painting techniques and the SWIM P005

Figure 6 Examples of veillance imbalance and veillance hypocrisy P006

Figure 7 Conceptual figure on souveillance and surveillance P007

Figure 8 Examples of veillance fields from a photodiode P008

Figure 9 Examples of coloured veillance fields from multiple photodiodes P009

Figure 10 Examples of veillance fields from infrared LEDS P010

Figure 11 SWIM visualization of radio waves and RADAR waves P010

Figure 12 Early SWIM visualization of radio waves P011

Figure 13 SWIM visualization of non-spatial dependent signals P011

Figure 14 Veillance application in mediated reality gaming P012

Figure 15 Veillance application in product design and defect detection P012

Figure 16 Veillance application in improved sensory field and attention tracking P013

Figure 17 Veillogram setup and computer generated 3D models P014

Figure 18 Conceptual figure on vixel distributions and optical blurring P015

Figure 19 Figure introducing the quantification of veillance fields P016

Figure 20 General system diagram for veillance recording prototypes P018

Figure 21 Labelled photographs of 3D cartesian plotter P019

Figure 22 Abakographics of chirplets produced by the 3D cartesian plotter P020

Figure 23 Photo and diagram of 3D delta plotter P021

Figure 24 Abakographics of chirplet produced by the 3D delta plotter P022

Figure 25 Labelled photograph of 2D cartesian plotter P023

Figure 26 A peek view of visualized quantified veillance field P024

Figure 27 A comparison of overexposed, underexposed and HDR photographs P026

Figure 28 Diagram showing the signal processings of a camera and CRT TV P027

Figure 29 Figure showing how a comparagram is produced for HDR processing P028

Figure 30 A comparagram fitted with a compressor function P029

Figure 31 Response curves and response derivatives as certainty functions P030

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Figure 32 HDR process for photoquantity estimation using multiple exposures P031

Figure 33 HDR composite of a multiple exposures of LED collected by photosensor P033

Figure 34 Experimental setup for wave (audio) veillametry P035

Figure 35 Measuring the speed of sound using abakographs P037

Figure 36 Data visualization colour mapping schema P038

Figure 37 Veillance field visualized for a digital camera P039

Figure 38 3D camera veillance visualized as 3D point clouds P040

Figure 39 Visualization photodiode veillance field P041

Figure 40 Fitting veillance data into an inverse square of distance model P042

Figure 41 Figure illustrating predictable error patterns from experiment P043

Figure 42 Figure marking other valid data points for model verification P043

Figure 43 Fitting validation data into fitted model P044

Figure 44 Veillance plane near parallel to optical axis of a camera visualized P045

Figure 45 Field of view of optical systems P046

Figure 46 Visualization of audio veillance field P047

Figure 47 Colour schema generator program user interface P048

Figure 48 Visualization of audio veillance with interference patterns P049

Figure 49 Audio veillance renders that are coloured with phase shifts for animation P049

Figure 50 Visualization of audio veillance with quality microphone P050

Figure 51 3D audio veillance data visualized as 3D point clouds P050

Figure 52 Figure and diagram visualizing extramissive optics concept P052

Figure 53 Conceptual figure of the photon, darkon, and the veillon P053

Figure 54 Conceptual figure visualizing spatial resolution P055

Figure 55 Comparative figure of a veillance flux and a light source P056

Figure 56 Conceptual diagram for modelling veillance field vectors of camera P057

Figure 57 Illustration of the pincushion and the barrel distortion effects P058

Figure 58 Illustration on vignetting effects P059

Figure 59 Applications of ArUco markers for modelling 3D surfaces P060

Figure 60 Examples of 3D modelling and reality augmentation using ArUco P061

Figure 61 Surface tracking limitations P061

Figure 62 Camera veillogram colour mapping schema P064

Figure 63 Examples of generated texture maps for each surface P064

Figure 64 Examples of rendered 3D veillograms on OpenGL P064

Figure 65 Distribution of rods and cones of the human eye P066

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Figure 66 Conceptual figures on modelling bioveillance P067

Figure 67 Diagrams on experiments to obtaining quantified bioveillance measures P068

Figure 68 Computer generated veillance flux cross-section P069

Figure 69 Introduction screen of proposed bioveillance measurement software P070

Figure 70 Examples of visual stimuli that appears in the software screen P070

Figure 71 Visualization of bioveillance based on eye displacement P072

Figure 72 Effects of dark and bright pupil illumination methods for eye tracking P073

Figure 73 Camera and IR LED positioning to obtain dark and bright pupil effects P074

Figure 74 Labelled diagram of eye tracking system prototype P075

Figure 75 Intermediate software steps for eye tracking algorithm P077

Figure 76 Eye position prediction augmented to photograph of the eye in real time P077

Figure 77 Eye tracker calibration user interface P079

Figure 78 Visualization of calibration point mass centers P080

Figure 79 Photograph of patterned board used for gaze calibration P081

Figure 80 Gaze calibration data points augmented onto photograph of the eye P082

Figure 81 Front view of the gaze tracking, surface detecting prototype P084

Figure 82 Bioveillance setup and 3D model visualizations P086

Figure 83 Conceptual diagram for using the eyeTap principle into current prototype P087

Figure 84 Example images of the eyeTap design P088

Figure 85 Labelled diagram of newer prototype using the eyeTap design P089

Figure 86 Prototype example from Open eyeTap glasses P090

Figure 87 Optical design challenges for eye tracking in eyeTap glasses P091

Figure 88 Current issues with veillogram visualizations P092

Figure 89 Conceptual figure visualizing vixels through space P093

Figure 90 Conceptual figure on vixel regions and vixel sensitivity P094

Figure 91 Experimental setup for measuring veillance power distribution P095

Figure 92 Veillance power distribution over vixel region in uncontrolled environment P096

Figure 93 Veillance power distribution over vixel region from a darkroom P097

Figure 94 Conceptual figure on vixel sensitivity overlap P098

Figure 95 Figure showing regions of veillance overlap of neighbouring pixels P098

Figure 96 Example of blurring kernel matrix and image blurring P099

Figure 97 Visualized veillance distributions for various camera blur settings P100

Figure 98 Ray tracing diagram that explains blurring using extramission concepts P101

Figure 99 Conceptual diagram for various cases of vixel overlaps P102

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Chapter 1: Introduction and previous work This chapter introduces the concept of veillance, which is the sensing ability of sensors through space.

This chapter explains veillance through previous works, and through motivations and applications to

veillametry. The chapter concludes with a section on thesis organization and structure.

1.1 Motivation and goal An increasing amount of electronic sensors such as cameras, microphones and wireless transceivers are

being utilized in today’s developing commercial products relating to smart wearables, mediated reality

devices, Internet of Things systems, smart city with surveillance technology, smart home appliances,

telecommunication devices, and many others. [1][2] In order for these systems to function, some level of

interaction is required between the users and the said systems, and/or from one system to another, or to its

environment, whether through audio, visual, transmitted wireless signals, and/or other means. [3][4][5]

Many of these sensors exhibit non-uniform directional sensitivity (such as the field of view for a camera,

or the range which an IR proximity sensors operate) that is also angle, space, time, and/or obstacle

dependent. All of these possible dependencies makes these sensory flux model complex and rich, rather

than simple, uniform range or binary sensitivity patterns. [6][7][8][9]

The understanding of these complex sensory boundaries and sensing capacity is important for general

product design purposes. [10][11][12] For example, in figure 1, left, wireless waves are being transmitted

by a cellular phone to be received and visualized by a SWIM (Sequential Wave Imprinting Machine) unit,

which is an array of LED with each one addressable by the input voltage of the system. [13][14][15] The

way the phone was held avoids placing flesh over the phone’s embedded antenna. Typically users with

their hands blocking the antenna attenuates the signals transmitted, as human tissues contain mostly

water. [16] Attenuation factor of various materials are compared visually on the figure to the right. [15]

This knowledge of sensory capacity and direction could help users to maximize the signal strength while

using their devices. As a product designer, this information can be used to detect defects in the sensor,

optimize component placements, to avoid having antennas on or near areas commonly obstructed by

flesh. More applications of this thesis are explored in section 1.3 - Veillametry applications.

The goal of this thesis is based on building systematic methodologies to measure the capacities of

arbitrary sensors that are widely used, such as cameras, microphones, and photodiodes, as standalone

instruments, and/or as well as when employed as a component found in a larger system. Using these

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collected data, sensory field models and visualizations are produced. An additional goal of this thesis is to

create a framework to visualize the amount of exposure various surfaces have from sensors. A 3D model

is generated to show the amount of sensory exposure, integrated over time, of various environmental

surfaces exposed to sensory fields, as if these surfaces are like photographic film. The resultant

illustration is known as a veillogram, [17] and is created using the concept of veillametry. [18] This thesis

also expands the methodological framework to measuring electronics sensors such as microphones and

digital cameras, to include non-intrusive tests to approximate the sensory field of the human eyes. [19]

Figure 1: Left: Professor Steve Mann using the Sequential Wave Imprinting Machine (SWIM) to visualize the

strength of signal waves propagated from a smartphone. Right: The visualization of signal reception strength of

electromagnetic waves with air (top), wood (middle) and human flesh (bottom) in front of the receiver. [30]

1.2 Previous veillametry work Although quantified veillametry is a recently formulated concept and still an active area of research,

examples of related work can be traced as far as 40 to 50 years back from the time of the writing of this

thesis. This section explores some political, artistic, and scientific aspects of veillance, and give insight on

veillance and its role in human computer interaction.

1.2.1 The wireless television and camera phenomenon Mann, ever since the 1970s, was fascinated with experiments related to video feedback, and its

relationship to the sightfield and the ability-to-see of the camera. [20] One of the earliest documented

experiment Mann did relating to veillance was one where he had a video camera wirelessly connected to a

television receiver, and moved the screen across the field of view of the camera while facing it, shown as

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figure 2, left. The experiment is done in a darkroom, with the screen able to produce at least some level of

output of light, even when it is unseen by the camera (bias). Since the television screen would always

display what the camera captures, as the screen enters the field of view of the camera, there is a positive

feedback loop effect between the sensor and the television. With the camera seeing more light, and the

camera correspondingly displaying more light, the screen soon reaches a point of brightness saturation.

An example of video feedback, creating fractal effects is shown in figure 2, right, sourced from online.

Figure 2: Left: Experimental setup overview, a television camera feeds into a receiver, while the screen is moved

around the camera. [20] Right: an example of video feedback, where the screen outputs what the camera sees in a

loop, producing fractal effects. [21, image sourced from online]

The feedback experiment produced very simple visualizations about the optical properties of that camera

used in the experiment, shown as figure 3, left. Mann also applied various colour filters on the output to

distinguish multiple experiment settings conducted with varying brightness threshold values, revealing a

rough estimate of the camera’s field of view. This idea is then extended to using an LED or bulb moving

in front of a camera system, or a single photodiode, hooked up to an amplifier circuit, with its output

connected back to the LED forming a positive feedback loop. Figure 3, right, shows one of these

examples, with a LED forming a rough pattern. It is observed that there exists a gap between what is seen

and the actual field of view, which is because the LED was moved by hand rapidly about the camera in a

long continuous S-shaped zig-zag pattern. The LED gets very dim almost instantly as it leaves the field of

view, but as it initially enters the cone again, the feedback delay makes the LED dim enough to be visible

to the camera doing the long-exposure photograph until a bit afterwards. Moving the light source slower,

or generously run the bulb across the field of view in both directions will help reduce this issue. The

photographs in figure 3 are produced using long exposure photography techniques.

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Figure 3: Left: The abakographic result of the camera-screen experiment, with colour filters used to capture a range

of signal sensitivity. [20] Right: The same principles are applied to implement more recent abakographs, with LEDs

connected to a photodiode behind a camera lens. The photodiode is connected to an amplifier circuit and its output

to the same LED. This uses positive feedback to reveal the cone of sight of the camera. [20]

1.2.2 Light painting, SWIM, and abakography as an art form Light painting is a technique required in many previous work to visualize the accumulated visual output

over a scene, such as a lightbulb that is connected to a photodiode in a feedback loop used in experiments.

[14][22] Light painting photography requires the use of long exposure photographs to be captured. Figure

4 [23] shows the comparison of two different exposure times over the same scene. The long exposures

accumulates the light readings and reveals features like light trails.

Figure 4: [23, from online] The comparison of two pictures over the identical scene. Left: the image is taken over a

exposure time of 6 seconds, with only still objects can be identified in this image. Light exposures, such as the

headlights of the passing vehicles are accumulated (integrated) over time, forming lines of light in that picture.

Right: The image is captured on low exposure, so the image captured is more ‘instantaneous’ than it is ‘integrated’.

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Light painting, or long exposure photography, combined with a SWIM (Sequential Wave Imprinting

Machine) can be used to visualize natural phenomena photographically. [14][15] The artistic patterns

formed in a long exposure photograph with a moving light source (SWIM) is defined as abakography,

coined by Mann. [22] The SWIM is typically designed as an array of light bulbs or LEDs (light emitting

diodes) that are each addressable by the level of an analog input signal, such as the signal strength of a

wave, voltage of a photoresistor, or audio volume received by the corresponding sensor. The SWIM can

be considered as a spatial plotter of veillance functions rather than a temporal one like an oscilloscope. In

this sense, abakography is a form of reality augmentation, allowing users to see what is otherwise

invisible. Some SWIMs are built such that each LED or bulb is linked to their individual sensors. Figure

15, left, shows Mann holding an earlier SWIM device operated by light bulbs. The middle image is an

abakographic poster, with its background completed using the SWIM as shown in the left figure, and the

right figure shows a close-up shot of a miniature version of SWIM implemented using LEDs. An entire

spatial wave function can be observed in real-time if the device is swept fast enough through persistence

of vision, which is about one thirtieth of a second. [24] During this time, optical signals are retained in the

brain, even if the light source have been moved from one location to another, leaving a light trail observed

and processed in the brain as an augmented overlay over physical space.

Figure 5: The SWIM is a useful tool for creating long-exposure abakograpgic images. Left: Mann holding to one

of his earlier SWIM devices operated by bulbs. Middle: The SWIM on the left is used to create artistic patterns on

the backgrounds of a abakographic poster for a hair design studio. Right: A more recent SWIM stick operated by

LEDs, showing the amplitude of radio signal along an axis in space, rather than in time. The visualizations can be

seen using long exposure photography.

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1.2.3 Politics of veillance: surveillance and souveillance To the addition of science and art, there is also a political side of veillance that makes its study valuable.

During this modern era of technology and information, a lot of surveillance is present in many public

areas, and are used for statistics, such as for traffics, for stores to maintain security, deter crimes, and to

have proof or evidence footages. There are values that come from these sources of information, and hence

gives rise to another form of power: surveillance.

However, surveillance is usually prone to lack integrity. [25] If a facility refuses people to use

photographic devices within their premises while having surveillance cameras themselves (example

presented in figure 6), then there is no veillance reciprocity, and would result in a power imbalance

between the store and the shoppers. In the case where a store customer harasses or abuses someone

working in the store, there is evidence that favours the store in court, whereas when the customer is

abused by the store, the customer will not be able to present any incriminating evidence, while the store

may retain or hide their footage. This makes the customers vulnerable to abuse. [26][27][28][29][30]

Figure 6: An example of veillance imbalance, a supermarket have signs that prohibits the use cameras while they

themselves monitors and/or records shoppers. This lacks integrity because the footages are controlled by the store,

and are likely evidences that works against shoppers than helping them in a dispute. [27]

Stores also often use cameras that are covered with shaded shields, to prevent shoppers from seeing the

orientation of the camera, assuming one actually exists in that dome. The knowledge of the direction, the

ability-to-see, and the visible surfaces due to obstacles such as shelves or boxes is also a layer of power

imbalance, using similar reasonings as above. The lack of surveillance integrity is referred as surveillance

hypocrisy by Mann. [27][30]

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Similarly, there is another form of veillance known as souveillance. If surveillance means in French

oversight, or watching someone from the above, then sousveillance, is constructed from the French word

‘sous’ for ‘under’, and with ‘veillance’ meaning ‘watching’, can be interpreted as ‘undersight’.

Souveillance can be thought of as other shoppers as witness or having photos from their cameras or

wearable devices. Souveillance data is accessible thanks to the development and adaptations of connected

wearable sensors, distributed cloud-based computing, the use of social media and other sharing platforms.

The collective watching and witnessing forms a reciprocal power balance with surveillance. [30]

There exists many interpretations to the borderline definition to help distinguish a camera or sensor as

surveillance, or souveillance, and the most intuitive would be using the spatial jurisdiction method

outlined by Ryan Janzen and Steve Mann. [18] The spatial jurisdiction rule defines that surveillance is the

information gathering from a sensor within a space owned by the user, where souveillance is the gathering

of data by a sensor owned by an user that does not own that space. Figure 7, left illustrates surveillance

and sousveillance according to the spatial jurisdiction rule, an university owns the space (a computer

laboratory) and the camera, and the camera is overseeing the lab, is an example of surveillance. Where if

a student wearing a camera recording what is going on in that lab can be considered as souveillance.

However, if the ceiling camera is aimed outside the window and overlooks the streets owned by the

government, then the activity of the camera is souveillance by nature.

Figure 7: Left: Example of surveillance and souveillance, according to the law of spatial jurisdiction. The property

owner watches over their own property is surveillance while a visitor’s recordings is considered souveillance. [18,

27, 29] Right: Souveillance domes given out during ACM’s CFP2005 Conference. [28][29]

The current work on the politics of veillance sees surveillance and souveillance as two pictures of

half-truths. [27, 29] Surveillance or souveillance itself could lack integrity, and only joined together forms

the full picture with veillence reciprocity and power balance. Equiveillance is a term coined by Mann as

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the equilibrium between surveillance and sousveillance, a point of power balance that is to be strived for.

[28, 30] Mann’s previous work on veillance includes advocating openness of veillance, and veillance

integrity. Figure 7, right shows souveillance domes that are given out to participants of ACM’s CFP2005

Conference, a camera dome that hides the direction of veillance. This is to raise awareness to have more

veillance integrity in our society, filled with its numerous cameras everywhere.

1.2.4 Previous work in veillametry This subsection will showcase some of the earlier veillametry work. Continuing from the earlier

experiments using the video camera and the television screen from section 1.1.2 and abakography

techniques from section 1.1.1, Mann applied the same principle to LEDs and bulbs connected to feedback

amplification circuits to create a long exposure photographs indicating the field of view for these sensors.

As discussed in more detail previously, the light will amplify until it reaches saturation when it is within

range of the photosensor, creating a bright spot on the photograph, where it would be otherwise fairly

dark when it is outside of such regions, just barely enough for the amplifier to register. Figure 8, left,

made by Mann, and figure 8, right, made by photographer Chen are examples of this work using long

exposure photographs. [31][32]

Figure 8: Left: Earlier veillametry work by Mann showing the field of view of a photodiode behind camera lens.

The photodiode is placed in front of a camera lens system to emulate the veillance effects from a digital camera.

Right: Veillametry using the very same principle, also using a detachable optical lens system from a camera, made

by Helton Chen, shows a more sparse pattern. [31]

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There are also examples of previous work that uses similar ideas but with different implementations, such

as the two shown in figure 9 that uses colours to visualize veillance field using Arduino and colored

LEDs. The image on the left, made by an anonymous student, processes and thresholds the light quantity

read by a photoresistor, and if the amount exceeds a certain value, the output color of the LED is set to

green, and red otherwise. The image to the right, made by Yang works similarly as the left, but uses

multiple photoresistors placed as a square array placed closely together. A red LED output indicates that

no photoresistor has passed a predefined threshold value, while blue or violet indicates only a partial

amount of photoresistors in the array satisfied the threshold requirement, while green indicates that all of

the sensors satisfies the threshold requirements.

Figure 9: Left: Arduino implementation of the television and camera experiment, using a coloured LED, with

green indicating sufficient veillance exposure and red otherwise. [32] Right: Similar set-up using multiple

photoresistors, colors indicating the number of photoresistors that have registered sufficient veillance exposure.

