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CormacGeorge

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  1. Hey Alex, thank for the advice! So I was actually looking into using dot product to determine how far off from a target an individual's gaze is in a 2d axis. This is because we are artificially blocking their central vision, forcing them to use their periphery to see objects. For example, if someone is looking above and to the right of the target with their actual gaze, thus using the bottom left portion of their vision to see the target. Would you have any advice on determining where this point is, or if it would be something that is easier to do using the original focus point data, then transform it afterwards? I have also attached a picture to illustrate my point; we are interested in determining what someone's eccentric fixation might be like in the far right picture in which they position their central vision to the left of the tree due to an inability to use their central vision.
  2. Hello all, If you are attempting to determine where someone is looking within a scene using a raycast, is it generally better to use the built in focus point data, or to construct your own raycast using a combo of the gaze origin and gaze direction? Additionally, are gaze origin and direction absolute/world coordinates or are they relative/local to the camera? Finally, for the focus point data when finding where a person is looking, what would be the origin of the raycast? would it be the camera, or would it be some midpoint between the eyes? Thanks, George
  3. Hello all I am working on a research project where I am using code created by another person to simulate visual impairments. In order to make our display gaze contingent, we want to call single eye data in vector2 coordinates using pupil_position_in_sensor_area (replacing the current stationary vector2 coordinates). Does anybody know of any examples of this? I could only find the combined Vector3 gaze ray examples in the samples folder. The code snippet is attached below //Eye positions in normalized screen coordinates. You need to update these values from your eye tracker. _leftEyePosition = new Vector2(0.5f, 0.5f); _rightEyePosition = new Vector2(0.5f, 0.5f); Thanks in advance, Cormac
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