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Found 12 results

  1. Hallo zusammen, ich bin auf der Suche nach einer VR Brille mit welcher ich ein Experiment für eine Studienarbeit machen kann. Dazu habe ich die HTC VIVE PRO EYE ins Auge gefasst. Leider kann mit der HTC Support nicht weiterhelfen und hat mich an das Forum hier verwiesen. Welche Möglichkeiten habe ich mit der HTC VIVE PRO EYE die Augenverfolgung aufzuzeichenen bzw. zu bewerten oder zu analysieren? Es geht u.a. um folgendes: Probanden sollen Fotos gezeigt werden. Innerhalb der Fotos gibt es verschiedenen symetrische Figuren (in verschiedenen Farben je nach Bild). Ich möchte nur wissen in welcher Reihenfolge die Figuren auf jedem Bild angeschaut werden. Gib es eine Software für die HTC Vive Pro Eye mit welcher ich dies nachvollziehen kann? GGf. bzw. Notfalls würde auch eine "Heatmap" ausreichen, auch wenn das nicht ganz das ist was ich suche. Für eine Antwort wäre ich sehr dankbar, da der HTC Support mich mehrfach auf das Forum verwiesen hat und nicht helfen konnte. Viele Grüße
  2. HI! I'm using HTC Vive Pro Eye in Unity with SRanipal to track user's ocular movementes. I can save at 120HZ gaze direction from both eyes. Gaze Direction is a vector3 that return data between -1 and 1.Is it possible to covert this value in pixels? Best Regards, Mattia
  3. I try to get the pupil diameter data in Unreal/ C++ which is not included as a function in the SRanipal_FunctionLibrary_Eye. That's the reason why I tried to directly get the verboseData or EyeData through SRanipal_Eye eg. like this: int result = SRanipal_Eye::Instance()->GetEyeData_(&eye_data) For some reason I always get the compiler error "error LINK2019: unresolved external symbol". So far I could not work out my mistake so I would be very grateful for a short example/ code snippet on how to access the pupil diameter data in Unreal/ C++ with SRanipal (not Tobii!). Thanks in advance @MariosBikos_HTC
  4. Hello, I am trying to build a VR application using Unity 2019.4.1 and Vive Eye Pro. Assume I have a "red" sphere in the scene, I want to check when the user looks at the sphere and change its color to green. Using the following libraries ViveSR.anipal.Eye, ViveSR.anipal, ViveSR I can read and check the data eyeData.verbose_data including gaze direction, gaze origin, eye openness and many more. I would appreciate any guidance and support to implement the example explained above. Thanks.
  5. Hi, I have been trying to setup the HTC Vive Pro Eye for some time now but I keep having this one issue: the tray icon eyes won't turn green (unless the face gym demo is open) but stay red instead. I am not sure what I am doing wrong but I have followed all the steps multiple time and the issue seems to persist. Can anyone help me please? Many thanks! @Corvus
  6. Hi, I am unable to receive eye data at 120 Hz. On several Vive Pro Eye headsets I am getting very low data report rates using the C++ SRAnipal API. Using the C++ sample project included the SRanipal SDK (link), I print out gaze data once every 120 samples. The data reports at a rate much slower than 120 Hz: ~30Hz when executing ViveSR::anipal::Eye::GetEyeData in a loop ~60Hz when executing callback My SRanipal runtime and tobii platform information is attached. Vive software and drivers are up to date.
  7. Hi, I have a HTC Vive Eye Pro and I am interested in recording eye tracking data as a way of seeing where the user's attention is focusing in the VR environment - for research purposes. So I am thinking being able to record the API check focus for example may be useful to this end. There would be different levels that the user would experience so the recording would need to be carried in such a way that displays what is being seen across the different levels of the simulated environment. What is the best way to go about this? I have seen API check focus works for any object in the scene that has a collider on it but I could not find how this can be setup and recorded. Is there any tutorial available that explains the workflow to do it? (I am currently using UE but it would be useful to know how this would work for Unity as well). I hope this makes sense and thanks so much for your help.