Plotting entire veillance fields could be cumbersome using only one LED, so an improvement is made by

having a line of LEDs assembled, each with their own sensors. The veillance field is then only

approximated by replacing the camera with an infrared source, through the optical system, a field of

infrared veillance is emitted into space. The infrared stick is made by coupling a LED output with an

infrared sensor. When the infrared readings exceeds a certain value, the LED it is coupled with will

become bright, achieving a similar effect as the feedback experiment. Figure 10 illustrates two long

exposure photographs as examples of Mann approximating the veillance field of a night vision

surveillance dome camera.

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Figure 10: Examples of abakographic photographics constructed using the modified SWIM with densely packed

infrared sensor coupled with LED output pairs. The LED will turns on when its coupled sensor registers a sufficient

IR reading. The veillance fields approximates the field of view of the infrared camera system.

Note that abakography and veilliance is not only applied to camera veillance, but has been previously

used to visualize audio waves, radio waves, and others functions that are dependent on space, and

occasionally, time. Waves that are captured as a function of time can be generated from sensors that

measures values by time, like an electrocardiographic plate output, or previous recorded data shown in

figure 13. [31][33] Waves that are captured as a function of space are from systems that reads time

invariant waves, or standing waves, which will be explained in chapter 2, are shown from figure 11 and

12. [31][34]

Figure 11: Examples of waves captured as a function of space rather than time, by capturing time invariant

waveforms explained in chapter 2. [13] Left: Abakographic visualization of electromagnetic waves. The vertical or

green visualizes the real component while the horizontal or magenta visualizes the imaginary component. [31]

Right: an abakographic visualization of radio waves received from a RADAR.

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Figure 12: Examples of waves captured as a function of space. The two images shows abakographic visualization of

electromagnetic waves waves from a radio transceiver. The two frames differs in the phase offset of 90 degrees. [33]

Figure 13: Examples of waves captured as a function of time. Left: Visualization of Mann’s electrocardiographic

reading over a period of time. [34] Right: Visualization of generated time-variant signal received by a microphone.

1.3 Veillametry applications There are many applications of veillametry, such as gaming, product design, advertising analysis and

consumer behavior or psychology studies, program run-time optimizers, understanding and improving

sensors quality, and surveillance justification, to just name a few.

With the rapid development of virtual reality (VR) gaming and interactions, users are immersed in a

virtual world by having their visual, audio, and possibly haptic inputs from their environments interpreted

by the cameras, sensors and location or tracking markers. In a way, the cameras they wear is their eyes to

the world. In many stealth games, players may wish to avoid the veillance field of guards or cameras

(shown by figure 14, right) if they are playing as a thief or a spy. Conversely, if the player is playing as a

guard, they might want to emit as much veillance onto a thief to maximize their score. In shooter games,

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as illustrated by figure 14, left, shooters [Pete, right] may emit veillance fields from camera guns, and

others may wish to avoid the exposure of veilliance onto themselves. This is done by using a veillance

dosimeter, such as one wore by the evader [Ryan, left]. The dosimeter measures the accumulated dosage

readout based on their presence or absence in the veillance field of various cameras. [35] With interactive

games, such as many players are dancing to the same song, the maximum veillance exposure from an

audience may indicate superior performance and additional in-game score.

Figure 14: Left: A long-exposure photograph showing Pete (Right) shooting veillance from a camera, while Ryan

(left) is trying to avoid being seen by the camera, or minimize the amount veilliance exposure readings on the

veillance dosimeter that he is wearing. Right: A long exposure photography showing Prof. Steve Mann behind a

mounted surveillance camera, with the camera’s field of view visualized.

Figure 15: Long-exposure photographs showing the field of view (thresholded, binary veillance fields) in the

horizontal cross-sectional plane of a veillance field for various infrared sensors. [13] Left: field of view for three

washroom faucets. Right: the field of view for several urinals.

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With the ability to clearly measure and model the veillance of various sensors, veillametry when used

with abakography can be used to aid product designers during the sensor selection and placement process.

[22] For example, in figure 15, examples of abakographic photographs reveals the coverage boundaries of

infrared sensors that were placed in hands-free, motion activated faucets (left) and urinals (right). These

boundaries can be used to help verify the field-of-view of the sensors (low resolution infrared sensors)

and their aperture size so that the sensors covers as much space as possible, but does not extend to

neighbouring faucets. The quantified veillance values may also help determine the optimal threshold

values for when the person is too close or too far from the sensor. Another example was shown in figure 1

of a poorly designed antenna placement for a phone, that can be used by both the designer or the users to

get more signal coverage.

Figure 16: Left: Illustration of human bioveillance of the left eye of participant Ryan Janzen. The veillance data is

obtained by non-intrusive eye tests explained in chapter 6 - Bioveillance. Right: an example of typical heatmap

programs found online [36] that estimate human gaze traffic by assuming the eye veillance as a mere circle, ignoring

the rich expressive veillance field of the eye within its wide field of view.

As it will be explained in chapter 6 - Bioveillance, the concept of veilliance can be expanded into

biological sensors, since the human eye veillance are analogous to a camera in many ways in terms of

veillance fields as explained before. In cases where eye patients or cyborgs that uses cameras to enhance

vision, a camera actually acts as their eye. [36] Figure 16, left, illustrates the human veillance of the left

eye of a human participant, R.J.. Veillametrics can be used to create complex and accurate human gaze

heatmaps of where they are looking at. These data is more expressive because it includes features such as

peripheral vision and the data is well quantified rather than an uniform circle or a simple circular model.

Veillance can help extend eye-tracking software to generate better visualization of visual sensory

heatmaps. Figure 16, right illustrates a visual heat map used using an eye tracker, assuming the human

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veilliance is a mere circle, which is inaccurate. The term sensory attention is introduced in chapter 7, a

way to indicate the amount of attention a sensor has on a particular subject. This is done by studying how

in-focus the subject is, indicated by the degree of blurring detected. Since veillance fields are vectors, they

can be projected and tracked in space to create 3D map models known as veillograms. Veillograms are

very powerful medium to reveal consumer visual interaction process when interacting with a product or

an advertisement. Veillograms can be used for advertising analysis and consumer behavior, and

psychology studies. [37] Figure 17 illustrates an example of a 3D veillogram model (right) and the

surfaces the models represent in reality (left).

Figure 17: Left: A photograph of an audio mixer that is the test subject for veilliane exposure. A participant wears

an eye tracker while adjusting the equalization (EQ) knobs to the left middle of the panel. Right: a 3D render of the

veilliance exposure to the modelled surfaces, rendered in OpenGL.

Another application for bioveillance is program run-time optimizers. For many user interface (UI) heavy

applications such as video games or computer automated design (CAD) software, there are lots of graphic

computation done for all part of the frame, rendering fine details everywhere, even places where the

player or user is not looking. An optimizer could estimate the location of the user’s gaze and render the

level of detail according to the level of veilliance exposure that part of the frame has. [38] This process is

known as foveated imaging. [39][40]

Furthermore, extramissive model of a camera can provide insights on how the sensor operates and

generates what it sees. The understanding of a camera using an emission approach can help explain many

of the imaging phenomenon such as blurring. Figure 18 illustrates the vellion-vixel mappings of adjacent

pixels from a digital camera that has built-in lens with overlapping vixel distribution depending on how in

focus the subject matter is. This in a way causes the pixel readings to be a mix of colour values spatially

with its neighbors, known as optical blurring. [18][41][42] Notice how the blurring kernel matrix (figure

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18, right) is analogous to one pixel being the superposition of nearby, overlapping pixels. Knowing the

exact distribution of this overlap from a model, an inverse deblurring kernel (similar to a Laplacian

sharpening matrix) may be estimated using linear deconvolution process for image correction under the

immediate setting. Further works in this area using extramissive model creates a new method to model

veillance sensory, with new mathematical formulation of veillance, and information propagation in

sensors and electronic systems. [43] This work will be discussed in chapter 7.

Figure 18: There is a strong relationship between vixel distribution and its mappings, and image phenomenon such

as blurring. [41] Left: Diagram showing vixels and vixel rays each corresponding to a pixel of the camera sensor

array. [18] The size of the vixel expands through space, and if the surface in contact is closer to the camera it would

have a higher vixel density relative to a further surface. Each pixel value is the sum of a distribution of color

intensities of a vixel. These values may overlap, contributing to blurring. Right: A commonly used blurring kernel

matrix found online [42]. The blurred pixel is the sum of a distribution of neighbouring pixels and itself.

1.4 Veillance classification and thesis objective Veillance, or equivalently, metaveillance, is the capability of sensors to sense without any political

context. In this context, Mann have further classified metaveillance to two classes: metaveillographs and

metaveillograms. Figure 19 contrasts the two classes. Metaveillographs are data set that describes the

mask, or the field of view of the sensors obtained photographically using feedback techniques, while

metaveillograms are quantified veillance measurements extended from the metaveillograph masks, shown

on the right side of figure 19. One main objective for this thesis is to extend the metaveillograph

framework shown in the previous works section, to provide quantified veillance measurements through

space, and to add metaveillograms into the veillance framework.

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Figure 19: Left: Metaveillograph duplicated from figure 3, visualizing the veillance fields captured from previous

work. This work captures the field of view of the camera, but is somewhat inaccurate in terms of the actual

quantities of veillance. Right: Metaveillogram duplicated from chapter 3, where a model of veillance data is

collected and then visualized, showing the veillance field of a camera through space.

1.4 Thesis organization With a better understanding of what veillance and veillametry is through previous work, the need for

quantified metaveillograms are justified. Chapter 2 describes the methodology employed to quantify

veillance flux by measuring veillance data on various modalities, using a precision scanner and a fixed

stimulus source. Chapter 2 also reveals data gathering techniques to maximize data sensitivity by

increasing the data dynamic range using high dynamic range (HDR) methods. [44][45] Chapter 3 will be

focused on the data representation and visualization aspect. The chapter also will verify the optical

veillance model assumptions and attempts to compare results with product specification sheets. In chapter

4, emission theory is introduced in the context of veillance flux modelling, with concepts introduced such

as veillons and vixels. Applying the emission theory, in chapter 5, the methodology to creating a 3D

model of sensory attention emitted onto various surfaces is to be explained. Chapter 6 extends the concept

of veillametry from digital sensors to include complex ones such as our eyes. The veillance of the eye is

approximated using a series of non-intrusive eye tests. Similar methodology may be applied to other

human senses, such as hearing. In chapter 8, the concept of a vixel is to be studied in further detail, and

the veillance model be improved to account for the non-uniform distribution of sensory capacity over the

vixel region. A new mathematical framework on veillametrics are proposed, as a way to model the

propagation of sensing capacities from sensors through space.

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Chapter 2: Gathering veillance data This chapter describes in detail the veillance data gathering process used for this thesis. The chapter starts

with an explanation of veillance quantity, and then introduces the apparatus used in this setup, and finally

describe the means to gather accurate readings for a photodiode, a camera, and audio transducers.

2.1 Methodology to measure units of veillance As established from before, veillance is the sensor’s inherent ability to perceive a controlled stimulant

source, as a relation of space around the sensor. In these experiments, the level of output of the stimulants

are controlled, and are designed or angled so that the level of stimulant output is fixed with respect to the

sensor input. Veillance, or how well the sensors perceive these fixed stimulants, in this paper, is unitless

for visualization purposes, although it could have units such as joules of energy per centimeters squared

as a irradiance function of radial distance. The relative ability to sense is normalized by the maximum of

all sample points within the scanning range, which are all non-negative. The reason to produce an

unitless, normalized measurement is to simplify comparisons between sensors of different modalities,

such as light energy perceived by photosensors, and wave amplitudes for audio inputs. In other words, the

independent variable is the position of the stimulant, and the dependent variable the relative sensor input

levels for these stimulant locations.

2.2 Generic experimental setup This chapter explores the process of gathering experimental data for microphones, photo-sensors and

cameras, each with their unique differences in setup described in their related sections.

Although there are minor modifications for each of the modality of the data, each explained later in their

own subsections, they all use the general method to move the stimulant around the sensor. The idea is to

have the sensor in use adhered to a fixed location, and then have the stimulant fixed to a moving robotic

part, such as on a 3D printer or robotic arms. The arm would move in a controlled manner in front of the

sensor, recording the intensity of the stimulant at every granularity of motion. Sensor input data would be

collected as the stimulant is moved around in that path. Figure 20 shows the operations diagram for the

data gathering process. The process contains the following main modules: continuous signal generation

module, coordination module, navigation module, receiver sensor module, and data storage module.

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Figure 20: The general operations diagram of the experiment’s setup. A stimulus source such as a LED or

transducer is moved in front of the sensor in a controlled path using navigation components such as motors. The

location of the stimulus is tracked and its output values at specific known locations are sampled by a controller. The

values at these sampled intervals are then recorded and stored by a sensor connected to storage.

The signal generation module generates a fixed signal that has consistent output and is in phase of the

sampling sensor. The stimulus is also designed to minimize the data difference read caused by varying the

relative angle between the sensor and the stimulus. For example, one of the ways to reduce angle

dependent error is to use a spherical diffuser around a LED, rather than using the LED itself as a stimulus.

(Otherwise the plotter will have to adjust the angle of the stimulant to face the sensor at all times). The

navigation module moves the stimulus across a specific pattern in front of the sensor, and the coordination

module synchronizes the data sampling using timed sampling and/or acknowledgement packets that stops

and resumes the motor from moving. The coordination module ensures that the sampled points are as

spatially uniform as possible. The receiver module stores the sampled data into a parsable file to be

analyzed at a later stage.

Three types of navigation modules were available to the laboratory which these experiments are

conducted. These are the 2D and 3D Cartesian plotters, and a 3D delta plotter. Each with their advantages,

such as data collection speed, plotting resolution, accuracy, reduced recoil, and spatial dimensionality of

the scanner. These plotters are employed to move the stimulant around the sensor for data collection.

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2.2.1 3-Dimensional cartesian plotter One of the earliest plotter constructed for this purpose was made from motor parts to something similar to

a 3D printer. [46] The plotter is assembled using an Arduino unit, LEDs, plywood, pegboard and printer

parts. As shown in figure 21, a pegboard is used as the base to adhere the power supply, and the plotter.

The plotter itself consists of two sets of orthogonal motor and belt systems in the horizontal plane. By

rotating the motor in the x direction, the entire attached plywood board would shift along the bottom belt.

The plywood motor houses the motor controllers, the vertical motors, and the vertical screw shaft base.

When the z direction motors are in motion, the attached vertical screw shafts will turn and will raise or

lower the metal bridge above the board, depending on the direction of rotation. Finally, the y direction

motor, which are attached to the bridge, controls the position of a plastic housing that moves along the

bridge. The housing houses a RGB LED, which can generate a wide range of colors based on the analog

inputs for its three channels. The colors of the LEDs and the positions of the motors are controlled by the

outputs of the attached Arduino unit, which is connected to a computer through an USB interface.

Figure 21: Labelled photographs of the modified 3D printer, which now positions a print head or a LED to a

specified coordinate. The base of the plotter holds the power supply and the plotter unit. The plotter unit consists of

motors that will move the LED head into specific locations from the connected computer. Through USB the

connected machine can also specify the color output of the RGB LED.

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The connected computing device runs a program that uses serial interfaces and TCP protocol to ensure

that the data collection and the motor movements are in sync by communicating acknowledgement

packets back and forth. For every coordinate, the data is recorded before a new motor coordinate is sent to

the plotter. Figure 22 demonstrates the fine accuracy of this plotter, by plotting out some wavelets and

chirplet transforms such as a wave, a wavelet, and a chirp shown in the top, using abakography

techniques. [22] A chirplet is shown on the bottom. A chirplet is a wave that varies in frequency as

function of time. [47] The resolution for this plotter is about 0.7 mm per tick in the horizontal plane, and

about 0.05 mm per tick in the vertical direction.

Figure 22: Abakographic photographs of programmed wavelet and chirplets functions plotted in 3D. Top left: a

spiral or a wave. Top middle: a wavelet with a sinusoidal envelope, or a wavelet. Top right: a chirp, which is a

wave that changes in frequency as a function of time. Bottom: monochrome and RGB prints of chirplets.

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In the actual experiments the LED programming is modified to produce a steady blue colour in the space

in front of the sensors. In spite of the high resolution, this plotter when compared to the others has the

smallest plotting region of about 40 centimeters by 40 centimeters in the horizontal plane and about 35

centimeters in the vertical direction. In addition, the Cartesian printer uses fine threaded screws to lift one

motor system and the LED housing. This causes any motion in the vertical direction to be very slow,

reducing scanning speed significantly when moving the heads.

2.2.2 3-Dimensional delta plotter To address the issue encountered with the Cartesian plotter with the slow vertical access, a delta plotter is

employed. [48] The delta plotter is modified from a 3D delta printer. The main disadvantage of the

Cartesian is that they tend to carry one or more of its moving platforms on another larger platform,

carrying a heavier load and reducing the plotting speed. The delta plotters have the printhead, or the LED,

supported by three identical motor systems aligned in parallel vertically, as shown in figure 23. From the

top view, the three belts are equidistant from the center of the plotter, forming an equilateral triangle.

Each belt is attached to an arm holder that holds metallic sticks, connected to a small platform, which

holds the stimulus unit.

Figure 23: Left: a photograph of a delta 3D printer used in the experiments, a small platform is added above the

plotter area to position test sensors. Right: A 3D delta printer model sourced from online [49]. The model shows the

mechanical working principles of the printer.

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Examining the working principles of the plotter, assuming that all but one of the three rods are connected

to the plate, the plate can move freely about a partial spherical surface around the location of the holder

when the holder is held stationary. The radius of the sphere is the length of the rods. Now, having two of

the arms attached will allow the platform to be moved in a spherical arc on that surface, that is equidistant

to both holders. Now adding in the last holder will constrain the line of locations down to two singular

points of that arc. As the arms are rigid, the upper position is disregarded. The employed algorithm uses

basic trigonometry to position the housing to a specific coordinate by computing the new location of the

holders, one by one. The locations are simply one rod’s length above the holder intersecting the motor

belts. The displacement is translated to motor movement instructions.

Figure 24, left shows a sketch of the delta plotter. A triangular platform is attached on top of the moving

stimulus to hold and secure the sensors. During the experiment, the sensor will be held stationary, while

the stimulus is swept across the space below. The right side figure shows a chirplet produced by the delta

plotter, showing the fine accuracy of the plotter. The belts are operated by stepper motors similar to the

previous setup, with approximately 0.7 mm per tick. This plotter has a confined triangular prism region

where the printhead can travel to, about 20 centimeters side length and a height of 50 centimeters.

Figure 24: Left: a diagram (with front, top-side, and top view) of a delta 3d printer used in the experiments. A

small platform is added above the plotter to hold the sensors stationary. The hanging platform is able to hold

multiple transducers with adjustable spacing. Right: an abakographic photograph of the delta plotter in motion,

producing a light trail of a wavelet through space.

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2.2.3 2-Dimensional cartesian plotter Due to the symmetric behaviour of veillance fields from most everyday sensors, the limited scanning

space, and the slow scanning rate for three dimensional plotters, a two dimensional plotter is also created

to address these challenges and produce high accuracy (6000 steps high by 8000 steps wide with the

plottable area of 65.5 cm by 49.5 cm), time-efficient data. The 2D cartesian plotter is a simplified version

of the 3D plotter outlined in previous section, as shown in figure 25, left. Similar to the other plotters, the

stimulus platform is attached to a string with its location controllable by a motor. The vertical platform is

in turn movable in the horizontal axis by another string controlled by the x direction motor as labelled.

Various sensor mounts are positioned on the left edge of the plotter.

Figure 25: Left: a photograph of the 2 dimensional plotter used for data collection. Right: angled and front view of

3D models of the plotter. A television screen can be mounted onto the plotter to show visualizations as the data is

being collected. The screen is not shown to the photograph to the left.

