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PREDICTION OF USER ACTIONS BASED ON BRAINWAVE AND EYE-TRACKING; CROWD WISDOM FOR EXPLORATION AND PRODUCTION; REPORTING INFORMATION ABOUT MULTIPLE OBJECTS / PROPERTIES AT A SPATIAL LOCATION SIMULTANEOUSLY; FINITE ELEMENT METHOD WITH CONTINUITY CONSTRAINTS FOR STAIR-STEP GRIDS; INTERACTIVE DATA INPUT AND OUTPUT FOR GEOSCIENCE SYSTEMS; TEMPLATE-BASED WELL PATH CREATION; MODIFICATION TO THE KILLOUGH HYSTERESIS MODEL APPLIED TO RELATIVE PERMEABILITY WETTING PHASE HYSTERESIS SCANNING CURVES; SCRIPTING ENGINE FOR GEOSCIENCES PLATFORM APPLICATION; USAGE AND DEFECTS TRACKER FOR AN APPLICATION SOFTWARE; AN EFFICIENT VARIABLE GRID BLOCK SIZE ALGORITHM FOR RESERVOIR SIMULATION; SIMPLIFIED INTERACTIVE ERASING AND CORRECTION OF AUTOMATIC, SEMIAUTOMATIC OR MANUAL SEISMIC INTERPRETATION ERRORS ON TOUCH OR MOUSE INPUTS; INTERACTIVE GRAPH BASED WORKFLOW

IP.com Disclosure Number: IPCOM000234753D
Publication Date: 2014-Feb-01
Document File: 119 page(s) / 3M

Publishing Venue

The IP.com Prior Art Database

Abstract

PREDICTION OF USER ACTIONS BASED ON BRAINWAVE AND EYE-TRACKING; CROWD WISDOM FOR EXPLORATION AND PRODUCTION; REPORTING INFORMATION ABOUT MULTIPLE OBJECTS / PROPERTIES AT A SPATIAL LOCATION SIMULTANEOUSLY; FINITE ELEMENT METHOD WITH CONTINUITY CONSTRAINTS FOR STAIR-STEP GRIDS; INTERACTIVE DATA INPUT AND OUTPUT FOR GEOSCIENCE SYSTEMS; TEMPLATE-BASED WELL PATH CREATION; MODIFICATION TO THE KILLOUGH HYSTERESIS MODEL APPLIED TO RELATIVE PERMEABILITY WETTING PHASE HYSTERESIS SCANNING CURVES; SCRIPTING ENGINE FOR GEOSCIENCES PLATFORM APPLICATION; USAGE AND DEFECTS TRACKER FOR AN APPLICATION SOFTWARE; AN EFFICIENT VARIABLE GRID BLOCK SIZE ALGORITHM FOR RESERVOIR SIMULATION; SIMPLIFIED INTERACTIVE ERASING AND CORRECTION OF AUTOMATIC, SEMIAUTOMATIC OR MANUAL SEISMIC INTERPRETATION ERRORS ON TOUCH OR MOUSE INPUTS; INTERACTIVE GRAPH BASED WORKFLOW

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Prediction of user actions based on brainwave and eye-tracking devices During the past years, computer software users in general and oil exploration software users in particular have increasingly been focusing on user experience (UEX). A primary reason for this shift is new devices such as "smartphones" and tablets which have revealed that UEX can be significantly increased if touch-based interaction forms other than the traditional keyboard and mouse are utilized.

However, gradually, we are seeing other interesting interaction forms which used to be ideas turning into real products which are getting smaller, cheaper and more accurate. One example is eye trackers. An eye tracker is able to detect where a user is looking on the screen. Eye tracking is gaining significantly in usage. For example, a Swedish maker of eye trackers recently received a huge investment from Intel and has experienced a significant growth during the past years. Another example is brainwave readers. The readers are placed on the user's head and can detect the user's brain waves. Through clever signal processing the waves can be translated into actions the user wants to perform in the user interface. Still, it is not clear yet how to use these new devices in real applications.

These devices can provide several new interaction patterns which enables greater user satisfaction and effectiveness. However, since these devices are also able to pick up subconscious signals in the human mind, their use in interactions may also extend beyond direct interactions. They can also be used for predicting what a user is likely to do next, enabling the system to support the user even better. A user interface which is able to relatively accurately predict a user's next move could be said to be the best possible user interface. This invention is one step in achieving this goal.

Prior Art Eye-trackers have so far had three applications: (1) assisting as a substitute for the mouse for people with disabilities,


(2) testing of software (wrt. usability), marketing campaigns, shop placements, etc, and (3) being used in new interaction forms. Brainwave readers are at an earlier stage of development, but have already been used for mostly the same areas as the eye trackers.

However, we haven't seen either being used in G&G software so far. We also haven't seen them being used as an input to predict future user actions.

References

Emotiv: http://emotiv.com/index.php

Tobii: http://www.tobii.com/

Apple granted patent for a predictive text UI: http://appleinsider.com/articles/12/07/31/apple_granted_patent_for_predictive_text_input_ui.html Summary of the Invention We introduce:


1. A new interaction method using eye-tracking on slices through G&G data


2. Head-tracking in a 3D scene using eye tracking


3. A method of using input from devices which can read subconscious data to predict a user's actions

Detailed Description of the Invention Including Examples and Drawings
1.New interaction me...