dagillespie Posted November 1, 2019 Share Posted November 1, 2019 Is this the same as v2 in "Enable eye version" that is implemented in the Unreal SDK? Link to comment Share on other sites More sharing options...
Daniel_Y Posted November 1, 2019 Share Posted November 1, 2019 @marcellotham VIVE_SRanipalInstaller_1.1.2.0.msi + SRanipal_SDK_1.1.0.1.zip 1 Link to comment Share on other sites More sharing options...
marcellotham Posted November 11, 2019 Share Posted November 11, 2019 On 11/1/2019 at 4:25 AM, Daniel_Y said: @marcellotham VIVE_SRanipalInstaller_1.1.2.0.msi + SRanipal_SDK_1.1.0.1.zip Hi again, Is SetEyeParameter() not supported anymore in Eyedata_v2? How can we change the strength of the filtering? Thanks @Corvus @Daniel_Y Link to comment Share on other sites More sharing options...
wenjiec_shen Posted November 12, 2019 Share Posted November 12, 2019 (edited) Hi Marcellotham, SetEyeParameter() is still supported in Eyedata_v2 but filtering always only works on gaze rays. So the versions of data doesn't effect filtering. Thanks, WenJie Edited November 12, 2019 by wenjiec_shen Link to comment Share on other sites More sharing options...
marcellotham Posted November 13, 2019 Share Posted November 13, 2019 On 11/11/2019 at 10:57 PM, wenjieshen said: Hi Marcellotham, SetEyeParameter() is still supported in Eyedata_v2 but filtering always only works on gaze rays. So the versions of data doesn't effect filtering. Thanks, WenJie Thank WenJie, So if I'm interested in the verbose data from eyedata_v2, I shouldn't be worrying about filtering? Is it safe to just disable it nonetheless. Thank you Link to comment Share on other sites More sharing options...
wenjiec_shen Posted November 18, 2019 Share Posted November 18, 2019 (edited) On 11/14/2019 at 3:36 AM, marcellotham said: Thank WenJie, So if I'm interested in the verbose data from eyedata_v2, I shouldn't be worrying about filtering? Is it safe to just disable it nonetheless. Thank you Hi Marcellotham, Yes, filtering works as previous version. Thanks, WenJie Edited November 18, 2019 by wenjiec_shen Link to comment Share on other sites More sharing options...
armstrpd Posted November 20, 2019 Share Posted November 20, 2019 (edited) We are using SDK 1.1.0.1 and SR runtime 1.1.2.0 with SetEyeParameter at 1.0, and still see the latency with the Vive Pro Eye, exactly as in the youtube videos posted by @gazeBehavior. Does anyone have a real fix for this problem? Edited November 20, 2019 by armstrpd Link to comment Share on other sites More sharing options...
mrk88 Posted January 28, 2020 Share Posted January 28, 2020 On 8/14/2019 at 4:45 AM, gazeBehavior said: Here are the latency measurements taken by one of our students. Images reflect the azimuthal component of the head and eye during vestibulo-ocular reflex (while fixating a stable object and rotating one's head about the vertical axis). The first figure shows the original signals - deg/s over time. The second shows the results of the cross correlation, and the third shows a zoomed in look at the signals before/after adjustment for the measured latency. The two signals were maximally correlated with 83 ms of shift, meaning that there was 83 ms of latency in the eye tracker relative to the head tracker. Vive head tracking is typically 22-33 ms absolute latency, so that puts the ET above 100 ms of absolute latency. We have only measured this once. Really, we should measure a few more times, with different people. We could also learn more by testing for possible effects of rotational velocity, and GPU load on the amount of latency. An effect of the former (head velocity) would indicate that this latency results form a dynamic filter. This seems unlikely, because if it were, they would just have us turn it off. It's more likely attributed to the core functions of the eye tracking pipeline, such as pupil segmentation in the 2D imagery, or gaze mapping (which converts from 2D pupil centroids to 3D gaze vectors). If so, I would expect the latency to increase with GPU load. Something to test, anyhow. Or, HTC could jump in and say a bit more... Hello! Thanks for sharing this. Can I ask how you actually measured these? Thanks Link to comment Share on other sites More sharing options...
jogi1800 Posted August 17, 2020 Share Posted August 17, 2020 Hi folks , I am relatively new to VR, but I have just written my master research piece on spider fear for the pro Eye. The software is ready to go and studies fear of objects presented in the periphery. 3 things: 1. I am looking for participants who have the pro eye to take part. Takes about 12 minutes runtime and max 25 minutes in all. Details if you are interested. (sorry to shamelessly plug my research, but corona is making things difficult which is why I had to abandon lab-based research). 2. I am wondering if there is a good platform that I can upload my reserach software to for easy download. Really basic stuff I know. I am totally new to all this. 3. Accuracy. This discussion is interesting. I am not using head movement. The visual field is fixed. So my question is whether you believe the eye tracking as a stand alone is accurate enough for research purposes: specifically - -- latency - I am noticing a lot of empty data that appears around 40ms after "eyeopenness" goes to 0 (i.e. closed). So the recording of blinks appears to be out of sync. -- calibration: if the tracker stops recording (which sometimes happens for up to 1 second, do we need to recalibrate? I don't think so as long as the device is not moved. It would disturb the flow of any experiment if that was the case. Thanks for any info you can give. Link to comment Share on other sites More sharing options...
mattia.barbieri91 Posted January 20, 2022 Share Posted January 20, 2022 Hi @gazeBehavior! I saw your simulation where there is the prefab "gazeSphere". How did you manage to doo it? To move a GameObject according to the Eye? I used the two Vector 3 "gaze_direct_L" and "gaze_direct_R" but it didn't work. Is it possible to take a view of your script? Thank you kindly! Link to comment Share on other sites More sharing options...
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