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2.3 Gathering photodiode veillance data A simplified study of video veillance is conducted to understand how a single pixel camera (one

photodiode) behaves veillametrically when placed inside a surveillance dome, identical as the one shown

in figure 26, left. When placed in a surveillance dome, the veillance of the photodiode is subject to the

optics and obstructions introduced by the dome, as the original camera would. Single photodiode sensors

are commonly found in proximity sensors used in bathrooms, such as handless sinks and toilets, although

they might be placed behind miniature shields instead. [31][33]

The experiment is conducted inside a darkroom, using the two dimensional plotter. A LED is positioned

in the corner of the plotter, with the plotter aligned vertically to the central optical axes of the camera, as

much as possible, with an error less than 5 millimeters. The LED is moved robotically in vertical strides,

producing a zig-zag pattern, while a microcontroller is programmed to integrate the sum of output of the

photodiode connected to an ADC (analog to digital converter) over the sampled time to produce an

integer value. Due to time constraints, data points are sampled to a resolution of 300 points to 400 points,

to be consistent to the aspect ratio of the plotting area. This data is then normalized, visualized and

rescaled as figure 26, right. For more details on data modelling, visualization and analysis, please consult

chapter 3 - Data visualization and analysis.

Figure 26: Left: a photograph of the camera dome used for the photodiode housing. The photodiode replaced the

original camera to create a new single-pixel camera system that simulates the effects of the original interior camera.

Right: a veillance visualization of the photodiode camera, as shown to the left, taken from later chapter 3 -

“visualizing and analyzing veillance data”.

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2.4 Gathering camera veillance data Next, the veillance data of a selected video camera is to be captured. Specifically, a Blackfly camera unit,

manufactured from Point Grey, mounted to the side of the plotter is the test subject of the experiment. As

the only independent variable of the experiment should be the position of the stimulant, the camera is

configured to have its auto-exposure, white-balance, auto-focusing, anti-aliasing, auto-correct, anti-shake,

and various other automation features disabled or set to manual. The camera is configured to be as closely

as a light meter to measure photo quantities for each one of its pixels as possible. In this experiment, each

frame of the video is 640 by 480 pixels and set to a constant exposure time. Each pixel reading represent

the cumulative veillance value during the exposure time over its individual vixel.

Since that there is a variable amount of delay for taking successive frames from the video camera,

sampling the data with fixed time intervals would no longer guarantee an uniform sample spread in the

space front of the sensor, as is the case with the photodiode. A server-client acknowledgement system is

therefore implemented using TCP standards to address this issue. The plotter, or the server, would move

the LED head to the precomputed position before sending an acknowledgement to the client which would

then take the frame and persist it to memory. When that is done a backward acknowledgement is sent so

the motor system, which would move the printhead to the next location. The communications will

continue until all required samples is read and recorded to disk for further analysis. Due to noise present

in some of the data, some of the data recorded is the average of multiple tests, typically between 1-3 runs,

depending on the data’s signal to noise ratio.

2.4.1 High dynamic range (HDR) imaging techniques

One of the main challenges in obtaining reliable estimates on the quantity of light, or photoquantity, of a

scene from a digital camera is that there is a monotonic, nonlinear camera response function to light and

its output, in terms of pixel value (which is 8-bits per channel for most digital cameras). In other words,

the pixel values from an image does not correctly describe photoquantity or veillance power, and is a

compressed function of photoquantity, which needs be remapped.

Furthermore, often when visually looking at the environment through a camera or from human eyes, the

excessive amount of light present in the scene causes overexposure (shown as figure 27, middle), or the

lack of light causing under exposure (shown as figure 27, left). In either case critical information is lost

due to low dynamic range of the input frames, whether from eyes or from the camera. [50]

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Figure 27: Three images of the same scene, containing objects such as chalks and screws, and chalk-written word

“Nessie” on the foreground. Left: photograph taken under low exposure settings, darker details and information that

requires longer exposure time is not captured, such as the darker details of the screw, and details on the shade side of

the chalks. Middle: photograph taken under high exposure setting, revealing darker details, however the

overexposure floods the well-lit regions of the scene, causing lighter details such as the letters and the bright side of

the chalks to become indistinguishable white glob. Right: High dynamic range image that is a composite of a

multitude of exposures, that reveals details from both the light and the dark regions of the scene.

In an extremely lowly exposed image, most of the data is compressed within the lower pixel values. In the

extreme case even the brightest spots might only be one pixel value higher than the darkest pixel, and a

lot of the information is lost in the discretization after mapping the photoquantity into a pixel value. In

this case the dynamic range of the photo is low (or binary in the extreme example). To expand the range

of the photoquantities of the image, a higher exposure may be applied to the image to reveal additional

detail. However, overexposure of an image also causes loss of information. Consider the other extreme

case where all the pixels are extremely lit due to long exposure time, and there is no longer any

differentiation between the bright and dark subjects inside the scene. Overexposed images have also lower

dynamic range, as shown in the earlier example with the chalks and its shadows, shown in figure 27.

Proposed HDR method employed should aim to eliminate data loss, increase data range and estimate

photoquantity mapping. [44][45]

Formally, dynamic range of an image is defined as the ratio between the largest quantity that will not

overexpose a sensor, and the smallest positive quantity for which changes in the quantity remain

discernible. [51] This chapter will describe some of the techniques used to increase the dynamic range of

the data. As a byproduct, the mapping relationship between photoquantities and the pixel values obtained.

This is done by taking multiple images of the identical subject matter, but with each image a constant

multiple times exposure as its subsequent. The details from light and dark exposures are extracted from

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the various exposures, and after recompressing the values into light quantities, or what is referred to as

lightspace (where the compressed data is referred to as image space), the various details are recombined

and weighted. The estimated values of photoquantities mapped back to pixel values using a compression

algorithm is known as the HDR reconstruction. [44]

Before explaining the algorithm, some background information is in order. Cameras do not produce linear

output based on its perceived photoquantity (the amount of light present at a scene) as cameras usually

have dynamic range compressors built-in. There are many reasons to have this compressor, such as to

accommodate for wide range of lighting and colors in various scenes. Historically it was built to

accommodate non-linear expansions that happens on cathode ray displays. Instead of correcting the effect

by building circuits on the televisions, the circuit was built on cameras to compress the image to be

expanded on the television so that the color is approximated with better accuracy on the cathode

televisions. [52] Figure 28 shows the compression and expansion process for photoquantities. The

compression function is also known as the camera response function (CRF). The CRF are device

dependent functions to individual cameras and camera settings that maps the photoquantity (represented

as variable q) present to pixel values. Even when using the same camera, but with different aperture or

other optics setting changes, the CRF would have changed. In the figure the CRF is labelled as

compressor, and has the function operator, f. f(q) represents the pixel output value of the camera after

compression. The inverse function is to be derived if the true photoquantities are to be approximated.

Figure 28: Diagram showing the signal processings of a camera and a cathode ray tube. [53] The amount of light on

a subject matter perceived by a camera through its optical system is the photoquantity, q. The photoquantity is then

compressed by the camera to be stored and/or displayed as pixel values f(q) after going through the compression

(camera response) function, f. The data needs be expanded by a similar function to f inverse to be have the image

properly seen on a display.

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The compressor function (simple version), f, as a function of photoquantity is proposed as:

where a and c are constants. [53]

Given multiple frames of the identical subject matter, with each frame a multiple times of exposure

compared to the previous frame, the response function can be derived using comparametric analysis. A

comparagram is a graph where a function is plotted against the same function. In this case, one frame is

compared to another frame with k times more exposure (k is set to 2 for this chapter), in other words,

plotting f(q) against f(2q). The comparametric equation g(f(q)) = f(kq) describes the curve of the

comparagram.

Figure 29 shows a partial comparagram generated from two images varying in exposure. The

comparagram is a histogram on the occurrences when the output of one image, f(q) corresponds to a

typically higher or equal pixel value when the exposure is doubled, in other words g(f(q)) or f(kq). The

comparagram is a discrete table that is 256 by 256 (for the 8 bit channels camera), and is populated by the

number of pixels of the images per color channel. For example, looking at figure 29, say the particular

pixel under the green crosshair has the value 58 (for the blue channel) on the lower exposed photograph,

and 82 for the highly exposed photograph, then the element (58, 82) on the comparagram table would be

incremented by one. This is then done for every pixel of the two images. The process is repeated for every

colour channel of the image. If the HDR involves multiple exposures greater than 2, then this computation

would be done for every two consecutive exposures.

Figure 29: A comparagram [256x256 pixels] composed from the two images to the left. The comparagram is a

histogram of all the pixel values of the images. The horizontal index is the pixel value of the low exposure image

and the vertical index is the pixel value of the high exposure image.

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Given the constraint g(f) = f(kq), and the proposed photoquantity model above, one possible solution of g

with respect to f can be derived as:

Where q is the photoquantity recorded by sensors and is known to be positive real value. [53] The model

has two degrees of freedom, a and c. Using numerical techniques such as gradient descent, the values of a

and c of the model can be computed such that the root mean square error of the comparagram’s points are

minimized. Figure 30 shows a complete comparagram, with the fitted curve drawn in red. Note that the

histogram illustrated is normalized by the maximum entry.

Figure 30: A fitted comparagram of a series of images taken outdoors. The comparagram has one sample point

incremented for every time a pixel value of lower exposure corresponds to another value of the higher exposure. The

points are normalized and fitted to produce values of a and c to minimize data error.

With the values to a and c computed, the compression function is complete. How the camera responds to

photoquantity and maps it into pixels becomes also clear. And to estimate the photoquantity present in the

photograph, the inverse function can be rearranged as:

However, as seen in figure 30, it is apparent that there is a large amount of over-exposure in the frames

that are selected. This can be seen by the steep curve, and with the fitted table saturating nearly halfway.

Selecting the appropriate frames is essential for the algorithm to work well, but sometimes due to the

nature of the subject matter, some regions might always be extremely under or overexposed. To account

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for this, the algorithm will also incorporate a certainty component to the photoquantity estimation.

Consider a portion of an overexposed image, where the output of the image is always saturated at 255. A

significant change in the amount of photoquantity in these regions may result in little to no change in the

amount of pixel value the camera outputs, and therefore the camera as an instrument works poorly and

has little certainly on its predictions of photoquantity value. Although there are numerous advanced

algorithms to compute this certainty, [44][45] one model that estimates certainty, c(q) using the rate of

change of the pixel output, f(q) is as:

As shown in figure 31, from Mann’s Intelligent Image Processing textbook, [53] the certainty of the

prediction is highest when the rate of change in pixel value prediction is the maximum. At regions of the

comparagram where the pixel value barely change when photoquantities are significantly changing, there

is high amount of recovery error when reversing this mapping, leading to low certainty. Note that the

figure is on a logarithmic scale.

Figure 31: Logarithmic graphs showing the relationship between the quantity of light, or photoquantity, and pixel

value produced by a digital camera. The compressor function is a nonlinear nondecreasing function. The certainty

function of the compressor function is simply the derivative of the response function against photoquantity - at

regions where the pixel value change rapidly with changing level of photoquantity the sensor is more sensitive to

change and therefore more certain of that change, where the derivative is very small at extreme exposure regions.

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Now to put the pieces together. After the photoquantity is estimated as the inverse compression function

of the image pixel value, the result is multiplied by the certainty function derived, and then scaling is

applied to the photo quantities depending on the exposure of that image. For example, assuming image B

has twice the exposure compared to image A, then the resultant photoquantity of image B would have to

be halved to be directly comparable to image A, since image B theoretically have twice the photoquantity

from twice the exposure time. Lastly the individual frame estimates are summed and normalized to

produce the cumulative estimate. This is shown on the left half of figure 32.

Figure 32: Illustration summarizing the HDR process for photoquantity estimation, analysis, and recompression for

display purposes. For each individual image that is a multiple exposure time from its predecessor, the camera

perceives the photoquanty and interprets a compressed pixel value. The value needs be expanded by deriving its

inverse response function using comparametric analysis. The amplitude of the photoquanties then is adjusted by the

exposure time to make the image comparable to others, and finally summed and normalized. The summed data is

needed for veillametry analysis, but needed be recompressed back for visualization purposes.

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For veillance studies, photoquantities are the desired measurement for analysis as it is more descriptive of

the amount of light than pixel values, it has also a much higher dynamic range. However, this data would

be difficult to visualize as most image formats supports only 8 bit data. In order to show these data as

colormaps, these photoquantities will need to be remapped or recompressed to low dynamic range, to

accommodate display input requirements, after the required operations are completed in lightspace.

Figure 32 illustrates the entire HDR process when processing video veillance data. Although the diagram

only shows steps for three, this process can be applied to any arbitrary number of images. Please note in

this diagram that k1, k2, and k3 are geometric sequences representing image exposure level, if k1 starts at

exposure value q0 then k2 would be 2q0, and k3 would be 4q0, so on and so forth (factor of 2s). The c

operator refers to the certainly function, which is multiplies to photoquantity estimates. For the reviewers’

reading interests, there are papers on advanced statistical models for certainty estimation, [44] methods to

generate compressor models that produce finer color tuning, [54] and FPGA HDR implementations that

aims to optimize runtime. [55]

Figure 33 is meant as an illustration to show the intermediate results for a similar HDR method: recursive

pairwise comparametric image compositing. Instead of summing or averaging the photoquantities, an

intermediate step is produced for every two consecutive images, and each iteration of the program reduces

the number of frames by one, so the process will terminate in n-1 cycles where n is the number of

exposures. The top row of the figure shows 8 images differing in exposure only, and using the expansion

functions to obtain intermediate results, and recompressed to produce the corresponding thumbnail. Note

that this method works well only for showing the intermediate steps, giving the viewer an intuitive sense

of how the algorithm works step by step. For greater computational efficiency and possibly data accuracy,

the method described earlier in this chapter is recommended. Note that there are some artifacts that are

present in these thumbnails which shows as outlines on the waves, which is caused mostly due to the lack

of tonal mapping implementation in the HDR program. [54]

Notice in the first row of the figure, the raw exposures shows underexposed to overexposed images from

left to right. The underexposed images features a small dynamic range as only the brightest parts of the

scene is captured, while the overexposed frame created more or less a mask of the veillance field.

Decompressing the pixel values into photoquantities in a pairwise manner allowed the photoquantity

values themselves to be combined. Details of from all the exposures are accounted and adjusted by

exposure weight when they are combined. The details accumulates through this process, visible from each

increasing row of the figure. Due to the monotonic assumptions of the compression model used, the order

of the brightness is maintained throughout the frames.

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Figure 33: HDR composite of a multiple exposures of a LED collected by a photosensor, using the recursive

pairwise comparametric image compositing algorithm. This algorithm uses comparametrics to estimate light

quantities, which are a higher dynamic range than sensor interpretations as images. The HDR image preserves the

order of brightness as the response model function is monotonically non-decreasing function.

Notice the final image, where the effect of the HDR is much more apparent; the change in light intensity

is much more gradual, with significant reduction in over and over exposure. Notice that the order of

brightness is preserved from the original images. There is also little to no loss in details, both from the

low and high exposure frames.

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2.4.2 Simplified HDR method during runtime

Given that the experiment is conducted in a darkroom with no other light source, the environmental

background lighting is negligible. A lightweight alternative HDR method is proposed and used

extensively, to expand the data’s dynamic range, and to eliminate overexposure in the photos, given that

at least one photo is not over exposed, and the camera response function is known from the previous

method (the parameters a and c are already computed for this particular camera setting).

Algorithm:

1. Obtain multiple exposures of the subject matter. Consecutive frames’ exposure time need to be

geometric series. At least one image is not over exposed.

2. Create an empty array with the same dimensions as the images. Set all entries to -1.

3. Start with the most exposed image, traverse every pixel and color channels. If the corresponding

array entry has a non-negative value then continue on to the next element. Otherwise:

a. If the pixel value is greater than some high exposure threshold, where the data becomes

more uncertain (for example, value > 200). In this case the data in the immediate

exposure is uncertain and is discarded, the -1 entry is unaffected.

b. Otherwise when the pixel value is smaller than the preset threshold: a value is written into

the entry, the value is the product of the pixel value, and the reciprocal exposure ratio this

image has against the baseline image, which is the lowest exposure.

4. Repeat 3 with the lower exposure image, and continue all the way until and including the baseline

image. Thresholds may be adjusted if there still exists pixels of -1 at the end of all frames. An

error is produced when all frames are over exposed.

5. The resultant image, once normalized and decompressed, is the HDR composite.

This method extends the earlier reconstruction method, and attempts to simplify the extensive repetitive

computation of curve fitting the camera response function by gradient descent, so this lengthy process is

done only once per camera setting. Instead, it will directly estimate the photoquantities by a discretized

(0-255) look up table (LUT). However, steps are taken to ensure the pixels used in the table are within a

region of model certainty, as much as possible, before using pixels that are outside such range. The

advantage of this implementation is that decompression runs relatively more quickly, as long as there is a

good spread of the exposures captured. Furthermore, this method better eliminates uncertain data.

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2.5 Gathering audio veillance data Lastly, the audio veillance data is to be measured. Unlike photoquantities, audio signals travels in wider,

slower decaying waves. Although the amplitude of the waves are the focus of the study, the phase of the

wave as a function of space might also be interesting for visualization purposes.

2.5.1 Experimental setup Using the two dimensional plotter, as previously discussed, a few additions are included to the setup to

measure the amplitude and phase of sound waves as a function of space. As shown in figure 34, a 40

kilohertz sine wave is sent from a signal generator to a transducer positioned on the moving platform of

the plotter. On the other end of the plotter, another transducer is mounted on the side, acting as a

stationary receiver.

Figure 34: [15] experimental setup for audio veillography. This setup allows both the amplitude and phase

information to be recorded by a machine, using a lock-in amplifier (LIA), low-pass filter (LPF) and an analog to

digital converter (ADC). The recorded data will be as a function of space rather than time. A connected computer

can use the real and imaginary vectors of the perceived wave to produce a color output using connected RGB for

debugging or abakography.

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The output of the receiver is connected to the signal input of a lock-in amplifier (LIA), with the reference

input from the same signal generator. The real and imaginary components of the wave produced from the

LIA is connected to a low pass filter (LPF) and then an analog to digital converter (ADC), and then

finally into a connected machine. The machine sends two sets of data to the plotter - the plotter housing

location, as discussed earlier, and RGB values for an LED attached near the moving transducer. The LED

system mainly acts as a real time debugging tool to display audio information visually, by producing

abakographic photographs.

2.5.2 Time invariant waves - “Sitting waves” The sitting waves are wave phenomenon coined by Mann that is time invariant, and only a function of

space. [56] Consider a generic radio or sound wave travelling along the direction x, at time t, where w is

the natural frequency of the wave in radians, A (wave amplitude), and k (spatial sensitivity) constants:

Assuming that this is the origin reference of the signal, with x = 0. Simplifying a(t,0):

It is apparent that the wave function a is still a function of time. If the location of the receiver is fixed then

the signal received would oscillate as a function of time. The signal received by the receiver, r(t,x) would

be the same as a(t,x):

By feeding these two signals into a lock-in amplifier, these signals are effectively mixed, and producing a

new signal that can be generalized as:

Using the trigonometric identity:

Where A’ is a constant, which can be rescaled to produce an unit amplitude. Now passing the signal s(t,x)

into a low pass filter, the high frequency component at 40kHz would be eliminated. Leaving the output:

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Which is a time invariant wave, the amplitude of the signal measured would only be a function of space.

The setup above allows precise amplitude and phase of the wave computed and recorded as real and

imaginary components. The wavelength of the waves can be measured as the receiver is moved from one

peak to the next. Figure 35 shows an abakographic photograph of this setup to measure the speed of sound

and measured as 350 m/s, which is only a 0.86% error from the ground truth at a room temperature of 27

degrees celsius. [57]

Figure 35: An abakographic photograph showing amplitude of a time invariant sound wave. [57] The wavelength of

these waves can be measured by moving the SWIM device across a path of sound propagation noting the peaks. And

using this information the speed of the sound wave can be confirmed with good accuracy.

2.6 Summary In this chapter, the various laboratory setup for measuring multiple modes of veillance are discussed.

Multiple plotting tools and their working principles are discussed. Furthermore, the concept of

photoquantity and high dynamic range image processing is discussed. Lastly, time invariant sitting waves

are introduced to measure wave veillance as only a function of space.

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Chapter 3: Data visualization and analysis This chapter will explain the color mapping procedure for visualizing veillance data, turning a large

matrix array into an image that is understandable by humans. The images produced should also be easy to

compare between the different modalities, and/or different products of the same modality. The mapping

process will be discussed in detail, and the various data obtained from the previous chapter is shown. This

chapter is organized into two sections, one for illustrating video data, and the other one for audio. The

chapter includes data analysis and validation as an addition as well.

