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Posted

Hello

    For my project,I would obtain and desplay the numerical values of eye position (view point,e.g, gaze position, pupil size) and head motion (roll, pitch,yaw)simultaneously.And by using these values, to control a robot or a computer agent in real time.

    At present, I have seen the vision image from RICOH R in VIVE pro eye. The structure of the entire model is shown below. If you have any suggestions, please contact me, thank you! @Corvus @Daniel_Y

图片1.png

图片2.PNG

  • 3 weeks later...
  • 1 month later...
Posted

Hello,

 

I will be really interested to know how did you manage to collect  numerical values of eye position and head motion. 

Please let me know if you have any project in github that I can look at.

Cheers,

Vasiliki

  • 4 weeks later...
Posted

 Hello @Corvus,

How to get eye movement data through the SDK?I use the HTC Pro instrument. In the SDK, i found some eye movement data code, but i want to know how to extract it.thank you so much!

public struct SingleEyeData

            {

                /** The bits containing all validity for this frame.*/

                public System.UInt64 eye_data_validata_bit_mask;

                /** The point in the eye from which the gaze ray originates in meter miles.(right-handed coordinate system)*/

                public Vector3 gaze_origin_mm;

                /** The normalized gaze direction of the eye in [0,1].(right-handed coordinate system)*/

                public Vector3 gaze_direction_normalized;

                /** The diameter of the pupil in meter miles*/

                public float pupil_diameter_mm;

                /** A value representing how open the eye is.*/

                public float eye_openness;

                /** The normalized position of a pupil in [0,1]*/

                public Vector2 pupil_position_in_sensor_area;

                public bool GetValidity(SingleEyeDataValidity validity)

                {

                    return (eye_data_validata_bit_mask & (ulong)(1 << (int)validity)) > 0;

                }

            }
 

  • 3 months later...
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