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cte

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Posts posted by cte

  1. UPDATE:

    🎉🎉Found the fix and now have functional dilation extraction going. 🎉🎉

    -----------------------------------------------------------

    SRanipalEye_FunctionLibrary.cpp

    bool USRanipalEye_FunctionLibrary::GetPupilDiameter(EyeIndex eye, float& diameter_mm)
    {
    	return SRanipalEye_Core::Instance()->GetPupilDiameter(eye, diameter_mm);
    }

    SRanipalEye_Core.cpp

    bool SRanipalEye_Core::GetPupilDiameter(EyeIndex eye, float &diameter_mm)
    {
    	bool valid = false;
    	if (SRanipalEye_Framework::Instance()->GetStatus() == SRanipalEye_Framework::FrameworkStatus::NOT_SUPPORT) {
    		valid = true;
    		diameter_mm = 0.0f;
    	}
    	else {
    		UpdateData();
    
    		Eye::SingleEyeData eyeData;
    		switch (SRanipalEye_Framework::Instance()->GetEyeVersion())
    		{
    		case SupportedEyeVersion::version1:
    			eyeData = eye == EyeIndex::LEFT ? EyeData_.verbose_data.left : EyeData_.verbose_data.right;
    			break;
    		case SupportedEyeVersion::version2:
    			eyeData = eye == EyeIndex::LEFT ? EyeData_v2.verbose_data.left : EyeData_v2.verbose_data.right;
    			break;
    		}
    
    		valid = eyeData.GetValidity(Eye::SingleEyeDataValidity::SINGLE_EYE_DATA_PUPIL_DIAMETER_VALIDITY);
    		if (valid) {
    			diameter_mm = eyeData.pupil_diameter_mm;
    		}
    		else
    			diameter_mm = 0.0f;
    	}
    	return valid;
    }

    SRanipal_Core.h

    	bool GetPupilDiameter(EyeIndex eye, float& diameter_mm);

    SRanipalEye_FunctionLibrary.h

    UFUNCTION(BlueprintCallable, Category = "SRanipal|Eye")
    		static bool GetPupilDiameter(EyeIndex eye, float& diameter_mm);

     

    • Thanks 2
  2. @Franka & @MariosBikos_HTC thanks for the help.

    For reference, I'm working off of the latest version of the SRanipal Framework so had to alter some of the code.

    Now I'm having a little trouble understanding what I need to feed into the blueprints I'm calling and assume I have put something wrong in here as I want diameter MM as a string output rather than an input so I can write it to a csv.

    Here is the function in blueprints:

    image.png.c5820c83540c2232b8f99de0ceb5e30b.png

     

    Question: What do I need to alter to get the diameter Mm as a string output variable?

    > I'm going to look into this but would love a response here if someone knows how this would.

    - I've looked into this a little bit and it seems that the absence of the framework is what is really creating issues here.

    Question: Based on the updates to SRanipal SDK what do I call instead of the framework for getting the data?

    ----------------------------------------------------------------------------------------------------------------------------------

    👇👇👇 Changed Code 👇👇👇👇

    ➡️ SRanipalEye_Core.cpp:

    Added:

    bool SRanipalEye_Core::GetPupilDiameter(EyeIndex eye, float& diameter_mm)
    {
    	bool valid = false;
    	if (SRanipalEye_Framework::Instance()->GetStatus() == SRanipalEye_Framework::FrameworkStatus::NOT_SUPPORT) {
    		valid = true;
    		diameter_mm = 0.0f;
    	}
    	else {
    		UpdateData();
    
    		Eye::SingleEyeData EyeData = eye == EyeIndex::LEFT ? EyeData_.verbose_data.left : EyeData_.verbose_data.right;
    		valid = EyeData.GetValidity(Eye::SingleEyeDataValidity::SINGLE_EYE_DATA_PUPIL_DIAMETER_VALIDITY);
    		if (valid) {
    			diameter_mm = EyeData.pupil_diameter_mm;
    		}
    		else {
    			diameter_mm = 0.0f;
    		}
    	}
    
    	return valid;
    }

     

    ➡️  SRanipalEye_FunctionLibrary.h

    Added:

    UFUNCTION(BlueprintCallable, Category = "SRanipal|Eye")
    		static bool GetPupilDiameter(EyeIndex eye, UPARAM(ref) float& diameter_mm);

     

    ➡️ SRanipalEye_FunctionLibrary.cpp

    Added:

    bool USRanipalEye_FunctionLibrary::GetPupilDiameter(EyeIndex eye, UPARAM(ref) float& diameter_mm)
    {
    	return SRanipalEye_Core::Instance()->GetPupilDiameter(eye, diameter_mm);
    }

     

  3. @Franka & @MariosBikos_HTC thanks for the help.