3.1 Visualizing video veillance data This section explores the visualization of video veillance data. The topic on how raw data is interpreted

and converted to an image is also covered, with added examples as well.

3.1.1 Data preparations and color maps As explained in earlier chapters, photoquantities are estimated from the images captured from a camera,

using the simplified HDR approach, the data produced is of a higher dynamic range and needs to be

reduced to 8 bits per channel before it can be visualized on monitors. Given the estimated, normalized

photoquantities, the recompressed image value is computed as:

For some constant values of a and c derived from earlier work in previous chapters. The previous function

results in a real number between 0 and 1 for all photoquantities which are positive real. These numbers

are then applied to a map from OpenCV library as shown in figure 36 to produce a color mapped image.

Figure 36: Figure showing the schema of two of OpenCV’s default colour maps. COLORMAP_HOT is the

mapping used for visualizing veillance data, where COLORMAP_JET is used for earlier audio veillance work. The

colormap function takes the input and returns a colored pixel. Low photoquantities will result in a mapping closer to

0 [black], middle levels of photoquantities will map to orange, and very high photoquanties will be mapped to white.

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3.1.2 Video camera veillance The color mapped image resulting from earlier measurements from the previous chapter is shown below

in figure 37. Note that this image has the resolution of 250 pixels wide and 200 pixels high. Each pixel

represent the physical location of the LED on the moving platform of the 2D plotter, and therefore the

plotter has traversed 250 vertical strides, with 200 samples on each stride. The photoquantity seen is the

sum of all the pixels of the camera, to establish a general estimate of the entire camera’s veillance field. In

later chapters, the veillance field of individual camera pixels will be studied.

Figure 37: computer generated visualization of the veillance field for PointGrey BlackFly camera, based on data

obtained from a 2D plotter.

To expand veillance visualization to three dimensions, the delta plotter introduced in section 2.2.2 is

employed. A digital camera is placed underneath the plotter, and a LED is swept across the space above

the camera. The scanning density is reduced since the detailed data would have taken an extremely long

time to gather. Figure 38 illustrates a scatterplot of veillance data points that are greater than some

threshold value, to avoid excessive points plotted, which can also obstruct more informative data to be

visible. The color mapping of the points have 0 for the red and blue channel, and the green pixel value is

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the photoquantity of that point against the brightest spot in the entire dataset, multiplied by the color

depth. This generates a 3D point cloud with varying hue of green. Note that only a portion of the veillance

field is shown - the region where the plotter could reach. The figure below is shown at an angle with

respect to the orientation of the camera at roughly 65 degrees. Thin red lines are overlaid to the figure to

help identify the corners of the veillance field of the camera.

Figure 38: a 3D point cloud of veillance data collected for a digital camera using the delta plotter. The green points

indicates the level of veillance (dark green is low veillance and bright green correspond to higher veillance values).

The red lines are draw to help indicate the edges of the field of view of the camera.

3.1.3 Analyzing photodiode veillance data with optics model This section in particular examines the data obtained for photosensors in a camera system. This chapter

aims to generalize and model the photosensor data into a quantified formulation. This chapter attempts to

establish the quantified relationship between veillance power and space. Although not explicitly shown in

the analysis, similar computations can be applied for modelling audio veillance.

Given the camera veillance data gathered, the visualizations of the data indicates that veillance is

propagated from the source, and degenerates as a function of distance. Therefore, it would make more

sense to model veillance in polar coordinates. Since the camera has discrete, directional sense, veillance

power can be described by a vector from the source. There are three degrees of freedom in these models,

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x, y, and z coordinates of a vector from the source in cartesian coordinate, or distance (r), the vertical

component angle of the vector (φ), and the horizontal component angle (𝛳).

Starting with figure 39, the visualization of the experiment described from earlier chapters. The

experiment consists of a photodiode placed inside a camera casing, and the stimulus is a diffused LED

that is swept in front of the sensor.

Figure 39: a 2D veillance visualization of a photodiode exposed to a LED stimulus, side cross-section view. The

row number of the sensor axis used for analysis is shown on the corner, with the row colored in blue.

From the figure showing the side cross-section of the veillance field, the principal (optical) axis of the

camera is selected for studying. Since veillance field have mostly identical optical properties such

intensity degeneracy, the hypothesis is that the veillance power will decrease to the inverse square of the

distance away from its source. This is because the surface area for the same amount of veillance exposure

increases proportional to the square of the distance away from its source. Having measured the

dimensions of the plotting range, and the number of pixels recovered horizontally during the scan, the

relationship between pixels and physical measurement in centimeters is obtained. The veillance power,

P(r), where r is the radius in centimeters, is proposed as:

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Where k, q, A, and c are constants, and the singularity point A/q which P(r) is undefined the exact source

of veillance. Using gradient descent techniques, the model is generated to fit as well as possible to the

data points. The model is shown in figure 40 as a red curve, while the data points are drawn as blue

triangles.

Figure 40: a plot of the veillon strength as a function of receiver’s radial distance from the source. The inverse

square model is shown as red line and the blue squares represents the data points of the model. Each data point is a

pixel from the line shown in figure 39.

Computing the model error E(model, prediction) as:

Where all the data and model represents positive values of photoquantities. The relative error between the

model and data is at 24.84%. Looking closer at the data, there is a predictable zigzag pattern as shown in

figure 41 causing this prediction error to be much higher than expected.

There are multiple possible sources to this relative error, such as coarse sampling resolution, or directional

asymmetry of the plotter, which may have caused the sensor to register different values going from one

way versus the other. Given this highly repetitive pattern, it makes sense to accommodate for this data and

come up with a more optimistic error model:

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Which yields an optimistic relative error of 1.41%. Visually and statistically, this model is somewhat

accurate to predict the veillance power as a radial function away on the optical axis. But will this model

hold when the vertical angle (φ) changes? To test where this model holds, two more lines are selected

from near the center as test subjects, illustrated in figure 42.

. Figure 41: A closer look at the distance versus veillon reading plot (figure 40). Where now the sample data is shown as blue

line-connected points. The data indicates a very persistent and predictable zig-zag pattern.

Figure 42: Two more lines of data is used to test the accuracy of the model established. These two lines originates

from the predicted singularity point (sensor location) and has the slope of 1 and -1.

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The two selected lines originates from the predicted singularity point of the model, and has the slope of 1

and -1. There are two reasons for these choices. First, it is much easier to extract the diagonal data from

the original matrix, and secondly, these angles are two extremes from the optical axis, and it's not too

much that they leave the field of view of the camera.

To select the data starting with the index q, where q is row number where the left side intersects, and p =

0, and (q, p) would be the first point. Subtracting 1 from q and adding it to p would result in the index to

the next point, the points are generated until q is 0. Similarly the negative sloped line can be obtained just

like the positive one with reversed addition operations. Figure 43 shows the fitted curve as the red line,

and the blue line represents the data points of the positive sloped line. The model established has about

14.9% error, mostly due to inaccurate estimation of the sensor center, which is in fact about 1-2

centimeters away from the model prediction. To conserve space, graphs for the other slope is not shown

here; the model error for the other line is approximately 18.1%.

Figure 43: the plot of veillance strength measured versus the receiver distance at 45 degrees above the optical axis.

The model still holds well to the data points (14.9% error), proving that there is much more data dependency on the

radial distance rather than the angle of the vector in question.

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It is fairly safe to say, with the data from 3 different runs, the model holds for this particular camera, with

the input solely a function of the radial distance between the sensor and the receiver on that vertical plane.

Now that it is established that the veilliance strength is somewhat independent on the vertical angle (φ),

but can the same be said to the horizontal angle, (𝜃)?

In order to answer the above question, another set of these lengthy experiments needs to be done with the

camera rotated 90 degrees to reverse the role of theta and phi. However, due to the symmetrical nature of

the camera and its optics, perhaps the question can be answered qualitatively than quantitatively. Figure

44 illustrates another run with the same camera, but the camera is placed in front of the plotter, on a

tripod. The camera looks into the plotted regions of the plotter from the front. The left side figure shows

the pixel average of the LED during the entire run, leaving a fine threaded path of light. The right side

image is a computer generated image, with each pixel representing the sum of photoquanties seen by the

camera at that stimulus location. Notice the decay in veillance strength is more spherical than it is oval.

Although this might not be the case for every camera, this evidence indeed confirms the hypothesis that

the veillance power is solely dependent on the radial distance between the stimulus and the receiver, and

have very little to no dependence on the angle, as long at the direction falls inside the field of view of the

camera. This conclusion applied to only the camera tested, and needs more data to generalize all cameras.

Figure 44: Left: a computer generated image showing the entire LED path as it was swept in front of a camera,

which is the subject of the veillance study. Note that there is some barrel distortion from the camera. Right: a

computer generated image where each pixel represents the sum of all photoquantities perceived by the camera from

the LED, at a particular location of the LED. The pixels have the same order as the LED locations. The pixels are

normalized to the highest photoquantity before being colour mapped. The veillance map visually indicates a strong

relationship between the veillance power and the radial distance.

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Therefore, the above section confirmed the inverse square law between the veillance power of a sensor,

and the radial distance such sensor is from the stimulant. There is also very little effect in changing the

model when the stimulus moves away from the optical axis, horizontally, vertically, or both.

Conclusively, the video camera’s veillance fields can be thought of as a collection of vectors uniformly

distributed (disregarding barrel and pincushion effects of the camera) inside the field of view of the

camera, each propagating a veillons outwards towards space with the same amount of power, but the

amplitude of this power degenerates proportional to the inverse square of the distance between the sensor

and the stimulant. This finding is based on qualitative and quantitative observations of veillance power

recorded.

As veillametry is still an active field of research, the detailed ability to sense stimulus through space is not

well documented in literature review, or an aspect of technical specifications for cameras, such as the one

found for the Blackfly camera employed. [58] For cameras with adjustable focus length, or sensor-lens

separation distance, the field of view is adjustable by the sensor-lens distance and therefore a variable

value that is not outlined in specification sheets. [59] Figure 45 shows one instance of field of view

visualized for one optical systems setting. Even with cameras with fixed field of view, it is likely

described as an angle specifying the mask of veillance, which is analogous to metaveillograph done in

previous works that are quantitatively inaccurate versions of the quantified metaveillogram.

Figure 45: the field of view of an optical system is dependent on multiple factors, such as sensor size, and

sensor-lens separation distance. The figure is sourced from online source. [58]

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3.2 Visualizing audio veillance data Similar to the video veillance, this section will explain how the real and imaginary components of the

wave data is interpreted to image format, and applying these techniques to previously recorded data. The

section will also illustrate the effects of wave interference.

3.2.1 Data preparations and color maps Given the real and imaginary components produced from a lock-in amplifier, further processing is carried

out before data can be mapped into an image. The information which needs be mapped are the relative

magnitude and the phase of the wave received at a particular point in space. The magnitude of the wave,

represented as M, as a function of the real (r) and imaginary (i) components, is computed as:

And the phase of the wave 𝜃(r,i) is computed as:

When mapping these data points into a color map, the magnitude component determines how much

interpolation between black (RGB = 0,0,0) and the color that corresponds to the phase of the data point.

For example, if the magnitude is near 0 then the pixel will appear very dark, and close to being black. The

phase itself determines what color the pixel has before correcting for its magnitude.

Figure 46: abakographic overlay of audio veillance data on top of the plotting apparatus. The veillance waves in test

shown are fairly low in frequency, and is directed towards the speaker. [15]

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Since audio waves are sinusoidal, the colour mapping also needs to be periodic. The same colour mapping

schemes in figure 39 no longer applies, and the mapping will need to be more of a colour wheel than a

colour bar. Figure 46 shows one of the possible mappings. Although continuous, the spectrum is too

heavy on showing blue and orange, while the changes in areas of green and yellow are way too rapid. One

of the ways to generate colourwheels is to specify exactly what colour should certain phase angles hold,

and intermediate values an interpolated value in between these customized values. By spreading the main

primary and secondary colours as evenly as possible, an improved colour wheel is generated as shown in

figure 47. The figure shows a program that allows the user to set the angles in which some colour must

occur at.

Figure 47: a program written to generate colour wheels, or colour look-up tables that optimizes in the colour spread

of the audio data. This is done by hard coding certain phases with specified colours. The phases are specified

relative to red, which sits at 0 degrees. Any in-between values are interpolated from the two nearest colours.

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3.2.2 Audio veillance Applying the above preparations, various visualizations are generated and are shown as figures 48 to 51,

with detailed captions. Some of the visualizations also shows the constructive and destructive interference

patterns of waves.

Figure 48: [15] Left: abakographic overlay of the signal received by two microphones connected in parallel, while a

speaker is transmitting sinusoidal waves while moving across the space in front of the sensors. Right: similar setup

with 6 transducers connected in parallel. These two figures shows the interference nature of waves, as lines of nodes

(constructive interference) and destructive antinodes are clearly visible on the overlay.

Figure 49: Veillance renders of the identical audio data, but the second frame has an angular offset of 18 degrees

from the first image. The third image has an angular offset of 18 degrees from the second frame. Iterating the phase

offsets and saving them as frames can be used to generate a graphical interchange format (GIF) image to animate the

waves given only one set of data. The successive frames when animated gives the illusion of a moving wave.

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Figure 50: computer generated visualization of a high quality microphone, using a slightly modified colour wheel.

The microphone is more sensitive to changes in sound near the sensor, and slightly less further away, but the

microphone’s capacity decreases slowly through space, compared to other audio sensors used.

Figure 51: Left: thresholded 3D visualization of three transducers aligned in parallel. Using the colour scheme

mentioned in the previous section. The three transducers are mounted on the top side of the delta plotter, emitting

sinusoidal waves of the same frequency. Right: a horizontal cross-section of the model to the left.

3.3 Summary This chapter describes the process of visualizing veillance data in the form of photosensors and audio

sensors. For the photosensors, the photoquantity is compressed and fitted into a colour map. For audio

sensors, the real and imaginary input components are converted to polar coordinates, and the magnitude

maps the brightness of the pixel while the phase maps its color. The chapter concluded by showcasing

various laboratory data, some of which showed interesting properties, such as wave interference.

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Chapter 4: Veillons and extramission theory This chapter introduces the terms of veillons, vixels, and the extramission model, and how these theories

can be applied to the veillance framework established from previous chapters to compare the extramission

of sensory veillance flux with the propagation of light rays.

4.1 Veillametry and the extramission model This section recalls the concepts of veillance fields, and introduces the idea of veillons and vixels. These

terms are defined within the context of an extramissive optics model, which is also introduced here.

4.1.1 Veillance definition

Veillametrics or veillametry is defined as the study of the ability to sense. [18][60] Veillametry quantifies

the spatial relationship between the information received by the sensor (information sensitivity) and the

location of the stimulus (which can be a light or audio source) as veillance fields. The veillance field is an

intrinsic property of the sensor itself, and is independent of the stimulus and its level of output. For

example, a camera has the same ability to sense information in the direction about its optical axis, even if

it is placed in complete darkness.

4.1.2 Extramission model, veillons, and vixels

Since veillance is defined as an intrinsic property of the sensor, depicted as vector arrays (in the case of a

digital camera) or waves (in the case of a microphone) directed into space, it is logical to model veillance

fields as outward waves or rays emanating from the sensor. This leads to the application of an ancient

extramission theory advocated by Plato about 900 years ago. [61][62] Emission theory or extramission

theory proposed that visual perception is accomplished by beams emitted by the eyes, as illustrated by the

left image of figure 52. Although this theory is now known to be incorrect, and have been replaced with

intromission theory which states visual perception comes from a light source and enters the eyes directly

or by reflection, the extramission theory describes a reasonable way to model sensory fields. In the

extramissive model, one can imagine veillance fields analogously to ray-tracing principles used in

computer graphics, that the direction of light propagation is reversed, but following fundamental optics

principles. The main advantage of using an extramissive model is that it allows to account for the effects

of degeneration and absorption of the ability-to-see as it propagates through space. [63] The right side of

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figure 52 suggests veillance emitted from a camera, like how ammunition shot from a gun, or paint from a

spray can that travels through space. The photograph is produced using long exposure techniques.

Figure 52: Left: Illustration by Ibn al-Haytham, 11th century, shows the extramission theory of light held by Plato,

where the lights are emitted from the eyes of the observers onto the object, sourced from the web. [18][61][62]

Right: A long-exposure photograph visualizing the veilliance field (field of view only) of a hand-held veillance

camera gun, produced using long exposure photography. [64]

While the qualitative definition of veillance is set, the unit and metrics of a veillance field, or the

ability-to-see through space, is yet to be established. In the context of a camera, for the intromission

theory, the amount of light received by a photographic sensor, can be measured using a type of

elementary particle known as a photon. A photon is a quantum of electromagnetic field such as light. [65]

Moving towards the extramissive model, where the direction of light propagation is reversed, the unit to

measuring veillance could be closer to a ‘darkon’ - the movement of photon in the negative direction.

Analogous to the relationship between electrons and holes, where an electron is a carrier of negative

charge, and a hole is defined to be the absence of electrons, the darkon to a proton can be regarded as the

hole to electron. [66][67][68]

However, the measurement of time reversed photon, or darkon, does not correctly quantify veillance

fields. As established from before, the ability-to-see of a sensor should be independent of stimulus and

their level of outputs. The quantum of sensory ability should contain light propagation properties of a

darkon, but is emitted by the sensor, such as a camera at all times, regardless of the presence or level of

stimulus output. Furthermore, the notion of a darkon violates the cause-and-effect, or causality, of the

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relationship between values of the sensor’s input and the level of stimulus output. In other words, pointing

a camera towards an unlit object will not cause such object to receive or emit any quantum of light.

With this in mind, the thesis adapts the veillon as the unit to veillance. The definition previously set by

Professor Steve Mann and Ryan Janzen of a veillon is - one sensitivity bearing quantum of a one-time

sample (frame) from one pixel irradiated outwards from a camera and propagated through space while

obeying fundamental optics laws such as reflection, independent of the amount of light present. [18]

As a veillon propagates through space, it expands in size and eventually may be projected onto a

surface(s), at the same time, the power concentration of the veillon within its vixel diminishes. This is

very similar to the effect of traces of paint propelled by a spray can. The vixel is an important product of

veilliometry, and is defined as the spatial surface that contributes to the readings of a pixel of the sensor.

As an example, if a flashlight is considered to be a single veillion emitter, then the area illuminated on the

ground due to the light can be considered as one single vixel corresponding to that veillon and pixel. [18]

Figure 53 summarizes the proton, darkon and the veillon. As discovered in later chapters, the distribution

of veillance power over a vixel surface may not always be uniformly spread.

Figure 53: A summary of a photon, darkon, and leading to veillon, the unit of veillance, or the ability-to-see

through space from Janzen and Mann’s paper. [18] The darkon is defined as the time reversed propagation of proton,

but is dependent on stimulant output levels. Therefore, this thesis adapts the veillon as the measurement of veillance.

Although most of the analysis done in this thesis is based on camera veilliance, the concept can be applied

in a similar fashion to other modes of sensing. For example, in the case of a microphone, an audio

veillance wave is emitted from a single audio sensor and propagates outwards following wave

propagation and diffusion properties throughout space, independent of the output of stimulants such as

speakers. Instead of a veillion for every pixel in a camera. In this case, a single veillon is defined for the

entire microphone per sampling period.

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4.2 Veillance flux density, degeneracy, and energetic optics comparisons The human eye is arguably one of the most complicated sensors existed, containing nearly 120 million

rods (functions at low light levels, sensitive receptors) and about 7 million cones (functions at high light

levels, and can distinguish colours). [69] Even with the massive amount of photoreceptors in the retina, it

is still finite, and has a visual acuity of 0.013 degrees between cone centers. [70] The visual acuity is

defined by Merriam-Webster as the the relative ability of the visual organ to resolve detail that as a

function of minimum angular separation in minutes of two lines just resolvable as separate. [71] In other

words, when two particles are too closely placed, they are optically mapped to the same photoreceptor,

which may contribute to the value or colour perceived, but is indistinguishable from each other.

