πŸ₯½ core-xr


user-1d0e44 02 December, 2021, 17:26:33

Hello, are there any keypoints/advises when calibrating the HTC Vive eyetracking addon?

user-1d0e44 02 December, 2021, 17:26:47

On how to get better results

nmt 03 December, 2021, 13:42:40

Is there a specific part of the calibration you need assistance with? For example, how is your pupil detection – does it look robust, i.e. red ellipse surrounding the pupil; blue circle surrounding the eyeball?

user-6c2e03 03 December, 2021, 22:41:56

Is there a way to reset the calibration data during Unity's play mode? I'm trying to recalibrate the eye tracker in between trials in case the validator I coded detects that the headset has slipped, but I'm noticing that when I call the calibration routine again, it stops after only 2 or so calibration points and succeeds immediately, but keeps the error. I think the problem would be solved if I could entirely clear the calibration data from the first round of calibration.

papr 06 December, 2021, 08:35:51

Hi, Capture does not remember any of the calibration data. Hmd-eyes is fully responsible for the calibration choreography. Please make sure that you are not sending out-of-date data or a calibration.should_stop notification by mistake

user-6c2e03 06 December, 2021, 08:44:40

I'm tracing the code in hmd-eyes for the calibration. Via Calibration.cs and a few other calibration scripts, it gathers the timestamps associated with each calibration point and then uses the RequestControl script to send this information to something outside of unity I think. Am I right on this? Where's the data being sent? And where in the code is the calibration actually being calculated?

papr 06 December, 2021, 08:46:43

Exactly, this data is sent to Pupil Capture where the calibration is being calculated. Capture will only use the data that is being sent.

user-6c2e03 06 December, 2021, 08:47:46

Oh so there's no reason it should ever remember the calibration between runs

user-d1efa8 12 December, 2021, 18:06:21

@papr so…my PI is saying we have to validate that the eye tracker works binocularly, and the proposed way to do that is to do two calibrations, where each eye is blocked off, and the calibration routine is run per eye; afterwards, we take the calibration results per eye and combine them.

I was thinking of trying to do this for live calibrations in 3D-hmd, and I think we’ve talked about how to get and set the calibration parameters per eye via messages, but I’m having trouble doing so (I don’t think I have the right subject)

The other option was post-hoc calibration, but I’m unfamiliar with how post-hoc calibration works

user-b14f98 24 January, 2022, 14:42:33

Just dropping in to point out that the Pupil Labs actually uses three separate calibrations: one for the left eye, one for the right eye, and one for the binocular. The calibration used is dependent upon the pupil confidence for the two eyes

user-872c60 31 December, 2021, 21:37:12

Happy New Year to everyone. I have a few questions about how to use Pupil Labs in VR, but first of all, is there anyone that can tell me if by any chance the results of the pupil labs are time-variable? or it can only collectively tell you which points have caught more attention?!

papr 03 January, 2022, 10:38:40

Hi, please see my response to your question over in πŸ‘ core https://discord.com/channels/285728493612957698/285728493612957698/927471648490262559 Feel free to continue the discussion or questions here in πŸ₯½ core-xr.

End of December archive