🥽 core-xr


user-6e3d0f 01 December, 2020, 10:18:04

How do you define surfaces in vr to calculate later in Player. Are there ready prefabs?

user-ac3779 08 December, 2020, 15:27:52

Hi @user-c5fb8b I have a follow up question regarding your response to @user-ac0304 question on hololens support. So do you mean that the latest hmd-eyes only support hololens 2 or all support for hololens stopped at hmd v0.62? Thanks

papr 08 December, 2020, 16:43:29

@user-ac3779 The latter is the case.

user-ac3779 08 December, 2020, 17:09:45

Oh thank you @papr

user-b2640a 09 December, 2020, 11:31:49

Hi everyone!

user-b2640a 09 December, 2020, 11:40:00

Regarding the binocular addon for HTC Vive, can I make it work with a HP Reverb? I can design and print my own enclosure and holder if the default one won'

user-b2640a 09 December, 2020, 11:40:56

t fit the Reverb's eye cups, I can also solder a new shape illumination LED ring. But the eyepiece FOV is different and I don't know what other modifications I have to make, for example in code.

user-2c8a6d 11 December, 2020, 09:43:01

hi. I am going to work with eye tracker for headset VR... I have a problem. please guide me. I cant see this process that i showed in this picture.

user-2c8a6d 11 December, 2020, 09:43:34

i cant this part. what should i do??

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papr 11 December, 2020, 09:46:49

@user-2c8a6d The cameras should be listed in your Device Manager with the given names

user-2c8a6d 11 December, 2020, 09:50:49

Do you mean this??

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papr 11 December, 2020, 09:51:55

@user-2c8a6d yes. Checkout the cameras category. If they are in there, the drivers are not yet installed. Simply run Pupil Capture to install them. Afterward, they should appear in the libusbk category

user-2c8a6d 11 December, 2020, 09:53:14

yes there are

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user-2c8a6d 11 December, 2020, 09:56:58

would you please tell me which software exactly I should install? I installed Unity, steam vr, sr- runtime 1. Do I need install others?

user-2c8a6d 11 December, 2020, 09:59:36

also I checked pupil lab Git hub and found pupil_v2.6-19-g6344358_windows_x64.msi.rar.

user-b2640a 11 December, 2020, 12:39:46

anybody here?

papr 11 December, 2020, 12:44:08

@user-2c8a6d If you are planning on using our Unity plugin, please follow the instructions here: https://github.com/pupil-labs/hmd-eyes/

user-2c8a6d 12 December, 2020, 01:53:50

Thank you so much.

user-b2640a 11 December, 2020, 12:56:38

@papr are you responding to me?

papr 12 December, 2020, 10:14:46

Unfortunately, I am only checking this chat sporadically. Therefore, I am usually not available for longer chatting sessions. Please post your question and I will try to answer it the next time I check the channel. 🙂

user-b2640a 12 December, 2020, 10:44:35

@papr Somehow Mojgan's messages weren't visible to me for a long time, so I was puzzled whom you were responding to. Maybe the same is the case for my messages not appearing? Should I maybe email the questions instead? Here is a repost:Regarding the binocular addon for HTC Vive, can I make it work with a HP Reverb? I can design and print my own enclosure and holder if the default one won' t fit the Reverb's eye cups, I can also solder a new shape illumination LED ring. But the eyepiece FOV is different and I don't know what other modifications I have to make, for example in code.

papr 12 December, 2020, 10:46:58

Please contact info@pupil-labs.com in this regard.

user-b2640a 12 December, 2020, 10:49:47

@papr thank you

user-e9895f 12 December, 2020, 11:01:37

Hi, I'm still a newbie. I have Vive HTC add on but I would like to 3D print a "standalone mount" so that I'll be able to use the add-on both with and without the visor. Has anybody already thought about it? Can you point me in the right direction? The reason I need it is this: I find it difficult to calibrate the add-on while wearing the visor when I'm alone without another person to help me (with keyboard keypresses etc..), so the alternate mount would be used to calibrate the add-on.

user-1d0e44 14 December, 2020, 12:16:28

Hello, we are using a pupil labs eye for our htc vive but the last 2 days we can only see one camera feed (eye1 and not eye2)

user-1d0e44 14 December, 2020, 12:16:34

we tried a different cable but still got the same issue

user-8779ef 18 December, 2020, 20:37:46

Allright folks, I have a recording from HMD eyes that I'm trying to recalibrate offline. I have plenty of experience finessing the pupil fitting process and gaze mapping process. I've added the on-screen references, created a new 3D calibraiton, and made sure the gaze mapping is using this new calibration. No luck!

user-8779ef 18 December, 2020, 20:38:28

Are there any known issues about offline gaze mapping using HMD-Eyes?

user-8779ef 18 December, 2020, 20:39:55

I should add that gaze confidence is >.9, but it's dismissing 90% of gaze data during calibration, which is surprising. The blue circles are excellent fits (2D pupil mapping, I assume), but the red circle is chaotic (3D pupil mapping, I assume). So, it seems that the breakdown occurs when trying to fit the 3D eye model.

user-8779ef 18 December, 2020, 20:41:21

Link to the data: https://drive.google.com/drive/folders/16AXOznFADfuR-TnwA9GyQ02uHQawCdQN?usp=sharing

user-6752ca 22 December, 2020, 04:14:26

hi. please guide me. i am in process of installing eye tracker on vive headset. i dont understand what should i do? hmd-eyes/VR Getting Started/ Number 8......This sentence: 8. Use the displayed realtime videos of your eyes to make sure they are as centered as possible and in focus.

user-6752ca 22 December, 2020, 04:15:17

what is the meaning of (Use the displayed realtime videos of your eyes)???

user-6752ca 22 December, 2020, 04:17:17

I just see this picture

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user-525b2f 22 December, 2020, 10:49:00

Hello @user-6752ca we have just recently had the same step, and the case is that if I understand correctly why this eventually works - the Pupil Capture necessary to run in the background when running the HMD Eyes on the Unity side - the Pupil Capture cannot take over the view you want to be the source of calibration/tracking - if you want the source to be from the AR mode - that would be something in the physical world - the physical marker for the user to be shown in pass-through mode in order to calibrate. In Unity scenario you want to have system focus on the Unity editor window (it has to be the last recently clicked) before you press C for the calibration. That way you should have it eventually working and not having those NaNs on the Pupil Capture console side and that weird prompt for realtime videos. Someone correct me if I am wrong.

user-525b2f 22 December, 2020, 10:51:20

I also have my own question to the Creators/Community - where should I look in the Pupil HMD Eyes 1.4 output created with use of DataRecordingDemo - in the folder created above Assets project folder - how do I get into the data, in which files (everything seems to be encrypted), specifically the changes of the pupils diameters?

user-525b2f 22 December, 2020, 10:54:58

Chat image

user-525b2f 22 December, 2020, 10:58:27

I found this info https://docs.pupil-labs.com/developer/core/recording-format/#meta-files, but what we want is simply some sort of .csv unencrypted format acceptable for other software

user-525b2f 22 December, 2020, 12:02:18

Pupil Player can get this folder and export most data to .csv, however - is there a way to process the above files within Unity and get the .csv without Pupil Player, or to even stream this data? Sorry if this kind of question has been answered before, but we have not found it until now, so we would be very grateful if someone could tell us how to do it if it is doable 🙂

user-6752ca 23 December, 2020, 10:43:07

@user-525b2f Thank you.

user-b242db 24 December, 2020, 04:43:00

During a lab experiment, the add-Ons are very heated. There are any problems on an operational programs? If you know any prevention procedure, please advise me kindly.

End of December archive