The digital camera is analogous to the eyes in many ways, light enters into variable diaphragms and lens

with adjustable focus (biological or mechanical), cones and rods compared to photo sensors such as CCD

(charge-coupled device) or CMOS (complementary metal-oxide semiconductor) sensors, both converting

light energy into electrical signals. [72] However, cameras have a more severe problem with visual acuity,

with a typical lens like Coolpix 5000 7.1mm offers about 75.5 degrees of horizontal field of view, and

when connected to a 1024p camera, offers 0.074 degrees of visual acuity between sensors. [73] Visual

acuity at a fixed distance to the observed subject matter defines the spatial resolution of the image.

Spatial resolution refers to the size of the smallest possible feature that can be detected. When the subject

material (in a pinhole camera model, disregarding effects of focusing) is brought closer to the aperture,

the image sees only a part of the whole picture, but has a greater spatial resolution, as it can discern the

finer details given its finite image resolution. For example, in figure 54, [74] given the same aerial

camera, when the camera is closer to the ground, it has a greater spatial resolution as it can discern

structures like houses and cars (right), but it has only a small coverage of land surface compared to the

image that is taken further from the ground (left). Given the same image resolution (veillance vectors), the

veillance flux density would be much greater in the right image than it has in the left, in terms of

independent discernable veillons per unit square of surface.

In a way, the veillance flux density can be thought as the inverse of spatial resolution, with spatial

resolution measuring the surface area per pixel (vixel area), and flux density measuring the number of

veillons per unit area. Geometrically, the intensity decay is proportional to the inverse square of the

distance between the sensor and the subject.

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Figure 54: Aerial photographs of an urban area taken from an online source. [74] Left: the image is taken at a

higher altitude relative to the image to the right, having a coarse spatial resolution, large scale features like city

blocks and airports can be identified. Right: using the identical camera at a lower altitude, the image shows only a

portion of the left image, but this image contains finer resolution features like cars, and houses can be identified.

In a video context, the veillance flux rate can be computed, assuming that all pixels maps to independent

vixels, as the product of image resolution and frame rate of the video camera. The veillance flux rate is

measured in veillions per second.

Effective veillance, or in this context, is the independent degree of sensitivity to stimulus information

through space. Veillance can be also affected by degeneracy aspects of optical properties. For example if

condensation or frost occured on the lens, causing severe light diffusion where all pixels return the same

value, then effectively there is only one veillon per frame. In the case where a non-interfering grating

pattern is placed in front of the camera where half of the pixels are always black, then the veillance count

is reduced by half. There are many similarities between veillance flux source and a point light source,

under the extramission model, including reflection, inverse squared degeneracy relationship to distance,

and other optical properties. Figure 55 demonstrates graphically some comparisons between veillance

flux, and light energy field from Janzen and Mann’s earlier work. [18]

However there are also some differences between the extramissive information sensing and intromission

optics models. One is how sensitivity to unique information may be reduced by effects such as diffusion,

while energy is conserved at all times. Such effects further differentiates veillance radiation than simply

the time reversal of optical radiation. Another difference is that veillance flux is discrete and often

directional, and is not necessarily uniform for all pixels (veillance vectors). In addition to physical

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obstructions, optical degeneracy, optical imperfection such as lens aberration, chromatic aberration,

optical vignetting, pincushion or barrel effects, and other factors, the flux of sensors (especially array of

sensors, such as a digital camera) can be a rich, expressive function of sensor strength through space

rather than just a sight cone.

Figure 55: A side by side comparison of veillance flux (the sensitivity vectors to surface information) to light as a

point source. Left: some properties of veillance flux such as reflection, diffusion, and inverse squared flux density.

Right: similar properties held by a point source of light, with diffusion as a difference. [18]

4.3 Summary This chapter introduces and contrasts the veillance sensory flux and light propagation in space. Where in

this thesis the extramission or emissions model is used to model the sensory flux emitted from the sensor,

similar to that of a spray can. Note that it is only the ability to sense, or sensitivity to light stimulus is

emitted from the camera, and not light itself, to enforce causality. The chapter also introduced the concept

of vixels as the spatial area that contributes the corresponding pixel’s sensor reading.

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Chapter 5: Veillograms Now that the veillance model for sensors such as the video camera is established and relatively quantified,

these models can be used to generate accurate veillograms. Veillograms are a quantified measurement of

sensory perception emitted by sensors, over physical surfaces in 3D space as if these surfaces were like

photographic film. If an analogy is appropriate, imagine the camera as a continuously operating spray can,

the areas where it is pointed to will have veillance exposure, and therefore is painted. The longer exposure

to veillance results in the surface painted more than the other places. Furthermore, a surface closer to the

spray can will receive a higher power or concentration of paint than the same surface if it was far away.

The resultant aftermath that are left on the surfaces can be considered veillograms.

This chapter describes the set-up procedures, algorithms, and mathematical framework for creating

veillograms from a sensor, such as a video camera. The chapter is organized by sections: camera veillance

field formulation, surface definition, formulation and detection, ray tracing algorithms, and finally

veilliance bucketing, colour mapping and 3D modelling.

5.1 Camera veillance field formulation In previous chapters we have generalized and modelled veillance field for video cameras as uniformly

distributed vectors within the field of view of the camera, as numerous the number of pixels per frame. It

is also established that the strength of veillance is proportional to the inverse square of distance between

the source and the surface. This is visualized by figure 56.

Figure 56: Diagram showing video veillance source represented by vectors propagating radially outwards from the

camera, the vectors are uniformly distributed and are subject to veillance degeneration.

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For example, consider a 640 by 480 pixel camera, with the field of view of 80 degrees wide and 60

degrees high, then in the ideal case 640 by 480 vectors would travel radially outward from the camera,

with angular separation of 0.125 degrees horizontally and 0.125 degrees vertically between neighbouring

vectors. The veillance vectors are symmetrical around the optical axis with equal veillance power, in the

ideal case. As the camera moves or rotates in space, changing the position or the orientation of the optical

axis, the same transformations would also be applied to the propagated veillance vectors.

5.1.1 Cameras with barrel or pincushion distortions However, not all cameras are ideal, and could be subject to a variety of camera distortions. One of the

common distortions is the barrel or pincushion distortions. This problem is found commonly in simple

webcams and pinhole cameras. An image found online [75] illustrates these distortion effects in figure 57,

the barrel effect is also apparent in the camera used in figure 44.

Figure 57: Images visualizing the effects of barrel distortion (left two images) and pincushion distortion (right two

images). These effects of the pixels appearing closer or further from the center of the image is proportional to the

original pixel’s radial distance from the center of the image. [75]

In barrel distortion, the original pixel will appear closer to the image center the further away it is in the

original, and the distortion can be modelled as:

where r(x,y) is the radial (Euclidian) distance from the image center, before the distortion. It is possible to

obtain the distortion coefficients k1, k2 and k3 using calibration techniques such as using a chessboard. A

regular chess board can be printed and placed in front of the camera to have all its distorted corners’

coordinates recorded. [76] Feeding the above model into a gradient descent algorithm, the mapping

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between the undistorted coordinates to the distorted coordinates can be obtained. OpenCV libraries [76]

contain functions that does this calibration, given input images containing the said boards. The ideal unit

vectors can be used with the distortion equations to compute distorted veillance vectors to model these

cameras better.

5.1.1 Cameras with vignetting effects Another common camera distortion is vignetting, which is also common in cheaply constructed webcams

with poor optics systems. Figure 58 found online [77] illustrates the vignetting effects, where the

brightness of the pixel if affected by a fourth cosine factor of the angle which the subject pixel is from the

optical axis.

Figure 58: Photograph of a park found online [77] that visualizes the effect of vignetting in cameras. As the angle of

the subject material increases from the optical axis, the strength of the pixel degenerates at a fourth cosine factor.

Similar to the barrel effects, cameras can be calibrated using a whiteboard, and the relationship between

the pixels and the veillance strength envelope can be computed. These coefficients will be stored in the

veillance vector object, and replaces the equivalent magnitude assumption that was placed in the ideal

case. So the resultant power is a product of its radial factor, and its vignetting factor.

5.2 Surface definition, formulation, and detection As veillance propagates in space, the camera and the computer needs to know whether the vectors

intersect with some sort of a surface. Although there are many advanced ways to accomplish surface

detection and tracking, the paper identifies subject surfaces with object tracking marker(s). From now

these surfaces can be referred as surface(s) of interest. For example, if a 3D veillogram model is provided

to a piano designer for user behavioral analysis, then only the surfaces of the piano in test would be

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surfaces of interest, and not the tabletop. Each surface is then registered by the marker’s unique

identification number, and the relative offset to the center of the surface is recorded, as well the physical

dimensions of that surface, such as width and height in a configuration file.

5.2.1 Marker tracking using ArUco codes Surfaces of interest are tagged and identified using 5 centimeter wide (although reducing to 3 centimeter

wide markers does not affect detection accuracy significantly), squared markers each with unique

identification numbers. The ArUco markers [78] used for this paper has a data definition of 6x6 squares,

as shown in figure 59. The exterior data bits are always black for identification, and the interior 4x4 bits

allows 9 bits of information to be stored, creating 65536 unique identification numbers. Having higher

resolution markers is possible, but will increase their physical width to maintain detection accuracy.

Figure 59: Left: Examples of ArUco markers, each one identifying a potential surface of interest. Right: Aruco

markers mounted on a cardboard box, one marker to register each side.

The ArUco marker library is available from the OpenCV platform, and can be used for real-time detection

of the markers. The camera needs to be calibrated first with a chessboard to obtain a camera matrix,

which accounts for various camera distortions, as well as scaling pixels seen to physical dimensions. The

algorithm provided [78] uses edge and corner detection to estimate the corners of the marker in the image.

Knowing that the corners should resemble an upright unit square, the rotational and translational

transformations are estimated in the gaze estimation process. From the perspective of the camera, if there

is to be an unit square sitting on the location of the camera, with its normal parallel with the optical axis

(y axis), applying these gaze estimates to the unit vertices (-1,0,1), (1,0,1), (1,0,-1) and (-1,0,-1) will result

in the transformed coordinates seen by the camera in 3D space. The data is then projected using

perspective mapping with respect to the camera, allowing information to be overlaid in the detected

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orientation. Figure 60 shows examples of augmentation of stored or generated digital data onto various

surfaces with markers attached. Note that the objects are centered on these surfaces, and have the same

orientation as the surface normal of the markers.

Figure 60: Far-left: 3D wave (modelled as time variant 3D sinusoids) animation augmented on a marker. Mid-left:

a set of Cartesian axes are overlaid on a marker, with a spiral wrapped around the normal axis. Mid-right: the same

spiral as the left, with animation effects included. Far-right: audio veillance data is downsampled as 3D point

clouds, augmented on a marker.

With the markers implemented, the camera is able to digitally identify surfaces of interest, and in real

time estimate the distance and orientation of the marker with respect to the camera. This is particularly

robust for situations where the camera or the subject surface might move around.

5.2.2 Surface tracking limitations However, there is a main disadvantage of using trackers. It is when the camera only looks at a fraction of

a surface of interest, but the part with the marker is not seen. Figure 61, left, shows one possible case. The

red line shows the field of view of the camera in test.

Figure 61: Left: One of the main issues with marker representing an entire surface is when the camera sees only a

part of the surface and not the marker. Right: One way to help with the issue is to place multiple markers on corners

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One of the ways to reduce (but not possible to eliminate) the problem is to install additional markers on

the edges and corners of the surface, which can be useful also when the surface is a control panel or poster

where it should not be obstructed by markers. However, the camera may zoom in to a part of the poster

with no marker, or seeing only a part of the marker, then the veillogram is no longer accurate. The future

works section will discuss some alternatives involving edge detection and tracking, with possibly

accelerometers and gyrometers. This is an advanced topic outside the scope of this thesis.

5.3 3D geometry and ray tracing techniques At this point, the veillance vectors and the surface normal (and corner points) of all surfaces are modelled

in 3D space, all with reference to the camera as coordinate origin. The coordinates are relative to the

camera, so if the camera or the objects were to move, the system still functions correctly.

During any frame, where at least one marker is detected, the unit vectors(u) computed from section 5.1

extended into a ray, r, parameterized by t, is described as r(t) = t(uy,uy,uy).

The surface normal of the detected surface can be computed using the first three corners in 3D space.

Forming two unit vectors extending away from the middle point towards the other two, a cross product

can be computed to find the normal, n. In the form: n (x,y,z) + D = 0, where D is a constant. Substituting

any point of the surface into the equation to compute the value of constant D. The equation describes the

plane which the marker lies on in 3D space.

Substituting r(t) into the the plane equation produces a valid point of intersection of the ray and the plane

derived from the previous step, given the parametric solution, t, exists and is positive. To verify if the

point lies inside the surface of interest, the point of intersection is then transformed back with respect to

the camera, by multiplying the inverse transformation matrix. If the point lies within (-xr,0,zr), (xr,0,zr),

(xr,0,-zr) and (-xr,0,-zr) then the candidate is an interior point, where xr or zr is computed as the ratio of the

surface width, or the surface height, respectively, over the marker side width. As for the interior point, the

distance is computed using the positive parametric solution, t, and with known distance scale. The

veillance power at that point of intersection is then added by the original magnitude of the veillance

vector multiplied by the inverse square of the distance, when the veillance is to be modelled by a wave

rather than vectors. When using finite number of vectors propagating radially, the power degeneracy is

already represented by the geometry of the rays - the further the intersection is, the more spread-out the

intersections are, with the same proportions as the inverse square model.

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5.4 Veillance bucketing, colour mapping and 3D modelling Eventually, a veillogram is produced in a form of a 3D model, so the user can examine the veillance

exposure of sensors from various perspective and scale settings. Rendering a veillance model requires two

components: the physical descriptions of the location, size and orientation of all the surfaces, presented as

global coordinates; and the veillance exposure distribution over these surfaces. While the coordinates are

measured and stored by users, the textures that gets painted over the surfaces of these models needs to be

generated by analyzing the camera and the surfaces it looked at over a time period.

From the previous step, a list of points of intersections (POIs) is verified as interior points and recorded in

a list. Each POI contains the following information: exact location of intersection on the surface, the

identification number of that surface, and the value of veillance power at the point of intersection. For

every surface that has an marker registered to, a matrix is allocated to store the veillance data. If a surface

have multiple markers registered, then only one of the marker’s POIs and its data is to be processed.

Since the veillance data is to be displayed on a monitor with finite resolution as multiple texture images,

the veillance data needs to be stored in buckets. Typically each veillance accumulator array is a few

hundred pixels wide, depending on the aspect ratio and the relative size of the surfaces they represent.

This determines the resolution of these texture images. The location of intersection is then rounded into

their corresponding bucket on the particular array, and the contributing vector’s veillance strength is

added to that bucket. This is done for all the verified POIs across all the frames of the video to be

analyzed, as veillogram is a time integral of sensory perception. A finite distribution of vectors creates

problematic gaps between POIs, when the camera is looking at the surface at a further distance. This

problem and solution will be discussed in chapter 7.

After all the veillance data is accumulated, all the elements from every surface is scanned for the

maximum veillance strength, which then the rest of the data is normalized to produce list of values

ranging from 0 to 1. The veillance quantities are then mapped by a compressor function, similar to the

ones examined from earlier chapters. The parameters for the compressor function is slightly more

aggressive to make locations with little veillance exposure more visible, and smooth out the highly

concentrated regions. Afterwards the matrices are colour mapping according to the COLORMAP_PINK

schema from the openCV libraries, the colour scheme is presented as figure 62, to produce texture maps

shown in figure 63. Finally, a 3D modelling program such as OpenGL can load the textures to generate a

veillogram, shown as figure 64.

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Figure 62: The colour mapping schema used for visualizing veillance quantities into a texture image.

Figure 63: Some of the texture maps produced from a camera recording is shown. The surface of interest are the

bottom and side of a cardboard box for a brief duration.

Figure 64: A OpenGL veillogram renders of the cardboard box shown in figure 59 with produced texture maps. All

the surfaces are labelled with their corresponding ArUco identification number. The render assumes perfect optics

conditions, and the camera is free of distortions.

5.5 Summary This chapter have examined in detail the procedures for constructing a veillogram: the vectorization and

specification of veillance field, surface modelling, ray tracing and find intercepts, and data bucketing,

colour maps, texture maps, and 3D modelling.

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Chapter 6: Bioveillograms This chapter explores the veillance fields of one of nature’s most complex sensors - the human eyes. This

chapter starts with an introductory section explaining bioveillance, and its importance in showing the

extent of human visual attention; and its multitude of applications. The chapter then explores how to

measure and model bioveillance, so it can be used to expand on the existing veillance framework. The

chapter then explains the steps required to implement a simple light-weight eye tracking device that can

be used to with the bioveillance data to create 3D eye veillograms. The chapter concludes with

suggestions of improved setup using the eyetap principle to increase system accuracy.

6.1 Bioveillance - human eyes as veillance-rich sensors The following subsection is a paraphrased summary from the IEEE GEM (Games, Entertainment, and

Media) paper: ‘“Painting with eyes”, Sensory perception flux time-integrated on the physical world’,

written by Sen Yang, Ryan Janzen, and Steve Mann. [43] The chapter explores the human eyes as a

veillance rich sensor, rather than simple gaze point.

Eye tracking research has been a growing field that have been increasingly active, and demands for these

systems rises both for consumers and commercial sectors. User interface design, aircraft pilot research,

advertising and marketing studies, and immersive gaming are just a few examples. However, a lot of the

time these application heavily relied on the simple direction of the eye gaze to reach a conclusion about

where the user is looking and their attention focus, such as the example shown with the website traffic

study in figure from the introductory chapter. Unfortunately gaze direction on its own reveals limited

information of the sensory detail perceived - there is a lot more detail that can be perceived by humans

outside of its field of view. In fact the visual attention can be subconsciously redirected to limited parts of

the field of view, and even in peripheral vision, especially as an reaction or response to sudden moving

objects inside the field of view. This is done as neural processes that has little effect to changing the gaze

angle, to some degree. [79][80][81]

The actual veillance field of the eyes is actually a complex field and should be measured as a combination

of a variety of veillance vectors, with differing strengths. Simply presenting gaze angles as circles or dots

ignores the rich expressive veillance field of the eye within its field of view. The following section aims

to model the ability to sense of the eyes using non-intrusive eye tests.

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6.2 Eye tests and bioveillance modelling This section explores some hypothesis on the veillance distribution of the human eye, assuming the two

eyes works independently - as data gathered is only based on one eye. The section continues exploring

some of the previous eye tests conducted by Ryan Janzen [82], and also introduces new eye tests using

absement concepts. [83] Finally the sets of data is processed and analyzed to produce weighted veillance

vectors that suggests the bioveillance of one eye.

6.2.1 Model hypothesis based on human anatomy As stated in the introductory chapter, the human eyes consist of two types of photoreceptors: rods and

cones. Most of the sensors are rods, accounting for 120 million receptors, which functions at low levels of

light, and is very sensitive to changes in the amount of light, but is not very sensitive to interpret colour.

On the other hand, there are merely 7 million cones, which function only at high light levels, and can

distinguish colour. [70][84] Figure 65 illustrates the distribution of cones and rods as a function of

eccentricity in degrees. [84]

Figure 65: The distribution of rods and cones in the eye, as a function of eccentricity in degrees, where the optical

axis is at 0 degrees. [84] There is a high distribution of cones towards the center of the optical axis, allowing more

colour to be seen, and more rods towards the peripherals where the eye is more sensitive to light and motion.

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The figure reveals that rods, or the receptors most sensitive to levels and changes in photoquantity,

diminishes in number approaching the optical axis, to a point where there are no rods at all at the center.

There is a known technique amongst stargazers called averted vision. [85] When observing faint starts

under the dark skies (low light level condition), sometimes the star appears invisible when it is directly

gazed at, but becomes visible when is it looked at using peripheral vision, where there are more rods

operating in the low lit environment. At low light levels, the center of the eye is a photosensitivity blind

spot, as the eccentricity increase in magnitude, the light sensitivity increases when color sensitivity

decrease. In lowly lit conditions, the eyes may have greater veillance in its peripheral regions than the

region seen directly in front of its optical axis.

