vr-ar


user-c68bba 01 December, 2017, 03:51:19

@everyone 3D binocular calibration have been calibrated OK,but it gaze accuracy is very bad! Could give me video about 3D binocular calibration accuracy test.I believe your algorithm is OK ,as your technical specifications & performance in web.Thank you very much!

user-c68bba 01 December, 2017, 03:52:09

@wrp

user-02665a 01 December, 2017, 10:16:45

Pls don't tag everyone on a general question or feedback, thanks

user-c68bba 01 December, 2017, 11:32:28

sorry!3D binocular calibration have been calibrated OK,but it gaze accuracy is very bad! Could give me video about 3D binocular calibration accuracy test.I believe your algorithm is OK ,as your technical specifications & performance in web.Thank you very much! who can answer me?πŸ˜€

user-bb3137 01 December, 2017, 17:45:18

Hi, we're having the same issues as @user-dd79ea above; we can't seem to make any progress with the unity plugin. After a 'successful' (no feedback so not sure) calibration, the market scene starts but we can't see the marker object. Interestingly, the marker object when viewed in the scene window seems to rotate with the headset. Is this supposed to be the gaze position?

user-bb3137 01 December, 2017, 17:46:00

Our goal is to access blink rate and pupil diameter information in real time from within Unity. Any/all help much appreciated πŸ˜ƒ

user-5e1808 03 December, 2017, 02:52:32

@user-e04f56 Thank you for your reply. Our network is private. So, it won't be able to access from outside of the world. Instead, you could try it using TeamViewer. Would you mind if I ask for your personal E-mail account and get some help? We've been stuck here for already several weeks so far..

user-8779ef 04 December, 2017, 15:04:11

We booted up the new version the other day and found that, after a successful calibration, the gaze cursor was way off in depth, and often not visible at all. Do you have any evidence that your system has the accuracy to represent a single point in depth, rather than a gaze vector? It seems risky to jump straight to assuming accurate depth information.

user-8779ef 04 December, 2017, 15:27:07

@Max We have also found poor tracking after calibration. Unfortunately, they changed the calibration and representation of gaze at the same time (from a vector representation to a point). One question is whether the poor results reflect the difficulty of estimating the depth of gaze (as indicated by the point representation), or if the sensed gaze direction (as would be indicated by a vector) is also quite poor.

mpk 04 December, 2017, 15:31:45

@user-8779ef @user-c68bba please try 2d mode as well. The tracking accuracy for 3d is not good right now. We are still optimizing that part. In 2d you will see the familiar representation and better accuracy.

mpk 04 December, 2017, 15:32:23

@user-e04f56 please elaborate on where to find 2d and 3d demos for VR in HMD eyes.

user-8779ef 04 December, 2017, 15:34:30

@mpk Sadly, 2D mode does not deliver the gaze vectors I rely upon in subsequent calculations. Previously, it made sense to wait for you guys to try solving the problem before I jumped in and tried to calculate the vector representation (e.g. to figure out exactly where the eye-base points are, and to map the reported 2D fixation location to a point in front of the head).

mpk 04 December, 2017, 15:35:25

@user-8779ef I think the vector could be obtained from 2d gaze @user-e04f56 what do you think?

mpk 04 December, 2017, 15:36:05

We are waiting for a different part of the pipeline in pupil to be compelete before adding the improvements to be tracking for 3d mode

user-8779ef 04 December, 2017, 15:36:58

@user-e04f56 and I have spoken about this before. He was very helpful and provided some relevant functions. Still, there is a non-negligable amount of work and validation involved, and it doesn't make sense for me to reinvent the wheel (especially if you guys are also reinventing the wheel). It would be especially helpful if there were a portion of your code that demonstrates how to convert the 2d gaze location into a 3d gaze vector, though.

mpk 04 December, 2017, 15:42:03

@user-8779ef let me check with with @user-e04f56 and get back to you!

user-8779ef 04 December, 2017, 18:47:24

@mpk @user-e04f56 Thanks. One caveat is that I am exporting the data for use in a third party program with its own frustum. So, the task I have to accomplish is to calculate eye-in-head angles using pupil provided data on the eye base points and the L/R eye region of interest on the frustum (pixel coordinates, or normalized screen coords). Max kindly pointed me towards some details on the unconventional stereo frustum in Unity, but I decided to hold off and see how your updated 3D calibration behaved.

user-8779ef 04 December, 2017, 18:48:06

@mpk. Also, is your 2D model tracking only the pupil, or does it make use of the corneal reflections? I notice it's not stable to minor bumps or shifts on the helmet, and so I guess it is pupil only.

user-d84237 05 December, 2017, 03:38:54

Again, I am a Ph.D. student at Stony Brook University. For those of you whom have installed and connected hmd-eyes library with Vive properly, could you guys tell me which versions of visual studio preview, unity and python are used? When playing the calibration code of unity, it stops. We are stuck here for already several weeks. What might be the problems here?

user-c68bba 05 December, 2017, 03:44:26

@mpk Thank you for your replay! When can you complete your 3d mode?