  8. Hi Everyone! I'm working with HTC Pro Eye in Unity using SRanipal. I would like to know if there'se any chance to change Gaze Ray Sample 2; creating two different gaze rays, for each eyes. And if it possible, it is possible obtain data from each eye? Otherwise, is possible to change Gaze Ray form, with a panel of my creation create inside Unity? I mean, i create using Panels a particular effetc which simulate low vision conditions, and i would like to use this panels, as a replacement of "pink" ray gaze offered in the SDK. Thanks for the help.
  9. Hello, Does the Vive Pro Eye or the Vive Focus Pro have access to raw eye camera feed? Is there a Research Mode available?
  10. Data Structure Vive.SR.Eye.SingleEyeData: ulong eye_data_validata_bit_mask float eye_openness Unity.Engine.Vector3 gaze_direction_normalized Unity.Engine.Vector3 gaze_origin_mm float pupil diameter_mm Unity.Engine.Vector2 pupil_position_in_sensor_area Theoretically it should be possible to get the focused point by calculating the intersection point of the linear equation of each eye (left and right) using gaze_direction_normalized and gaze_origin_mm. When debugging the data, I recognized that the vector gaze_direction_normalized is the same for each eye, which doesn't make any sense. Do you have any explanations why this is so? did I misunderstood something during the calculation of the focused point? Debugged Values: Combined Left Right gaze_direction_normalized (0.0, -0.1, 1.0) (0.0, -0.1, 1.0) (0.0, -0.1, 1.0) gaze_origin_mm (3.0, 5.4, -44.3) (32.4, 5.3, -44.3) (-28,6, 5.6, -44.2) @Daniel_Y @Corvus
  11. I would like to make sure about GetValidity() in SRanipal Unreal SDK. (I'm using Unreal Engine 4.22.3, SRanipal_Runtime 1.1.2.0, SRanipalSDK 1.1.0.1.) I have checked the source code concerned to GetValidity() in SDK (see TEXT1 below) and seemed to discover that GetValidity() is incorrect in a part of the code. If the validity as an argument with GetValidity() is SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY and its flug also be been on in an eye_data_validata_bit_mask, the function should return the TRUE, however, it returns FALSE. Because, SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY defines 0 in the SingleEyeDataValidity(TEXT1) as enum. Therefore, the source code should be corrected as GetValidity() in TEXT2, or SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY should be not 0, how is this? -TEXT1(This is SRanipal_Eyes_Enums.h)- enum SingleEyeDataValidity { SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY, SINGLE_EYE_DATA_GAZE_DIRECTION_VALIDITY, SINGLE_EYE_DATA_PUPIL_DIAMETER_VALIDITY, SINGLE_EYE_DATA_EYE_OPENNESS_VALIDITY, SINGLE_EYE_DATA_PUPIL_POSITION_IN_SENSOR_AREA_VALIDITY }; typedef struct SingleEyeData { /** The bits containing all validity for this frame.*/ uint64_t eye_data_validata_bit_mask; bool GetValidity(SingleEyeDataValidity validity) { return (eye_data_validata_bit_mask & (uint64)validity) > 0; } }SingleEyeData; -TEXT2- bool GetValidity(SingleEyeDataValidity validity) { return (eye_data_validata_bit_mask & ((uint64)1 << (uint64)validity)) > 0; } Thank you. @Daniel_Y @zzy
  12. Hello. I want to calculate the gaze point in Unreal Engine. I have some questions about EyeData. (I'm using Unreal Engine 4.22.3, SRanipal_Runtime 1.1.2.0, SRanipalSDK 1.1.0.1) 1. Shouldn't gaze_origin_mm be used to calculate the gaze point? Why EyeFocusSample doesn't use gaze_origin_mm? 2. Is eye_data_validata_bit_mask a value that is set a bit corresponding to SingleEyeDataValidity? For example, if only gaze_origin_mm and gaze_direction_normalized are valid, eye_data_validata_bit_mask is ((1<<SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY) | (1<<SINGLE_EYE_DATA_GAZE_DIRECTION_VALIDITY))? (SingleEyeData::GetValidity() seems to be wrong.) 3. The convergence_distance_validity seems to be always FALSE. Is convergence_distance_mm supported now? Thank you. @Corvus @Daniel_Y
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