To the exception of lowly lit scenarios, and for the majority of the situation for veillance applications,

there will be sufficient levels of light where both cones and rods become operational, essentially both

acting as receptors of photoquantities. With this in mind, the total number (caused by higher density) of

photoreceptors is most at the center of the eye, and gradually diminish towards the peripheral. Although

not as much, there are still significant levels of photoquantity and change in photoquantity (motion)

sensed by the eye, in an almost 180 arc in front of the eye. Therefore, the veillance strength of the eye

should not be described by one simple gaze angle, but rather a veillance flux (or collections of vectors

detailed enough to represent such flux). Similar to the illustration in figure 66, it is therefore hypothesized

that veillance (density) is strongest at the axis, and diminishes as eccentricity increase.

Figure 66: Left: The photograph of a participant with a speculated veillance flux overlaid as color coded shapes

propagation radially outwards from the left eye. [86] The data is obtained from an eye test, and red shapes indicate a

high level of photosensitivity, and blue indicates a relatively lower level of photosensitivity. Right: Higher density

of photoreceptors indicates a stronger definition and spatial resolution and smaller vixels near the optical axis. The

vixels increases in size as eccentricity increase. [70][84]

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6.2.2 Previous experiment setup There have been some previous works done by Steve Mann and Ryan Janzen on eye tests of varying

stimulus photoquantities in well-lit environments. [86] As shown in figure 67, a participant is asked to be

seated near the center of a stimulus display, such as a monitor, at a fixed distance away from the monitor.

The participant is required to stay as still as possible, and also with as little eye and/or head movement as

possible. During the test, at the center of the screen, a letter would appear in a crosshair and will be

present only for a limited duration. At the same time, somewhere else on the screen a stimulus is shown

on the screen, which is classified either as a strong or a weak stimulus. The strong stimulus may

differentiate from the weak one by attributes such as brightness (opacity value), number of stimulus

placed in close proximity, size and types of shapes. The user will need to input a capital version of the

center letter if a strong stimulant is observed, otherwise a lower-case letter is required. For example, the

correct response for figure 67, right, is an uppercase T, because the letter is t, and a strong stimulus is

shown. An incorrect entry would invalidate the attempt for a later time. The test requires the user to react

quickly and respond honestly. The amount of time which it takes the user to generate the correct output is

recorded, and the process is repeated for multiple times, with each time covering every possible point.

The recorded data is then generalized with underfitting parameters to generate a very smooth model of the

veillance distribution, shown as figure 68.

Figure 67: Left: The experimental setup for the original eye test program. The user is positioned such that their

optical axis directly aligns to the normal of the screen. Right: The screen would then display a weak or strong

stimulus at some random location while a letter is generated in the center.

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Figure 68: The veillance flux emitted by test subject BW, sourced from Janzen’s earlier work on bioveillametry.

[86] Note that the data presented has log scale, radial decay (consistent with the veilliance degeneracy property), and

under fitted 3rd order polynomial regression for smoothing.

The test is well designed to account for the varying degree of veillance field using a wide variety of

stimulus, and attempts to quantify it by the response time. However, it would be difficult to quantify the

effects of these changing stimulus attributes and even harder to correlate it to how these changes affect

response time. Furthermore, it is possible for the user to cheat the test in a few ways: it is possible for the

user to guess the input (although there are some penalties for doing so), and it is also possible for the user

to move their gaze away from the center, provided the action is carried out quickly enough, a correct

response is possible. Lastly, there may be some inconsistency in the response time, and varying in input

time, making the data extremely inaccurate unless a very large amount of data is available.

6.2.3 New experiment with application of absement To improve the accuracy of the eye test experiment mentioned above, the metrics of the veillance strength

is reconsidered. Also the honesty factors are reconsidered so that instead of hoping the participants won’t

cheat, a system should quantize and penalize appropriately the amount of cheating, in other words,

cumulative gaze change.

The experiment is redesigned as follows: a participant is provided the instruction to sit still in front of a

stimulus screen (monitor) similar to the previous setup. The participant is provided a tripod, which is

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adjusted to the correct height so the optical axis of the eye under test is aligned with the center of the

display, and acts as a headrest to prevent head movement. To totally ensure that the user’s head is not

moving during the experiment, a digital gyroscope can also be added to detect head movement, and

penalize the participant accordingly for the corresponding data point. The idea is to have the participant’s

head as still as possible. Furthermore, the participant is given an eye tracker to wear to monitor how much

their eye moves during the experiment. For details on the eye tracker please consult the next section.

Figure 69: The initial instruction given to eye test participants. The participant have their head rested on a head rest

while wearing an eye tracker when participating in this experiment.

Figure 70: Left: the first stage of test for a new data point - a blue number appears in the center of the screen inside

the circle, which the participant needs to enter. Right: after the center number is entered, a white number appears

randomly somewhere on the screen. This process is repeated for every possible point at a random order.

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The user is then provided with the following instructions, as provided in figure 69, telling them to keep

their gaze fixed to the center of the screen as much as possible. A random number (shown in figure 70,

left, as a faint blue ‘1’) will appear in a permanently fixed blue circle in the center of the screen, and then

as soon as the correct key is pressed the number disappears, then another number appears elsewhere on a

random location (shown as ‘2’ on figure 70, right). The user will have to enter the correct number for it to

disappear. An incorrect entry will penalize the participant severely for that data point. The user may press

‘space’ if they are clueless about the location of the stimulant, which will apply some penalty to that

location, but not as much as an incorrect input. There are 20 coordinates horizontally and 10 vertically

where the number could possible appear, including the center pixel itself as a white number instead of

blue. The experiment is conducted for 5 times, with all 200 coordinates done each time at a random order.

The randomness of the sequence is a function of current time, so the experiment is different every time

the program is run.

Instead of quantifying information sensitivity by the response time, this paper proposes the amount of

integrated values of eye motion to be the new metrics. The claim is that when the stimulus is right in front

of the optical axis, the contents of the stimulus is in plain sight and can be easily extracted, since the

center of the eye is established to have the most photoreceptors. As the stimulus gets further away inside

the field of view, sensory capacity degenerates to a distance where the symbol is still visible but as a blur

blob. The user may also have a good sense of the rough location of the stimulus when it pops up, recepted

by motion. Since the participant is required to enter the number, they may move their eye ever so slightly

to see the somewhat the far number. Lastly, for the really far numbers, not even a blob is visible. The

participant will have to gaze around to locate the number, leaving the most accumulated movement on the

eye tracker.

Absement [83], or the time integral of displacement, of the eyeball is recorded for every data point. When

the user enters the center number correctly, the total absement is set to 0, and the location of the eye at

that time is set as the new reference, and on a separate process the distance between the current eyeball

location and the previous recorded location is added to the penalty value, with the new position updated

as the previous. This addition happens about 30-40 times a second, and halts when the user enters the

prediction for the white number. And then the process would repeat until the program terminates.

Lastly, a matrix is allocated during execution with each element representing the eye absement recorded

at the location accessible using row and column numbers as indices, plus any applicable additional

penalty. The matrix is then normalized between the global maximum and minimum, and then colour

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mapped, using the same schema presented in chapter 5, using an expansion function. The result is an

image representing the veillance strength of the right eye of participant S.Y.. When looking at these

particular points with a fixed gaze, presented as figure 71. Note that this image is 20 pixels wide by 10

pixels tall, representing the resolution of the test. The data points for this image is obtained from a

participant sitting approximately 6 centimeters away from a screen, with the program window centered,

15.5cm by 8.0cm.

Figure 71: The 20 by 10 pixels image visualizing the results of total eye gaze displacement participant S.Y.’s right

eye when looking at various stimulus at controlled locations, from initially gazing at the center of the screen. The

absement values are normalized as a range, expanded and colour mapped to produce this image.

Note that this is a colour map of eye absement, or total displacement of the eye, and not one of veillance,

or the sensing ability of the eye. The dark regions of the figure indicates regions where the stimulus is

very visible, and can be distinguished without significant amount of eye movement. The pinkish regions

indicates a region of poor sensory density, where the participant can sense the location of the stimulus

within their peripheral vision, but not able to distinguish the letters themselves without changing their

gaze towards the stimulus. White regions indicate areas possibly outside of active peripheral vision,

where either the participant have given up on looking by pressing SPACE, or looked around everywhere

searching for the stimulus. After the test is concluded, points labelled as given up will have the same

score as the maximum absement. When the user produces an incorrect response, the score is doubled that

of the maximum. This is an effort to encourage honesty in the experiment. The inverse of total eye

absement is used in this thesis as the metrics to quantify eye veillance, or the sensory density and sensing

capacity as a function of varying angles.

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6.3 Eye tracker implementation In order to collect eye absement data, a system that tracks the cumulative amount of eye displacement is

needed. Furthermore, as will be discussed in section 6.4 - creating veillograms for the human eye, an eye

tracking device is required to estimate the gaze direction of the user to paint veillance in that general

direction. Since creating a high accuracy eye tracker is not the main focus of this thesis, the section will

only discuss the implementation of a light-weight tracker at a high level scope, and is documented for

readers that are interested.

6.3.1 Eye tracker basics There are multiple methods being actively researched on to achieve eye tracking - visible light camera

tracking, [87, 88] EEG (Electroencephalography) or EMG (Electromyography) tracking, [89] and pupil

center corneal reflection eye tracking, [90] to name a few. This paper implements an eye tracker using the

pupil center corneal reflection technique. This technique allows key features of the eye, such as the e

pupil, to be contrasted from the iris for reliable and consistent computer vision detection of the pupil,

labelled in figure 72.

Figure 72: [91, online] Left: A photograph showing the effects of bright pupil illumination, with the pupil

extremely bright as it retroflects the incoming infrared shone into the optical axis. Right: A photograph showing the

effects of dark pupil illumination, with the iris internally reflecting the incoming infrared light, leaving a stronger

contrast between the pupil and the iris.

There are two classifications of the pupil center corneal reflection method, dark pupil tracking and light

pupil tracking. Both methods involves in exposing the eye to some level of infrared (IR) radiation. [91,

92] In the bright pupil method, the infrared light and the camera is shone into the optical axis. Due to the

effects of the tapetum lucidum, [93] a retroreflective tissue located behind the retina, the infrared is

reflected back directly in an antiparallel path. [94] This creates an effect similar to the “red-eye” effect in

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photography, where animals or people have a bright white illuminated pupil, similar to figure 73, bottom.

However, if the infrared light is shown at an angle with respect to the optical axis of the eye, with the

camera facing the axis, the entire iris would appear illuminated by the infrared light with the pupil

unaffected, creating a large contrast of the two bodies, known as the dark pupil illumination method. A

visualization is shown as figure 73, top. This paper uses a dark pupil eye tracker, due to its greater ability

to contrast the pupil from the rest of the image, making tracking reliable with relative ease of

implementation.

Notice that in both illumination methods, there is also a strong dot visible on the eye, as a reflection of the

infrared source. Due to the largely spherical nature of the eyeball, the reflection (referred as infrared

brightspot, or simply brightspot in this paper) is stationary and independent of the gaze direction of the

eye, given that the gaze angle of the eye is not extremely away from the optical axis. Using computer

vision methods discussed later in this chapter, the center of the pupil and the stationary brightspot can be

detected, and their relative displacement can be used to compute a rough estimate of the gaze direction of

the eye.

Figure 73: A diagram that illustrates the difference between dark pupil and light pupil illumination methods. [90]

These are the two classifications of pupil center corneal reflection eye tracking. The main difference between the

two methods is the angle in which the directional infrared light is exposed with respect to the optical axis of the eye.

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6.3.2 Eye tracker hardware implementation This subsection describes the hardware implementation of a dark pupil illumination eye tracking device,

referred as eye-tracker in this paper. The design is adapted from “building a lightweight headgear” by

Babcock and Pelz [95] with modifications in choices of camera and controller components, addition of

infrared filters for the eye tracking camera, changes in the data storage system, and the overall head

mounting glass design.

As illustrated in figure 74, the implemented eye tracking system consists of three main electronics

components - the infrared (IR) current regulation unit connected to an IR LED unit, an eye tracking

camera and a scene camera, which is not used directly for eye tracking. The eye tracking camera looks

into the eyes, with the IR directed at a small distance away from the camera to create the dark pupil effect.

Figure 74: A labelled photograph the implemented simple, lightweight and function eye tracking prototype. The

prototype consists of three main electronics components - the infrared (IR) current regulation unit connected to an

IR LED unit, an eye tracking camera and a scene camera, which is not used directly for eye tracking.

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The amount of infrared radiation determines the effect of the dark pupil illumination. The stronger the

radiation, the more contrast is found between the iris and the pupil in experiments tested using the

implemented tracker. However, an excessive amount of near-infrared radiation of wavelengths between

700 nm to 1400 nm into the eyes can cause severe irreversible damage to the cornea and retina, depending

on the strength of the exposure. [96] Experiments with visible wavelength LED have proved unsuccessful

due to its tendency to be unreliable due to environmental lighting, as well as uncomfortableness caused

for participants. A 5mm 940nm wavelength IR LED is connected to a 12 volts DC supply, and the current

directed into the IR LED regulated by the circuit, from Babcock and Pelz’s paper. [95] The current

directed into the LED produces an adjustable irradiance output level, which is no more than 10 mW/cm2.

This output level is considered save for this infrared radiation range. [95, 96]

The eye tracking camera is extracted from a cheap webcam rather than the IR range camera described on

the original paper, with the infrared filter, which is a thin red piece of glass in front of the sensors,

carefully removed. Furthermore, an infrared range bandpass filter is carefully attached in front of the

camera to make the camera much more sensitive to IR radiation and more robust to environmental

lighting effects. The system is very robust for a variety level of lighting conditions, except for when

additional IR radiation is introduced, such as taking the system outdoors. The cameras are designed to

connect directly to a laptop for real time processing. The components are carefully and firmly attached to

a head mount (modified eyeglass frame), with the LED and eye camera directed to the participant’s eyes.

6.3.3 Eye tracker software implementation With the participant wearing the eye tracking device with LED illuminating sufficient levels of IR output,

the modified web-camera will continuously feed images of the eye under a dark pupil illumination

condition into a connected processing device, such as a computer using USB communication. A computer

vision program is written with the aim to track the location of the eye, and also estimate the user’s gaze

direction, for future uses described in section 6.4.

From the raw frame from the camera (such as the one in figure 75, left), an inverse pixel value threshold

is applied to filter out bright details, and suppress regions with insufficient IR illumination, as shown in

figure 75, middle. The thresholded binary image allows easier edge detection. Afterwards, a gaussian blur

followed by a Sobel-Feldman edge detection is applied to obtain a list of non-connected contours, shown

as figure 75, right. Each set of connected pixels is considered a contour, and are considered a possible

pupil contour candidate.

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Figure 75: Left: Raw images from the eye tracking camera, under the dark pupil illumination effect. Middle: A

thresholded and inverted image of the raw frame. Right: The thresholded image allows the image to be edge

detected for a list of contours, these contours are used for pupil detection.

Figure 76: A program generated prediction of the pupil’s location using the method described. The center of the

pupil (shown as white dot) is the center of the eclipse that best fits the contour of the pupil candidate. A white

rectangular bounding box is shown also. The bigger black dot shows the location of the brightspot reflection.

A set of rules are applied to validate contours as an pupil candidate, or else be eliminated from the list of

candidates. The contour must satisfy certain requirements such as that the contour must be within a

particular area of the image (the region inside the eye socket); the contour area must be the same as a

ellipse within a small error margin based on its parameter; the bounding boxes of the contour must also be

within a particular aspect ratio, to eliminate long eclipse shapes that aren’t the pupil. Furthermore the IR

brightspot location is also tracked, and if it is within the pupil contour, the surface area check is modified

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to add the area difference. With all the candidates, the algorithm will take the one that is closest to the

previous pupil location within some euclidean distance error margin. The error margin starts at a very

high amount as there is no prior knowledge on the location of the pupil, but as the location is known and

closeby, the certainty increases and the error margin decreases. When the pupil becomes undetectable

resulting a skipped frame, the margin will be relaxed until the location is certain again. This method

allows reliable selection of the candidate based on known location, and made robust to situations such as

sudden eye location change, or blinking while changing pupil location. The final contour will have all its

points (110-160 pixels) fitted into an ellipse that minimize mean square root error. The center of that

ellipse becomes the pupil center location. A similar process is used for the detection of the brightspot,

using a greater threshold value and a smaller area check that is consistent with historic recorded size of

the brightspot. Figure 76 shows an augmented photograph of the eye. The pupil center is shown as the

white dot, which is also the center of the eclipse that best fits the pupil candidate contour. The black

bigger dot shows the location of the brightspot.

For a 640x480 pixel camera used for this tracker, this method is does not use heavy loop computations

such as circular Hough transforms (5 degrees of freedom for an eclipse model) that uses lots of memory

and cycles. The algorithm is lightweight and produces a consistent 40-47 frames a second on a Lenovo

IdeaPad U410, at an average, saturated detection rate of >97% (once the program has been run for more

than a few minutes). The detection rate is measured under 8 different poorly or normally lit indoor scenes

such as a computer lab, staircases, hallway or storage rooms. However, the system performs less

accurately in well exposed areas such as outdoors or underneath a well lit window.

6.3.4 Eye tracker calibration The tracker can now accurately estimate the location of the pupil, as required by the previous section.

However, the participant is required to calibrate their eye tracking device before it can be used to estimate

their gaze angle. This is because different people have different nose and eye structures, eye sizes, and

feature locations. Since the tracker is mounted on the head, and the relative distance and orientation

between the eye and the eye camera is constant, one calibration when wearing the device is often

sufficient, unless the user accidentally changes the orientation of the tracker.

For the calibration, the participant is to sit on a head rest (tripod) 40 centimeters away from the monitor,

with their chin firmly stationed on the rest. The user is required to be staring at 8 points around the edge

and the corners of the screen in a clockwise order, until 200 pupil position samples are obtained for each

of the 8 points. The calibration screen is shown as figure 77.

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Figure 77: Screenshots of the eye tracker calibration user interface. The user will have to calibrate gaze angles for 8

of the dots on the edge and corners of the screen. The ArUco marker enforces the user to keep the camera (and

hence the eye) parallel to the screen and at the correct location and distance by a small safety margin. If the actual

mapping of the marker seen by the camera (light blue) is incorrect by some margin the program halts until the issue

is fixed. An augmented eye image is provided on the bottom of the screen for debugging purposes.

An integrity mechanism is placed to enforce that the participant does not move their head during the

calibration process, and to ensure the camera is fairly parallel to the screen, and close to the correct

distance. An ArUco marker placed in the middle of the screen, in the case the head mounted camera does

not see the marker, or if the marker is displaced too much due to camera misalignment (as shown to the

left of figure 77), the calibration halts and the marker turns red until the position is corrected again (as

shown to the right of figure 77). Every time the process is interrupted, the user will have to enter a

specific key to resume the process. The dark blue square indicates the desired ArUco mapped position

seen by the camera, while the light blue quadrilateral transformed shape indicates the actual position and

orientation. The active dot (top middle) is brightened as the spot the user should be looking at for

calibration, with a green progress circle surrounding it. A debugging frame is shown on the bottom for

rare cases (mostly due to unwanted lighting) when sometimes the tracker doesn’t detect anything.

When the calibration process is completed, there are 1600 sample points recorded, 200 for each of the 8

points. The points are then averaged into 8 mass centers. One quick render of the calibration is shown on

figure 78. The red points are the corner points, which will be used for calibration, while the white dots are

only as reference, to indicate the integrity of the data. Finally the 4 red points are the corner inputs into a

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homographic transformation matrix function to a square with the coordinates (-1, 1), (1, 1), (1, -1) and (-1,

-1). And lastly, the known dimensions of the expected eye-screen distance, and the UI’s physical

dimensions on the laptop screen is used to scale the gaze angle of the eye. The homographic

transformation is used to approximate angles, directly using the location of the pupil center. However, this

model only holds when the user’s gaze is moving around their optical axis, using the assumption: sin(𝜽) ≅

𝜽, when 𝜽 ≅ 0, and might not hold elsewhere. The validity of this assumption is examined later in this

chapter, using a larger calibration set with data modelling techniques.