    For reference, I'm working off of the latest version of the SRanipal Framework so had to alter some of the code.

    Now I'm having a little trouble understanding what I need to feed into the blueprints I'm calling and assume I have put something wrong in here as I want diameter MM as a string output rather than an input so I can write it to a csv.

    Here is the function in blueprints:

    image.png.c5820c83540c2232b8f99de0ceb5e30b.png

     

    Question: What do I need to alter to get the diameter Mm as a string output variable?

    > I'm going to look into this but would love a response here if someone knows how this would.

     

    ----------------------------------------------------------------------------------------------------------------------------------

    👇👇👇 Changed Code 👇👇👇👇

    ➡️ SRanipalEye_Core.cpp:

    Added:

    bool SRanipalEye_Core::GetPupilDiameter(EyeIndex eye, float& diameter_mm)
    {
    	bool valid = false;
    	if (SRanipalEye_Framework::Instance()->GetStatus() == SRanipalEye_Framework::FrameworkStatus::NOT_SUPPORT) {
    		valid = true;
    		diameter_mm = 0.0f;
    	}
    	else {
    		UpdateData();
    
    		Eye::SingleEyeData EyeData = eye == EyeIndex::LEFT ? EyeData_.verbose_data.left : EyeData_.verbose_data.right;
    		valid = EyeData.GetValidity(Eye::SingleEyeDataValidity::SINGLE_EYE_DATA_PUPIL_DIAMETER_VALIDITY);
    		if (valid) {
    			diameter_mm = EyeData.pupil_diameter_mm;
    		}
    		else {
    			diameter_mm = 0.0f;
    		}
    	}
    
    	return valid;
    }

     

    ➡️  SRanipalEye_FunctionLibrary.h

    Added:

    UFUNCTION(BlueprintCallable, Category = "SRanipal|Eye")
    		static bool GetPupilDiameter(EyeIndex eye, UPARAM(ref) float& diameter_mm);

     

    ➡️ SRanipalEye_FunctionLibrary.cpp

    Added:

    bool USRanipalEye_FunctionLibrary::GetPupilDiameter(EyeIndex eye, UPARAM(ref) float& diameter_mm)
    {
    	return SRanipalEye_Core::Instance()->GetPupilDiameter(eye, diameter_mm);
    }

     

  4. 47 minutes ago, cte said:

    I was able to get this to work now in UE4 and what it took was learning a bit about actors and blueprints.

    To get gaze you can create a new actor and place it in the scene, then create a blueprint on that actor.

    For getting gaze data I produced the following blueprint:

    2020-10-09_10-17-20.thumb.png.4bc9ee47ec6f9add4495c190cbace18e.png

    A key feature of this blueprint was the File IO Save String Arrray which I got from a function library plugin called "Victory Plugin" which you can get here: https://www.mediafire.com/file/pgrpsf9my7tv1ae/VictoryPlugin25.zip/file

    Though this doesn't solve my pupil dilation problem, I can probably get that data via a functionb posted in a different forum:

    I'll be trying that code next and creating a new actor and blueprint for that particular function.

    The data I'm getting now looks like this:

    2020-10-09_10-21-49.png.a14746ade550e0ffdf83d67d6306cf16.png

    From the CSV file. I'd like to get this in a different format where things are columns rather than rows but I can probably work wiht this data and manipulate it to that effect in r or something I know better than C++ functions.

    Anyway, that is the update on the extracting data from SRanipal for eye direction, fixation, and confidence value with a unix timestamp.

    Would love to get a few thoughts on how to improve this blueprinting setup.

    -CTE

     

    UPDATED Blueprint :: Found the Join String Array which Makes a significantly easier to work with CSV file. 

    New Blueprint Structure:

    2020-10-09_11-12-49.thumb.png.0f1124785bda9a19c9a35367f4c0daff.png

    Leads to new output in csv file:

    2020-10-09_11-13-38.png.d3888cf07089f03563cfe9a06a454ccc.png

    • Like 1
  5. I was able to get this to work now in UE4 and what it took was learning a bit about actors and blueprints.

