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  1. There was some talk about the possibility of custom calibrations a year or so ago. Has there been anymore thought given to this? I need to be able to calibrate one eye at a time which I know is possible with the old Tobii desktop eye trackers. I'm currently doing just that with a Tobii EyeX tracker. Thanks
  2. @Corvus Thank you for the reply! Since my original post I have purchased a old used Tobii EyeX tracker. Using an old deprecated SDK I'm able to run my own calibration(Tobii no longer exposes these functions in the newer SDKs unless you buy the pro SDK) . What I have been able to do with this SDK is run the calibration twice. I cover my left eye and look at my calibration points but before committing the temporary buffer of left eye points, I cover my right eye and repeat the process. I then commit all the points. This works flawlessly because when someone with Strabismus uses one eye at a time they are able to look at the target directly. I have a hunch this could be implemented with the Vive Eye. Could you please confirm that this is or isn't possible? I don't need to be able to run my own custom calibration routine...I just need the option to run the calibration twice(once per eye) and then commit the all the point data. Here are the two calls I use from the old Tobii SDk. I'm really hoping something like this can be incorporated into the Vive Eye Calibration routine. /** * Adds data to the temporary calibration buffer for the specified calibration point which the user is assumed to be looking at. * @param eye_tracker An eye tracker instance. * @param point A two dimensional point specified in the ADCS coordinate system (screen size percentage) where the users gaze is expected to be looking. * @param callback A callback function that will be called on command completion. * @param user_data Optional user supplied data that will be passed unmodified to the callback function. Can be NULL. */ TOBIIGAZE_API void TOBIIGAZE_CALL tobiigaze_calibration_add_point_async(tobiigaze_eye_tracker *eye_tracker, const struct tobiigaze_point_2d *point, tobiigaze_async_callback callback, void *user_data); /** * Computes a calibration based on data in the temporary calibration buffer. If this operation succeeds the temporary calibration buffer will be copied to the active calibration buffer. * If there is insufficient data to compute a calibration, TOBIIGAZE_FW_ERROR_OPERATION_FAILED will be returned via the callback. * @param eye_tracker An eye tracker instance. * @param callback A callback function that will be called on command completion. * @param user_data Optional user supplied data that will be passed unmodified to the callback function. Can be NULL. */ TOBIIGAZE_API void TOBIIGAZE_CALL tobiigaze_calibration_compute_and_set_async(tobiigaze_eye_tracker *eye_tracker, tobiigaze_async_callback callback, void *user_data); Thanks
  3. Hi Assaf Did you ever proceed with developing with the Pro Eye? I too am hoping to develop an application for someone who has Strabismus and I am seeking answers to same questions you have posted. Thanks
  4. I cant seem to edit my post and one image didn't come through. Anyway its just a simple visualization of esotropia:
  5. Hi Before I purchase the Vive Pro Eye(which is pretty expensive for me), I was hoping someone could answer a few questions. I'm interested in developing an application that provides real-time feedback of individual eye gaze location for people who have strabismus(primarily esotropia). I currently use an Oculus Rift CV1 and Unity and my current projects use a two camera setup to be able to display different target objects exclusively to one eye or the other(with all other objects visible to both eyes). I'd like to be able to see what the individual eyes are doing in the environment and provide visual real-time feedback to the user. This obviously would require the use of eye tracking such as the Vive Pro Eye. For people who have esotropia their "good eye" focuses on the target and the other eye is looking x degrees to the left of the target(if the right eye is affected) or to the right of the target (if the left eye is affected) How does the calibration work for someone whose eyes converge at a point that is not on the target? I've only seen a screenshot of the calibration but it looks like you have to converge your eyes on a dot to make it light up. Someone with esotropia would only be able to do this by looking to the left or right of the target(and slightly beyond the target). This would produce invalid data. I need to be able to show the user what the left eye is looking at when the right eye is looking at the target. For my application someone with esotropia would see two gaze objects side by side representing where each eye is looking instead of one merged object representing the convergence point of both eyes(which is what someone with normal vision would see). The left eye data can't simply be an offset of right eye data because I need to show independent eye movement. Someone with esotropia can move that yellow circle in the example above closer or further away from the blue circle with their eyes muscles much in the same way a normal sighted person can cross their eyes and create double vision. Can the calibration be done with only one eye? If the answer is "no", can I modify the calibration data? If the answer is "no", can I skip the calibration? If the answer is "yes", is the data produced by each eye then assumed to be relative to the sensors with the assumption that the HMD and sensors are centered perfectly over the eyes?(obviously never the case). Thanks for your help!
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