Figure 78: A visualization of the calibration screen’s 8 mass centers, overlaid as white (edge points) and red (corner

points) on a raw image. Each point shown is the average of 50 sample points. The corners of the calibration is used

(when all 8 points visually resembles a square) to establish the scale between pixels seen by the eye camera and

physical measurements in centimeters. The homographic transformation may be used to estimate tiny gaze angles

when not looking far away from the optical axis.

6.3.5 Gaze estimation To understand the relationship between the gaze angle and the physical location of the pupil, and to verify

if the simple, linear hypothesis in the previous section holds, a large scale calibration is conducted.

Similar to the simple calibration process, the participant sits at a fixed distance at 0.9 meters in front of a

large calibration board. The participant’s head lies on a tripod as a headrest, and is instructed to not to

move their head during the experiment. The calibration board, shown in figure 79, is made by stretching a

patterned tablecloth over a piece of cardboard. The board has 11 by 15 white squares, with the white tiles

separated horizontally and vertically by a distance of 5.08 cm. The participant will begin at gazing at the

top left corner of the board, and keep the gaze until 100 pupil coordinates are recorded. When the point is

completely sampled, an auditory signal is generated to cue the participant to move on to the next target.

This process repeats until all the targets are completed. The participant may, at any time, press a button to

pause or resume the calibration process, as the calibration process is lengthy and may cause

uncomfortable eye strain, especially when gazing at the edges and corners of the board.

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Figure 79: The calibration board used for a large scale calibration. This is used as an attempt to establish a model

between the pupil position and gaze angle of the eye.

The coordinates of the pupil for each square is recorded and then plotted as an overlay on the last frame of

the eye during the experiment shown in figure 80, top. Each white dot on the photographs represents one

data point. The bottom of the figure shows 6 smaller images, with all the data dimmed, except the row or

column which are to be highlighted. Looking at the data in figure 80, the data suggests an accurate,

consistent, monotonic and one-to-one relationship between the gaze angle and the pupil location,

vertically and horizontally. There is some gap at the intersection of row 8 and column 9, which is caused

largely by brightspot interference. Other than that, the data largely suggests a spherical (ellipsoidal) model

judging by the shape of points. Intuitively, the shape of the eye is roughly a ball, and without access to a

detailed model of the eye, a spherical estimate may be sufficient. Although a spherical model is sufficient,

fitting these points into an ellipsoidal model might be troublesome, considering the points seen are a

projection of the model itself as some unknown domain and perspective. But this data looks similar to

something already encountered in section 5.1, when studying barrel effects and camera distortions. The

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points here can be considered to be the chessboard corners seen by a very distorted camera with heavy

barrel effect. With this in mind, the model can be fitted with equations duplicated from before:

Figure 80: Top: The data points plotted as white dots representing pupil center’s coordinates on the picture of the

eye (last frame). Bottom: The same images with the same data points, but all dimmed except the row or column of

the data that corresponds to the numbers shown on the top left corner.

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Using gradient descent on all the data points, or using openCV’s calibrateCamera [76] function with

averages of the data points per square as inputs, a relationship between the pupil center pixel location on

the image and the gaze position on the calibration board at 0.9m away can be established, using an inverse

of the models above. Practically, the equation is solved iteratively using numerical methods. The gaze

location on the board can be used to compute the gaze angles using simple geometry, since the

measurements of number of rows and column away from the center square is known (5.08cm) and the

distance between the eye and the board is known (0.9m). This produces two rotation angles for any

arbitrary input inside the field of view of the participant, with with respect to the vertical axis (up axis in

computer graphics terminology) of the eye, and one with respect to the optical axis of the eye. These two

angles are sufficient parameters to describe gaze angle.

For better estimation accuracy participants are encouraged to complete the large calibration set, although

it is quite lengthy a process, and participants have often complained of eye strain, especially when looking

at further squares. The simpler calibration with 8 points provides a fair estimate on the gaze direction

when the user is looking at small angles. Note that for the spherical model, or the barrel effect model

used, distortion with respect to a linear grid (error of using an linear model) increases radially outwards.

Furthermore, participants would unconsciously move their heads to look at further squares to avoid eye

strain. In a practical application where users are allowed to move, extreme angles of eye gazes are

typically avoided by the participants, as doing so would make their eyes strained and uncomfortable.

6.4 Creating veillograms from the human eye With the eye tracking system implemented, the veillograms of the human eye can be created in a similar

manner for that of a camera, discussed in chapter 5. The bio-veillogram process has the same three

components as a regular veillogram with a video camera, with slight modifications. First, the veillance

vectors of the eye is no longer uniform, as the distribution of photoreceptor and their density is

non-uniform. Depending on the resolution of the bioveillance model created, the model is simply a down

sampled, vectorized model of the bio-veillance, which is far more detailed. Similar to the camera, the

veillance power degenerates at an inverse square relationship with respect to the radial distance. The 8 by

9 bioveillance data from 6.1 is stored as vector magnitudes. As for the second part of veillance

components, a scene camera is added to the eye tracking system described earlier, shown in figure 81.

The detection and pose estimation of ArUco markers operates the same as the case with the video camera.

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Figure 81: The front view of the bioveillance system prototype. The prototype is a combination of a dark pupil

effect tracker and a scene camera, the camera is an outward facing, wideview camera that aims to detect markers

placed in the general direction of the eye.

Finally, for the component with ray tracing and finding the locations of ray-plane intersection, there are

some major differences between using the eye and the camera as sensors. In the camera veillance case,

veillance vectors centered on the optical axis would be emanating radially outwards onto surfaces of

interest. Where in the eye veillance case, the bioveillance is no longer centered on the optical axis of the

camera, but the optical axis of the eye. The eye’s optical axis (assuming the eye has zero gaze angle with

respect to the eye tracking camera) is opposite with respect to that of the eye camera. A perspective

transformation applied to the eye camera’s veillance vectors to translate it into the scene camera’s

coordinates, as all markers detected are with respect to the scene camera. Furthermore, the participant will

change gaze during the time that they interact with the surfaces of interest. In that case, a rotational matrix

needs be applied to the eye camera vector before the transformations are carried out, using the two gaze

estimate angles. The rotational vector (r) can be converted to a rotational matrix (R) using OpenCV’s

Rodrigues function [97]:

In other words, the bioveillance vectors are centered off the gaze direction of the right eye of the

participant, from the reference of the scene camera. To transform the eye camera’s (labelled as world in

the equation) perspective to the scene camera’s perspective (labelled as camera), the following

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multiplication is performed. [98] U, V, N are the normalized orthogonal components of the camera’s

coordinate systems, and Ux, for example, is the U axis of the camera projected to the x axis of the world

coordinate (in this case the eye camera’s axis).

The parametric functions are carried out in the same manner as that of the camera veillance, computing

points of intersection to planes of interest, and verifying if the point is indeed an interior point of the

surface. The distance is computed and the veillance power adjusted. The data is then accumulated across

all the frames where the object is interacted with. Finally the matrix is normalized and colour mapped

using a provided colour scheme. The texture maps are generated, and the 3D models rendered using the

maps to create a 3D bioveillance model.

Figure 82 bottom right shows the setup for one of the example of bioveillance modelling. An audio mixer

is set up with two surfaces of interests. One in the same plane as the knobs and controls on the main

panel, and another on the same plane as the connector cables, with some premeasured offset from the

center of these surfaces. The ratio of the surface to the marker is also measured and recorded in a

configuration file. The corners of both of the surfaces are recorded as 3D coordinates as an input file for

the rendering program (openGL). The participant have conducted a simple calibration using the eye

tracking device and is asked to look around the audio mixer visually for a short period about 5 seconds.

The top picture of figure 82 shows the computed and rendered bio-veillogram of participant SY gazing

over the equalization knobs on the top left corner of the panel. The left bottom shows the render of

another run where the participant is looking at the label above the sliders on the mixer. Notice the

veillance flux is only computed for the right eye of the participant, even the render suggests two regions

of concentrated veillance flux. Until a dual tracker can be implemented, it can be assumed that the

participant has no veillance emitted from the left eye, as if the person has the eye covered with a patch.

A 3D veillogram provides more insight on the visual sensory field of a participant exposed over 3D

objects in space. Rather than a heat map of gaze directions shown as dots or circles, the veillograms also

indicate regions of high, medium and low levels of visual perception. For example, if there is a LED

indicator blinking somewhere in the peripherals, for the sake of an example, indicator warning that the

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received signal is over saturated, the user would have knowledge of that information, without even

directly looking at it. This information would have been omitted by traditional eye gaze analysis software

that relies solely on gaze direction. The veillogram emphasizes that the eyes are a rich array of sensors.

The veillance profile may be different from one individual to another. To improve the accuracy, an eye

test can be done for each user, or an average of a large set of participants used to estimate bioveillance.

Figure 82: Top: A 3D render of the bio-veillance measured from a participant overlooking some of the control

(equiliation) knobs on an audio mixer for a brief duration about 5 seconds. The model recognises two surfaces of

interests. Bottom left: Another bio-veillance render of the participant looking at the labels above the bottom sliders

on the mixer. Bottom right: A photograph of the audio mixer which the experiment is conducted on. Two ArUco

markers are visible on the panel to help the program identify surfaces of interest.

Although the veillograms shows the visual attention of the participant over surfaces of interest in the

general direction of the gaze, the system does not work accurately to the point. There are observable,

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non-linear offsets between the visualized results and what the participants claimed to have gazed at. There

may be many sources of error, with minor sources such as inaccurate pose estimation of the surface

markers, or inaccuracies in the eye tracking device, and/or the calibration program. One main source of

error may be caused by the misalignment of the scene and eye camera, with inaccurate models describing

their perspective transformation from one to the other.

6.5 Improved equipment design using the eyetap principle The main problem of inaccuracies identified in the previous section is a direct result of the misalignments

between the eye and the scene camera, while not having an accurate enough perspective transformation

matrix to describe the relationship between the two cameras. This section proposes a newer prototype that

helps eliminate the need to realign the cameras computationally, by optically aligning the cameras

themselves using the eyetap principle. [99] The newer system would provide greater accuracy and reduce

computation cycles used for vector transformations.

Figure 83: A conceptual diagram illustrating the eyetap principle. [43] A double sided mirror is placed 45 degrees

in front the the participant’s natural optical axis. In this design, theoretically the scene camera’s optical axis is

perfectly aligned with the optical axis of the eye. Furthermore, the reflection on the eye camera allows the eye

camera’s axis to be perfectly antiparallel to the natural gaze axis of the eye.

In this design, an adjustable acrylic mirror (referred as the beamsplitter) is positioned right in front of the

participants natural optical axis at 45 degrees as shown in figure 83. The natural optical axis in this paper

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is defined as the axis formed by the eyes when they are gazing at an object theoretically infinite amount of

distance away in the forwards direction of the person. The scene camera would now be placed sideways

perpendicular to the natural optical axis of the eye. Due to the mirroring optics, the camera would have

the same gaze alignment as the human eyes. When using a one sided mirror, or a beam splitter, with the

two axes effectively having the same optical axis after the reflection (eye camera) or transmission (eye).

This is effective for eliminating the need to do perspective transformation. However, there may be a small

translational offset, depending on the width of the reflecting mirror, but can be easily corrected by shifting

the pixels to adjust for the offset. Figure 84 bottom left shows the front view of the eyetap implemented,

as well as additional photographs of Mann wearing eyetap devices. These images all have a camera

aligned with the natural optical axis of the wearer, using a beamsplitter.

Figure 84: Top: Image of Mann wearing a pair of smart glasses that uses the eyetap principle, with another example

located at Bottom right. Bottom left: Newer proposed design of the bio-veillance prototype that uses the eyetap

principle. In these photographs, a camera appears at the position of the eye, this is because the beam splitter optics

aligns the optical axis of the camera with that of the eye.

Under this setup, when the eye tracking camera is placed on the other side of the mirror, facing the mirror,

it would capture the image of the eye with perfect alignment. This theoretically can be used to simplify

the eye tracking algorithm, since the center of the frame is aligned with the center of the eye. Depending

on the transmissive and reflective properties of the glass used, the user may see through more of the glass

in the expense of less clarity from the camera feeds. Currently gold coated mirror and aluminum acrylic

mirrors are used for testing. While the gold coated mirror reflects visible light better, the mirror blocks all

light from passing and therefore obstructing the user’s field of view. On the other hand, the acrylic

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reflects less optical light but also transmits light through, allowing the user to see through the beam

splitter.

Figure 85: A photograph of the proposed prototype using the eyetap principle to align eye and camera axes. The

prototype consists of an IR regulator connected to an IR LED, two miniature cameras (scene and eye cameras), a

beam splitter which is currently being designed and tested, and the headframe which the components lies upon.

Figure 85 shows a photograph of the newer iteration of the bio-veillance prototype. The infrared regulator

circuit from the previous prototype is made compact using surface mount components, and/or replaced

with smaller parts. The infrared LED is secured at the corner of the acrylic housing, with the diagonal side

built with beam splitter material. Currently the material of the beam splitter is a gold plated mirror, but is

likely to change. The cameras used in the prototype are reduced in size. The miniature cameras sacrifices

resolution, clarity and responsiveness to light in the infrared range compared to the previous web cameras,

to compensate for the compact glass design. The housing unit is secured to the head frame via nuts and

screws attached to a module slider, so the position of the housing can be adjusted or replaced by another

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module (such as a display unit) altogether. This type of head frame design is inspired from the open

eyetap project, founded by Mann, Lv, Yang, and Park. [100] Figure 86 shows a photograph taken from

the open eyetap website. [101] Depending on the needs of the user, the various independent modules can

be moved or added into existing frame. There are various modules implemented such as thermal imaging,

memory aid system, RADAR, and others.

Figure 86: A photograph taken from the open eyetap project website. [101] This prototype is designed for open

source collaboration and its sensor systems fully modular.

Theoretically, the new prototype would offer a better axes alignment between the two sets of images,

without changing the contents of the images themselves. The incoming frames from the cameras would be

very similar to that of the original system, transformations such as flipping and/or rotating the image can

be used to match the orientation that of a regular imaging system. Two identical digital cameras may be

used to calibrate the pixel offset between the two systems, to account for the depth of the beam splitter

(assuming that the surfaces of the splitter are perfectly parallel). New threshold parameters can be trained

to adapt to the brightness and contrast of the frames to allow detailed contours to be detected. Once the

contours are detected, the process would be identical to that of the previous prototype.

Due to the fact that the newer prototype being designed and tested around the time of this paper’s writing,

the system is yet to be fully implemented and tested. Some current challenges in improving the system at

the time of writing, are to select the appropriate camera systems and beam splitter material to allow

sufficient amount of pupil and facial features to be detected by the camera. Without increasing the

infrared illumination beyond a harmful threshold, the material needs to be efficient enough in reflecting

infrared light into the eye camera, and the camera needs to be sensitive enough to process the changes in

infrared received. All this is done while trying to have the components fit in with the mechanical system

shown as above. Figure 87 shows two images captured from bio-veillance systems, with the older

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prototype shown on the left and the eyetap design shown on the right. Notice due to the effects of the

reflection, and the relative alignment of the eye camera on the eyetap device, the image captured is a

flipped, rotated version with respect to that of the older model. Overcoming the illumination challenge,

and integrating the system using the previous framework may be considered as one aspect of future works

for this paper.

Figure 87: Left: A cropped image captured from the eye looking camera of the original bioveillance system. The

image shows significant amount of contrast between the iris and the pupil. The accurate detection of the center of the

pupil is essential for the eye tracking method employed. Right: A cropped image captured from the eye tracking

camera of the eyetap bioveillance system. A gold plated mirror is visible on the image, and through its reflections a

rotated image of a eye illuminated by infrared is barely visible.

6.6 Summary In this chapter, the concept of veillance from a video camera is expanded into the human eye. A rough eye

testing methodology is created to correlate an estimation of the bio-veillance power as a function of space,

using eye absement as the metrics. Using these approximations of bioveillance power, bioveillograms are

generated using a bioveillance prototype that combines an eye tracker and surface (marker) detector. The

bioveillograms shows sensory attention of the human eye, as an non-uniform, sensory rich array of

sensors. The implementation of the eye tracker is explained in detail, as well suggesting an improvement

in the optics of the system to align the eye’s natural optical axis to that of the camera’s. The optics of the

eyetap principle is explained through the newly proposed prototype.

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Chapter 7: Vixel distributions and blurring Looking at the veillogram produced in figure 88, which is duplicated from figure 64, it is noticeable that

the patterns produced on the model isn’t very smooth. Looking at the edges of the veillance projections,

one will notice some intertwining, repetitive patterns of some level of veillance followed by no veillance

at all (as black pixels).

Figure 88: Left: replicated image from figure 64, the veillgram produced by a camera. In the regions indicated by

the red circles, it is clearly visible a repetitive pattern with intertwined light and dark pixels. Right: The bottom

circle is zoomed in to enhance details.

The result is very misleading as the black stripes indicate that these spots were not at all visible by the

camera, while its neighbouring pixels are. The reason why this is the case, is that the veillance vector

model has been simplified for practical computation purposes, where an entire vixel area is represented as

a single pixel on the image.

This chapter explores the definition of a vixel, and then describes the theoretical framework for modelling

and measuring the distribution of veillance within individual vixels. The chapter applies these findings to

suggest a correction to the veillogram issue shown above. The chapter relates vixel distribution to various

types of image blurring, and proposes methods to deblur such images. Lastly, mathematical and

theoretical formulations are expanded from the existing Mann-Janzen work on veillametry. This models

sensory flow as the reverse of signal flow, in the context of vixel regions to sensors. This idea can be then

applied to other forms of sensory flow, such as within electronic circuits, proposed by Janzen, Yang, and

Mann. [43]

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7.1 Vixel definition, spatial resolution, and vixel overlap As defined earlier in this paper, the vixel is defined as the physical surface that corresponds to each pixel

of the camera. Using the extramission approach, a vixel can be thought as the ray of sensory radially

emitted by the pixel, and whatever surface(s) the ray hits, can be considered the vixel. In other words, the

vixel is the radial projection of pixels outwards into space, until it hits some physical surface with some

photoquantity, which contributes to the values of the pixel to be added. Figure 89 shows a diagram

illustrating vixels propagating from a camera (shown as a grey dot), and estimation of two sets of vixel

surfaces, one radially closer to the camera and the other one further away. The figures are shown for two

sets of camera orientation.

Figure 89: Figures showing two sets of vixels produced from a pinhole camera, one closer and the other further

radially from the camera. As shown by the vixels, the camera on the left has a resolution of 4x4 pixels, while the one

on the right has a resolution of 5x5 pixels.

When the vixel surfaces are present closer to the pinhole camera, the vixel areas are smaller and has a

higher spatial resolution (density) than that of vixels further away. This is because the pixel value is a

function of the addition of all the details of the vixel. The summation of details over a larger surface

makes harder for finer details to be resolved. An example of this is shown in the introductory chapter with

aerial photographs of a city.

Although shown as perfect radial arc sections on the figure above, the spatial sensitivity for the individual

vixels are more of a sensitivity distribution, shown in figure 90. [60] This figure is adapted from Janzen

and Mann’s previous work on veillance. [17][18] Due to the optics of the camera, there is a spread of the

photosensitivity spatially across the vixel. Furthermore, the spread of the sensitivities overlaps adjacent

vixels, causing many to one mappings between vixel regions to pixel values at some areas. One

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hypothesis is that there is a component of image blurring caused the overlapping of vixels. This is due to

the fact that overlapping vixels dictates a significant amount of photoquantities shared between

neighbouring pixels and thus smoothing (blurring) the image. The next sections will attempt to design

experiments to compute the distribution as a simplified matrix, and use it as an attempt to deblur the

images.

Figure 90: Figure adapted from Janzen’s veillance paper. [17] The spatial sensitivity for vixels (pixels) are shown

as a spatial distribution of photosensitivity over the vixel region. A spread of the sensitivity values overlaps adjacent

vixels.

7.2 Method to measure vixel distribution and overlap In this section, two sets of experiments are proposed. The first is to observe the veillance distribution of a

vixel through experimental testing, the distribution of the vixel varies depending on the optics of the

camera, but can be often modelled as a gaussian distribution, although inverse polynomial models are also

reasonable. The second experiment is to measure the amount of vixel overlap adjacent pixels have on

each other from the same camera. Under the assumption that the camera have no distortion, so the center

pixels are representatives of others in the same uniform grid.