    To get gaze you can create a new actor and place it in the scene, then create a blueprint on that actor.

    For getting gaze data I produced the following blueprint:

    2020-10-09_10-17-20.thumb.png.4bc9ee47ec6f9add4495c190cbace18e.png

    A key feature of this blueprint was the File IO Save String Arrray which I got from a function library plugin called "Victory Plugin" which you can get here: https://www.mediafire.com/file/pgrpsf9my7tv1ae/VictoryPlugin25.zip/file

    Though this doesn't solve my pupil dilation problem, I can probably get that data via a functionb posted in a different forum:

    I'll be trying that code next and creating a new actor and blueprint for that particular function.

    The data I'm getting now looks like this:

    2020-10-09_10-21-49.png.a14746ade550e0ffdf83d67d6306cf16.png

    From the CSV file. I'd like to get this in a different format where things are columns rather than rows but I can probably work wiht this data and manipulate it to that effect in r or something I know better than C++ functions.

    Anyway, that is the update on the extracting data from SRanipal for eye direction, fixation, and confidence value with a unix timestamp.

    Would love to get a few thoughts on how to improve this blueprinting setup.

    -CTE

     

    • Like 1
  6. :: UPDATE :: 10-07-20 ::

    Application:

    • Academic Research

    Goals:

    • Install SDK -----------------------------  [ X ]
    • Get Eye Gaze -------------------------   [ X ]
    • Get Fixation ---------------------------   [     ]
    • Get Pupil Dilation -------------------   [     ]
    • Run Subjects & Get Tenure -----  [     ]

    Question:

    • How do I reference the SDK's framework / API to extract close to real-time eye tracking data that prints either in a data.frame or CSV file.

    ---------------------------------------------------------------------------------------------------

    I've given up (more or less) on getting this to work in UE4 so tried out the sample code for _C in the SDK and had a bit more success getting data.

    I can now get gaze data from the sample project in some fashion but have to figure out now how to get dilation data which might mean I do a similar kind of thing to what @MariosBikos_HTC did here:

    I'm not sure how to wrap my head around this function library code but am assuming this is a type of blueprint class reference in unreal that I can recycle for calculating the same information and providing it to me in a string format in C.

    Not sure about this though since I'm not much a C programming language user but I will try to create a new header and call the function in the .cpp file such that it will  show up as a keyed option "7" to start the string and "8" to stop it. Doing so, I think I can just mirror the existing gaze data keys but again, I'm not really sure I know exactly what I'm doing so appreciate any guidance in this process.

     

  7. 2 minutes ago, nbhatia said:

    Hi, have you checked the sdk? There are dome examples already. 

    Trying to work trough it now. I see the different levels in Unreal but don't know where to start with the data extraction. I examined the dartboard actor but am unsure how to use what I'm looking at here (DartBoard.h)

    ---------------------------------

    Do I need to modify this code so as to utilize it as a kind of template?

    - If so, where do I modify and what structure do I use?

    // ========= Copyright 2019, HTC Corporation. All rights reserved. ===========
    
    #pragma once
    
    #include "SRanipal_FunctionLibrary_Eye.h"
    #include "SRanipal_Eye.h"
    
    #include "Engine/Classes/Camera/PlayerCameraManager.h"
    #include "Runtime/Engine/Classes/Materials/Material.h"
    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "DartBoard.generated.h"
    
    UCLASS()
    class SRANIPAL_API ADartBoard : public AActor
    {
    	GENERATED_BODY()
    	
    public:	
    	// Sets default values for this actor's properties
    	ADartBoard();
    
    
    	UPROPERTY(EditAnywhere)
    		FVector Position;	// The dartboard's position
    	UPROPERTY(EditAnywhere)
    		UStaticMeshComponent* BoardMesh;
    	UPROPERTY(EditAnywhere)
    		UMaterial* ParentMaterial;
    
    	UPROPERTY()
    		APlayerCameraManager* PlayerCameraRef;
    
    private:
    	FVector FocusPosition;
    	UMaterialInstanceDynamic* DartBoardMaterial;
    
    protected:
    	// Called when the game starts or when spawned
    	virtual void BeginPlay() override;
    
    public:
    	// Called every frames
    	virtual void Tick(float DeltaTime) override;
    
    private:
    	// Focus relative parameter
    	FFocusInfo FocusInfo;
    	FVector GazeOrigin, GazeDirection;
    	float RayLength = 1000.0f;
    	float RayRadius = 1.0f;
    