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7.2.1 Ideal vixel distribution Theoretically, in the ideal case, the amount of veillon overlap is minimal, with the amount of

photosensitivity as evenly as possible spread across the vixel area. Given the gaussian spread assumption,

a low veillon overlap would be one with a low variance distribution (steep slopes) over a smaller area, so

the amount of veillon overlap power is minimized. In this case, the unit of veillance is uniformly

distributed across the vixel region.

7.2.2 Experimental setup for measuring veillance distribution in single vixel To measure the amount of veillance power on the various parts of the vixel region, hence the vixel’s

veillance power distribution, an experiment is proposed, shown in figure 91.

Figure 91: The proposed experimental setup to measuring veillance power distribution over a vixel region. A

stationary camera is pointed towards a computer screen, loaded with a plotter program. The distance of the camera

and the screen is adjusted so significant amount of pixels would fall into the same vixel region.

The proposed setup consists of a stationary, preferably low resolution camera, pointed towards a

computer screen loaded with a plotter program. The distance of the camera and the screen is adjusted such

that a significant number of pixels would have been contained by the area of one vixel region. The vixel

region dimension (which is m by n) can be computed, using the center most camera pixels, where the

angle of deviation, is very small in relative to the optical axis, and the small angle approximation holds:

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where px and py are half of the numbers of the pixel resolution of the camera, if the camera is 640x480,

then px = 320 and and py = 240. M and N are half the horizontal and vertical distance seen by the field of

view of the camera, D meters away from the camera. This model is held under the assumption that the

camera have negligible amount of distortion. The distance, D, is adjusted until m and n covers about one

ninth amount of screen pixels.

Before the plotter program begins, a calibration program is run. The calibration opens a window, which is

identical to the actual plotter window, with the same center. A large white crosshair is produced on the

middle of the black screen. Using video feedback similar as shown in the introductory chapter, the screen

and/or the camera is then adjusted to have perfect alignment. Any small amount of error in the positive

feedback loop will significantly distort the crosshair.

Next, the plotter application allocates an array for each of the pixels on the screen, and then one by one

toggles each pixel from black to white to record the effect of toggling the pixel have on the change of the

sensor reading of the center-most pixel. Then that pixel is toggled back to black. The plotter application is

run 5-10 times to ensure a high signal to noise ratio, assuming the noise is unbiased. The data is then

normalized with respect to the extremas, and then color mapped to produce figure 92. The initial

experiment used supercells that are 4x4 screen pixels. The details of the experiment setup to produce this

figure can be found under the figure description. It is noticeable that there are trace amounts of signal

change on the background, which may be contributed by the change in ambient lighting. Figure 93 shows

another set of data obtained in a darkroom. It is visualized with slightly changed color mapping function

to enhance the details, changing the super pixel size to 2x2, while other factors are kept.

Figure 92: A color mapped representation of veillance power distribution over its vixel region, and area around it.

The figure is 128 by 128 pixels, taken by a webcam with a field of view approximately 80 by 60 degrees,

approximately 1.24 meters away from the screen. The theoretical vixel border is draw on the figure as a blue square,

as reference.

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Figure 93: Another set of data collected under the same setup as figure 92, with the super-pixel size reduced to 2x2.

The blue rectangular border is carefully drawn by looking at the veillance centers of neighbouring pixels in order to

bisect them as evenly as possible. The rectangle only serves as reference, and is not representative of vixel region.

The veillance power distribution collected needs to be more accurate, and have additional number of data

points before a generalized model can be constructed. In future works, a LASER is proposed to be used to

increase sub-vixel resolutions. Adjusting the direction can be disregarded for small angles of steps (center

pixels). The LASER would be placed on devices similar to the 2D plotter explained earlier in this thesis.

It is apparent that there is some form of non-linear distribution of power inside and outside of the

theoretical vixel region. This is confirmed by the fact the center of vixel mass are closer than their

neighbours than their region center-to-edge distance, or radius, when assuming a circular vixel region.

7.2.3 Experimental setup for measuring vixel overlap The central most pixels are selected for this experiment in the attempts to minimize errors caused by

camera distortion effects, such as barrel and vignetting effect. In addition, when the optical angle offset is

minimized, the errors is also minimized between using a surface plane model and the ground truth of a

spherical surface model, established from earlier chapters.

Under the extramission model, the assumption made earlier is held: the near center pixels are identical in

their veillance distribution (uniform for small angles of incidence). This results in the mutual overlapping

of identical distributions over a vixel region. For simplicity, assume the total amount of area under the

low variance model, two vixels or further is negligible (far less than the area under the vixel or its

immediate neighbour, as observed by figure 92). Figure 94 shows in one dimension, three neighbouring

vixels that overlaps the center pixel.

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Figure 94: A diagram of veillance distribution modelled as low variance gaussian. The neighbouring pixels near the

center of the camera are assumed to be identical. The figure shows a vixel region and regions of overlap.

From the previous experiment, the effect of toggling each of the screen pixels on the camera pixel’s

neighbours are also noted. The amount of veillance strength overlap at a screen pixel with its neighbour is

determined as the minimum value of the two readings. The total veillance overlap, O(a,b), one pixel has

on its neighbour (referred as a and b respectively) is the space integral of the minimum of the two values,

over all screen pixels inside the vixel region described below. Non-zero overlap regions indicate that

these areas affect the pixel value reading of both of the neighbouring pixels, contributing to optical

blurring.

Figure 95 illustrates the colour mapped image representing the amount of overlap under this

configuration. The data is collected from the center-most 3x3 pixel grid of the camera. The figure is

derived from figure 93. The colour map is adjusted to enhance data differences.

Figure 95: Image showing the amount of veillance power overlap the center most camera pixel has on its immediate

8 neighbours. Note that overlap of one neighbour pixel to another is not included in this visualization.

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7.3 Optical blurring and vixels overlap In basic image processing, image blurring can be achieved using image kernels, or image convolution of a

small matrix over every pixel in the image. The kernel used in this example is 3x3, as shown in figure 96

taken from an online tutorial. [42] The figure visually shows how one pixel in the blurred image is

computed from the original image using a blur kernel.

Figure 96: a screenshot of an online interactive program [42] that demonstrates how to blur an image, or image

convolution using a blur kernel. The figure shows how a 3x3 pixel region taken from the input image to the left is

applied to a kernel matrix, to produce the resultant blurred pixel in the output image to the right.

Examining the blur matrix, it is noticeable that the output is the normalized distribution of weights applied

to the center pixel and its immediate neighbours. In this case, there is significant blurring as the adjacent

pixels weighs half of the central pixel, and the corners have one quarter the weight. The matrix recorded

in the previous step and the blurring matrix have a lot in common, as having vixel overlap will cause

blurring. In the introductory section example, where the camera is fogged, and all the vixels are heavily

diffused (overlapped) all the pixels reveal very similar pixel value, giving it a blurry appearance.

Overlapping of vixels causes blurring because there is a component of the neighbouring pixels that

contributes to multiple pixel values. There is then a direct contribution to image blurring caused by vixel

overlap shown in figure 97. With this in mind, the vixel experiment is repeated, however, this time the

camera is purposely set out of focus with respect to the subject matter, to varying degrees. The experiment

is continued from the previous setup, using the same configuration, with only the focus changed.

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Figure 97: The vixel distribution for three blur settings of a web camera is measured. From the top a relatively

in-focus image and its center most vixel distribution illustrated, followed by another with significant amount of

blurring, then followed by extreme amount of blurring.

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The relationship between the vixel region and veillance power distribution and its effects on optical

blurring are verified in figure 97; the more out-of-focus the object is from the camera, the larger the vixel

region becomes, with a wider distribution of veillance strength over the region. Extending this finding

with the extramissive optics framework, the amount of veillance distribution and blurring can also be

described as a function of space, depending on the optical systems employed. Figure 98 illustrates a ray

tracing diagram of a camera’s optics. Without the loss of generality, two random photosensors from a

densely packed sensor array are selected and their rays traced as a function of space. The further away a

subject matter is from the focal point of the system, the larger the veillance cone is for that area, which

introduces not only decreased vixel density, or less spatial resolution, but introduces a significant amount

of blurring, as near pixels would have a huge overlap of spatial content. As the subject matter moved to

the focal point, the vixel regions converge and becomes smaller, and so the effect of blurring caused by

overlap of vixel regions.

Figure 98: A ray tracing diagram showing the optical workings of a typical digital camera. In the extramissive

framework, the sensors ‘emit’ veillance, or ability to sense outwards through an optical system, causing the

sensitivity to information to form a cone that converges at the focal point of the system.

The amount of blurring can be quantified as a function of spatial overlap, or more definitively, the amount

of effective veillons counted. To quantify the amount of unique bits of information sensed (veillons), as a

function of space, a few definitions are to be established. Given the uniform distribution of veillance

power, the amount of unique information sensed by all sensors is proportional to the total amount of vixel

regions covered by the pixels not counting repetitions. In other words, the total veillon count, Veff, is the

total number of vixels (Vtotal) emitted by the camera, minus any overlapping areas (Voverlap), while the first

overlap is still accounted for. Furthermore, the amount of blur the camera senses can be quantified as:

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The new definition is now explained by an example. Consider the three cases of veillance power overlap

illustrated in figure 99. In the first case, where there is complete overlap, the two pixels would always

produce the same result, and in effect, the amount of unique bits of information from these sensors are

only one veillon (100 percent blur). In case 3, where the two sensors covers two independent vixels, then

the number of veillons per frame is two (0 percent blur). In the case of a partial overlap, the veillon count

is two minus the once the overlapping region.

Figure 99: Figure illustrating the different scenarios in which two vixels can overlap each other. Any additional

vixel introduced to the system can only increase the total effective veillon count from 0 to 1. For uniform veillon

distributions, the overlapping surface area can be used to estimate effective veillon count.

In the case of a digital camera, when the pixels are further away from the optical axis, a more detailed

model of veillance distribution is needed. Using lens equations, and basic trigonometry, the radius and

orientation of the vixels can be computed, when the sensor separation distance, and effective focal length

of the lens systems is known. For modelling purposes, an optical sensory model can be estimated by

having each sensor emit an evenly distributed array of vectors and trace out their distribution through the

optical system onto vixel surfaces.

An algorithm is proposed to compute the effective veillon count, which can be used to compute amount of

blur, of a camera, given an arbitrary scene. Starting with an empty pixel set, U = Ø, and the set P that

contains all the pixels of the camera. Starting with one pixel from P, the effective veillon count, Veff, is

added by the weight of the veillance distribution integrated over the vixel region, as long as the

differential surface is not a part of vixels that belongs to the set U. After each pixel is processed, it is

removed from the set P and added into the set U. In the case where the differential integrating surface

belongs to both the active pixel, and one of more existing pixels in the U set, the distribution weights are

compared. If the current weight is higher than all existing weights over that area, then the veillance count

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replaces the previous count, otherwise the process continues to the next surface or pixel. Note that in

order for the surface area considered to be differential, it must be small enough a surface so it is fully

occupied by any vixel distributions over it.

7.4 Image deblurring using vixel distribution matrix Given the unblurred image u, and an estimate of the blur kernel matrix m (similar to that of figure 96, but

possibly with a bigger kernel size), the resultant image, b, is computed as:

where is the convolution operator. For the application of deblurring a blurred image b, knowing the *

vixel distribution of the camera m, the unblurred image can be estimated as the deconvolution of m.

Let U, B, and M represent the fast Fourier transform (FFT) of u, b and m, respectively. The above

operation described in frequency domain is simply: B = UM. Therefore, to attempt to unblur the image, in

frequency domain the solution is proposed as: U = B/M. Once that is computed, the inverse fourier is

computed to produce the deblurred image.

For the assumed kernel matrix which describes a zero mean gaussian model, the variance of the model

can be computed using the neighbouring pixels’ photoquantity distribution, as there is an one to one

mapping between the variance and amount of vixel overlap (the area integral of the overlap outside of the

vixel region). Since the FFT of a gaussian function is also a gaussian function, the filter function acts as a

low-pass function in the frequency domain. This causes blurring as high spatial frequencies (details) are

filtered out. However, since the method holds accurately for pixels near the optical axis, where the small

angle assumption holds, the off-axis unblur effectiveness may not work as well for other regions.

In the case where the camera or the subject is in motion during the capture (kineveillance), the vixel area

would be a time integral of surfaces of exposure. This causes another form of blurring, known as motion

blur. The kernel can be approximated as the motion of the camera (or camera with respect to moving

object). This is because the vixel coverage is the integral of the path of motion. The weight of the kernel

are the amount of time the camera is over that area.

7.5 Upgrading veillogram renders With some greater insights on the vixel distribution from this chapter, the vector model for camera

veillance can be upgraded to reflect knowledge of the veillance distribution model. In future works, when

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the models are generalized, these data can be used to replace the simple uniform distribution that is

currently employed. The vectors can be also placed and directed to mimic the effects of sensor focus and

sensory attention. Visually this can be differentiated by dense regions of veillance versus wide, spread-out

areas of veillance distribution. When a camera is pointed to subjects out of focus (for wearable computing

applications), or if there is method to understand eye focus, possibly using EEG sensors, the amount of

effective veillons (sensory attention) can be visualized as well to understand how sensors are interacting

with surfaces around them. The applications of sensory attention quantification can be used in a variety of

situations. Alarms can be placed near the driver, or in an aircraft cockpit to alert the operators in case of

prolonged sensory inattention. Applications regarding memory aid [101] can be used to complement

human’s occasional moments inattention during situations where information is produced, such as during

a conversation or a lecture. In terms of perfecting a humanistic intelligence system, sensory attention adds

another dimension to quantify the observability and controllability aspects of the humanistic intelligence

feedback system.

Furthermore, the current visualization program is proposed to have the amount of vectors emitted

dynamically adjusted as a function of the distance to the intersecting surface. This is to address the

problem seen at the beginning of this chapter with the veillance gaps. Currently multiple arrays of vectors

that of uniform distributions are implemented to approximate the effects, but is to be soon replaced by

dynamically resolution-changing Gaussian or other suitable models when it becomes available.

7.6 Veillametric formulations on sensory flow Through the example of understanding the relationship between vixels, blurring effects, and effective

veillon counts in the previous examples of this chapter, this section extends the earlier veillametry theory

outlined in the IEEE GEM paper “Painting with the eyes”: Sensory perception flux time-integrated on the

physical world by Janzen, Yang, and Mann. [43] This section creates some related theoretical definitions

and axioms regarding extramissive optics, referred as sensal propagation that extends to multiple light

sources or optical stimuli. This work attempts to quantify the amount of independent information received

from a digital camera per frame, although it could be extended to electronic signals, mathematical models,

and circuit diagrams, where inputs and outputs are involved. [43]

Looking into the context of multiple stimuli, as long as a sensor is operational, it emits one veillon

outwards in space per sampling period, which is one frame in the context of a video camera. When the

sensor is able to sense the effects of a stimulus (referred to as phenomenon in the publication, represented

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as ui), or when changes in the level of the stimulus can affect the readings of the sensor, represented as y,

then it is concluded that the level of sensor output is some function, f, of the stimulus, y = f(ui). The

sensory contribution of the stimulus with respect to the sensor, V(ui|y), describes the distribution of

veillons onto the various input sources. If the sensor is exposed to a single stimulus, then V(ui|y) is 1, or

one hundred percent of the sensory capacity is used to sense that stimulus. If the sensor is not sensing a

stimulus y, at all, then V(ui|y) is 0. In a case where the sensor is exposed to a multiple stimulus, including

environmental noise, then the contribution to one stimulus is somewhere between 0 and 1. The input itself

is recoverable if the inverse mapping function of f is unique, given that V(ui|y) is 1, similar to the HDR

compression recovery work from earlier.

From the extramission theory aspect that is more relatable to this thesis, with respect to the effective

veillon count, given a vixel region surface, defined earlier in this chapter, the contribution of all

independent veillons emitted to the surface from various sensors, V(yi|s), is 1 when the surface is

occupied by only one sensor, and is 0 when there are no sensors at all covering that surface. The

contribution is somewhere between 0 and 1 based on the amount of information overlap between the

various sensors. As an instrument that measures photoquantity of a scene, the camera can make better

predictions when the effective veillon distribution of each sensor with respect to the scene is obtained.

The veillon distribution reduces the amount of information entropy compared to just the raw values

themselves, when attempting signal recovery algorithms such as deconvolution discussed for image

deblurring. For practical purposes, the distribution can be used to better model the information overlap

and one form of error in the data received by sensors.

Although only presented from the point of view of visual sensors, the idea to analyze sensory flow (or

sensal flow in the publication) can be extended to analyze the amount of non-redundant sensing capacity

of various sensors, logical and electronic circuits, mathematical, statistical and probability models. Sensal

flows are unique extramissive approach to quantify sensing capacities, that is more than just simply the

time reversal of signal flow. The amount of information input overlap referred as sensory attention can be

further expanded to model redundant measuring of models and equations as well.

7.7 Summary This chapter has examined the spatially projected region of a pixel in digital cameras, known as vixel

regions. The method for defining and measuring veillance power distribution over such vixel regions are

also explored. Detailed methods of defining and computing effective veillance count if described, and its

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relations to optical explained theoretically, and using collected data as examples. The chapter made

proposed methods to unblur images captured from such cameras by modelling the veillance distribution

and using that as a kernel fed into a deconvolution function. The veillogram rendering program now

improves the simple veillance vectors to dynamically adjust its resolution. The important term of sensory

attention is introduced, as an extended application to veillametry. The chapter concludes with a theoretical

section on the extramissive concept centered topic of sensory flow.

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Chapter 8: Conclusion This chapter summarizes the thesis “Veillametrics: An extramissive approach to analyze and visualize

audio and visual sensory fields and their usage” by identifying how the works done contributes to the

community at large, and also identifying future works needed for this thesis and the study of veillametry

in general.

8.1 Contribution Methodologically, this paper yields the extramissive approach to measure, analyze, and understand the

sensing capacity of various sensors, whether audio, video, or other modes such as electromagnetic waves.

Veillametry allows the generation of detailed models of sensory perception over space, and creates 3D

veillograms to allow user behaviour and product usage to be studied with complex veillance fields. The

thesis contributed from earlier works on the field of veillography, on methodologically quantifying the

relative values of the ability to sense as a function of space. Furthermore, using the extramissive

framework, surfaces can be tracked and veillance fields traced to produce veillograms that help visualize

these quantified values.

As identified in the application section of the introductory chapter, veillography have multiple uses to the

community, artistic, political, scientific and educational. Immersive gaming, consumer behaviour,

psychology studies, safety systems such as driving attentive enforcing units, veillance attention program

optimizers, image processing, product design, and teaching tools are some applications to this work, to

name a few. From a humanistic intelligence design perspective, the detailed study of sensors allows better

systems that optimizes both the observability path (bioveillance) and controllability path (sensor

veillance). Improved human-machine feedback loop creates natural synergy to improve HI system

performance.

8.2 Future work The future work is continued from now to better quantify old veilliance models since Professor Mann’s

earlier work back in the 1970s, [13][14] as well as Ryan Janzen’s work on veillametry from the recent

years. [17] The goal is to eventually generalize detailed 3D veilliance models for additional modalities of

veillance, and quantify veillance as a detailed mathematical formulation.

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From the prototypes point of view, a better surface detection program is suggested to be used from section

6.2 of the thesis. To replace the marker tracking system to edge detection and tracking, while using

devices such as accelerometers and gyrometers to minimize blind spots when tracking and computing

veillance exposures. As for the bio-veillance prototype, it is a work in progress at the time of writing, the

work in aligning the camera axis and the eye axis still needs to be perfected. As identified previously, the

optics needs to be refined for proper computer vision programs to execute properly.

The accuracies of the veillance models can be further improved in future works to improve veillance and

veillogram estimates, since this thesis provides mostly the methodology to produce rough estimates of

veillance quantities. The field of view and test resolution can be improved to generate more accurate

models.

In chapter 7, better methodology or equipment is needed to improve the subpixel resolution of the data

obtained. The goal is to obtain a sufficient number of data points with low noise to signal ratio, so the

veillon distribution can be modelled and studied. In this chapter the term sensory is also formulated, and

its definition and quantification remains to be refined.

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