    	// Move dart board
    	FVector InitialPosition;
    	bool FirstUpdate = true;
    	bool AlreadyMoveDart = false;
    	void MoveDartBoard();
    	float  SignedAngle(FVector v1, FVector v2, FVector v_forward);
    };

    Sorry if this is a basic question but I'm brand new to C++ 👶

     

  8. Application:

    • Academic Research

    Goals:

    • Install SDK -----------------------------  [ X ]
    • Get Eye Gaze -------------------------   [     ]
    • Get Fixation ---------------------------   [     ]
    • Get Pupil Dilation -------------------   [     ]
    • Run Subjects & Get Tenure -----  [     ]

    Question:

    • How do I reference the SDK's framework / API to extract close to real-time eye tracking data that prints either in a data.frame or CSV file.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Hi there, I've been able to get the VR and eye tracking set up and working per a previous thread with UE 4.25.3 and have a demo with VR functional.

    The only thing is I'm not sure where to go from here to get the SDK to write/print data to a csv or similar file.

    Presently I don't need any eye tracking interactions within the VR environment so the dartboards and mannequin head are useful in that they show this data exists but I need to get that data out of whatever loop it is in and write it to a data file for processing in statistical programs and the like.

    @MariosBikos_HTC , you've been a great help so far. Let me know if you or another HTC fellow are the right ones to ask about this function.

    Once I get something functional I'll definitely be sharing it for future folks in my position.

     

  9. @Franka I'm trying to get some pupil dilation data as well.

    I wanted to run this fix but wasn't sure what you meant by header file.

    I'm also thinking of extracting this data and writing to a file of some kind for processing in R or Python.

    Sounds like the detection isn't working great though so I'm going to try my hand at figuring it out and will let you know if I can get something.

    -CTE

  10. Working off of the new errors I reported above, I was able to get everything working and the dartboards and eye tracking functional.

    For the first chunk of similar errors:

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample.cpp    107    

     

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample.cpp    108   

     

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample_v2.cpp    107   

     

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample_v2.cpp    108   


    I applied the earlier fix provided in this thread where you:

    Replace

    RelativeLocation

    With

    GetRelativeLocation()

    Where they appeared in the code.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Upon fixing this, I was faced with "Fatal Error C1083"

    This was linked to the XXX_XXX_Lip.h series of files found both in "Source/SRanipal/Public/Lip" and "Source/SRanipal/Private/Lip" folders.

    This error was caused by the compiler not being able  to locate tehse files. To fix this I simply added the exact directory location to the points where the errors were flagging. So, for example if I saw:

    #Include "SRanipal_AvatarLipSample.h"

    I would replace this with

    #include "SRanipal/Public/Lip/SRanipal_AvatarLipSample.h"

    This fix took a few iterations of building and fixign the error until I built and there were no errors.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Here is the working source folder that may contain all the fixes needed to make things work.

    Source.zip

    This can replace the existing source folder in: \Plugins

    After all that I was able to ge the dartboards and eye balls in the head working well enough.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Next I'm going to look at extracting pupil dialation which I think is maybe convered in:

     

    • Thanks 1
  11. Applied fix detailed by @MariosBikos_HTC above and additional errors were triggered.

    =======================================================

    Fix Applied to: ~\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\SRanipal.Build.cs

    https://content.invisioncic.com/n286256/monthly_2020_03/image.png.0d44bb7358d5fc961cf820fc6f78a4a1.png

    Modified SRanipal.Build.cs Attached.

    SRanipal.Build.cs

    ---------------------------------------------------------------------------------------------------

    New Errors

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample.cpp    107    

     

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample.cpp    108   

     

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample_v2.cpp    107   

     

    Quote

    Error    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\SRanipal_AvatarEyeSample_v2.cpp    108   

     

    Quote

    Error    C1076    compiler limit: internal heap limit reached    MyProject    Z:\Unreal Projects\MyProject\Intermediate\ProjectFiles\c1xx    1   

     

    Quote

    Error    C3859    Failed to create virtual memory for PCH    MyProject    Z:\Unreal Projects\MyProject\Intermediate\ProjectFiles\c1xx    1   

     

    Quote

    Warning        Library 'SRanipal.lib' was not resolvable to a file when used in Module 'SRanipal', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.    MyProject    Z:\Unreal Projects\MyProject\Intermediate\ProjectFiles\UnrealBuildTool    1   

     

     

    Quote

    Error    MSB3073    The command "C:\Windows\System32\chcp.com 65001 >NUL
     "Z:\Epic Games\UE_4.25\Engine\Build\BatchFiles\Rebuild.bat" MyProjectEditor Win64 Development -Project="Z:\Unreal Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code -1.    MyProject    Z:\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets    54   

     

  12. Downloaded the latest version of the SDK on 09/28/20 and I am still seeing a similar errors I was seeing before this release.

    Download URL: https://hub.vive.com/en-US/download

    ----------------------------------------------------------------------------------------------------------------

    ERRORS and Screen-caps:

    Quote

    Severity    Code    Description    Project    File    Line    Suppression State
    Error    C1083    Cannot open include file: 'DartBoard.h': No such file or directory    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\DartBoard.cpp    3    

     

    image.thumb.png.02d6308906921f1c621d6952ff870dc0.png

    -------------------------------------------------------------------------------

    Quote

    Severity    Code    Description    Project    File    Line    Suppression State
    Error    MSB3073    The command "C:\Windows\System32\chcp.com 65001 >NUL
     "Z:\Epic Games\UE_4.25\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="Z:\Unreal Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.    MyProject    Z:\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets    46   

    image.thumb.png.cb7cd6645f6c9aeec954b2d6cb63fc1a.png

  13. @MariosBikos_HTC has the update for this released?

    I'm trying a re-downloaded version of the SDK and am still getting some errors that are different than those you've helped me with above.

    Namely:

    Quote

     

    Severity    Code    Description    Project    File    Line    Suppression State
    Error    C1083    Cannot open include file: 'DartBoard.h': No such file or directory    MyProject    Z:\Unreal Projects\MyProject\Plugins\SRanipal\Source\SRanipal\Private\Eye\DartBoard.cpp    3   

    image.thumb.png.8e0562f397d958c5030ce804dc5ee2c9.png

    AND

    Quote

    Severity    Code    Description    Project    File    Line    Suppression State
    Error    MSB3073    The command "C:\Windows\System32\chcp.com 65001 >NUL
     "Z:\Epic Games\UE_4.25\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="Z:\Unreal Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.    MyProject    Z:\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets    46    

    image.thumb.png.390ab63bfb1c07b94f2a29d2656c652b.png

    --------------------------------------------------

    Please let me know if I'm doing something wrong on my end.

    The process has been as follows:

    1. Start new blank C++ project in UE4.25.3

    2. Close project and paste in extracted plugin from: https://hub.vive.com/en-US/download found in "SRanipal_version\03_Unreal\Vive-SRanipal-Unreal-Plugin.zip"

    3. Start project

    -- Error State --

    Quote

    MyProject Could not be compiled. Try rebuilding them from the source manually.

    4. Opened Visual Studio file and go to build.

    -- Error States --

    <See above>

    -------------------------------------------------

    Best,

    Connor Esterwood

  14.  

    Problem

    • I'm having some difficulty getting the plugin for unreal engine installed for the Vive Pro Eye Headset.
    • Following the directions in the documentation leads to compile errors when I go to launch the project.
    • In short, I can't get the plugin to compile or the project to load correctly.

    Done:

    • [X] - Installed and running steam VR
    • [X] - Installed and running SR_Runtime
    • [X] - Calibrated Eye Tracker in Steam VR

    Error Trigger

    • Pasted unzipped unreal plugin into C++ blank UE4 project.
    • Returned message from unreal:

    Quote

    MyProject Could not be compiled. Try rebuilding them from the source manually.

     

    • Result of manual compilation via project.sln
      • Menu -> Build -> Build Solution
    Quote


    Error    MSB3073    The command "C:\Windows\System32\chcp.com 65001 >NUL

    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'

    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'

    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'

    C2248    'USceneComponent::RelativeLocation': cannot access private member declared in class 'USceneComponent'

     

    --------------------------------------------------------

    I'm also trying to follow the directions in part 3 of :

    ------------------------------------------------------------

    For Context:

    • I'm a researcher at the University of Michigan and have a series of studies I would like to gather eye tracking data from (especially blink rate and pupil dilatation). We are using a fully developed VR environment in UE4 to give several treatments to participants.

     

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