user-c68bba 05 December, 2017, 03:44:46

thank you very much!

user-c68bba 05 December, 2017, 03:46:16

because I want Slippage Compensation.

mpk 05 December, 2017, 06:57:07

@khg2478#7594 I m going to ask @user-e04f56 to answer your questions.

user-e04f56 05 December, 2017, 07:51:19

@khg2478#7594 I sent you a direct message, yesterday, offering to do a remote session. (also included my eMail, as you asked for it..)

user-d84237 05 December, 2017, 08:39:07

@user-e04f56 I was using a temporary account and the current account is a proper account with my email account registered. Would you send me another direct message please? I appreciate your response.

user-a1febb 05 December, 2017, 09:43:51

Hi, we are using the pupil labs eye tracker inside of an HTC Vive and start the Calibration through Unity. We are running a longer session in which eye movements need to be recorded. So we calibrate in the beginning using 17 point 3D calibration. Now we noticed that the calibration gets worse after quite a short time (2-3 degrees more error after 5 minutes in VR) and would like to avoid a 17 point calibration every five minutes. We thought about implementing a one point calibration which just readjusts the whole calibration a bit (usually the error is just vertically and about the same for all validation points indicating that it comes from slippage of the headset). If we start the one point calibration now however it throws away the previous calibration and gets very bad. Is it possible to keep the old calibration and just integrate one or three extra points for readjustment?

user-e04f56 05 December, 2017, 11:54:11

@user-8779ef while we are still waiting on some input to improve 3D calibration, here a condensed version of how we go from 2d viewport coordinates to 3d vectors in the market scene demo: Vector2 gazePointCenter = PupilData._2D.GetEyeGaze (Pupil.GazeSource.BothEyes); Vector3 viewportPoint = new Vector3 (gazePointCenter.x, gazePointCenter.y, 1f); Ray ray = sceneCamera.ViewportPointToRay (viewportPoint);

With that, you get access to both ray.origin and ray.direction. If I rememeber correctly, you wanted to calculate the angular distance to a gameobject. Hope this helps.

user-5d12b0 05 December, 2017, 17:14:54

I'm creating a new Unity project from a fresh clone of hmd-eyes. I start pupil_service manually. When I run the scene in the Unity Editor, the eye tracking cameras pop up. Problem 1: They are almost always showing the same eye, with one of them freezing, so I have to manually change the uvc source. Problem 2: Occassionally these windows crash; when that happens, calibration fails (obviously, but no helpful error messages) and unity crashes when I stop the scene and I have to use task manager to close it. Problem 3: When calibration is successful, I can play around in the market scene, but then when I stop the editor, run it again, calibrate again, the end of calibration leads to a Unity crash. I'm going to be AFK for most of the day but I'll read any replies in a few hours.

user-90aa66 05 December, 2017, 19:59:24

I am having similar problems with the latest hmd-eyes market scene. Using one eye tracker it freezes off and on.

user-90aa66 05 December, 2017, 19:59:49

I also have these errors while running the calibration scene (this is with the latest Unity version). Hope this can be helpful for debugging purposes:

Chat image

user-e04f56 05 December, 2017, 22:02:32

@cboulay#4121 [email removed] if the Pupil windows are crashing, there seems to be a bigger problem at hand.

user-e04f56 05 December, 2017, 22:04:12

@cboulay#4121 , are you also having a single camera set-up such [email removed] ?

user-bb3137 06 December, 2017, 15:15:44

@user-e04f56 Thank you for your response. It would be great if we can arrange a remote session. When can we do this? Our goal is to access blink rate and pupil diameter information in real time from within Unity. Any/all help much appreciated πŸ˜ƒ

user-5d12b0 06 December, 2017, 15:41:36

@user-e04f56 , I'm using the Vive add-on. When I launch pupilservice.exe manually, it pops up only one caputre window for eye 0, but I can use the UVC manager window to switch its source between ID0 and ID1. When I open the Unity project, select the 2D Calibration Demo, run the scene (play button), it successfully connects to pupil service and opens up two capture windows. If I had previously switched between ID0 and ID1 when the service was first launched, then the two windows will be for the two different cameras. If I had not done that, then the two windows will be for the same camera and I will have to manually change one of them.

user-5d12b0 06 December, 2017, 15:46:35

I am not able to get the Pupil windows to crash right now. However, the problems I'm now facing are that (1) the calibration seems to always fail, and (2) when I stop the scene, Unity crashes.

user-5d12b0 06 December, 2017, 15:46:54

BTW, these problems are new to us since upgrading to v >= 1.0

user-5d12b0 06 December, 2017, 15:49:27

I'm quite comfortable in C, C++, Python, and debugging with IDEs so I'd like to help debug this, I just need a hint about where to start looking. i.e. where's a good place for me to monitor variables to make sure the calibration routine is getting good data?

user-e04f56 06 December, 2017, 16:06:31

@user-5d12b0 the use cases are normally to either start pupil_capture manually or let Unity start pupil_service.. I would recommend the former, but can you try either of them?

user-5d12b0 06 December, 2017, 16:08:29

@user-e04f56 , OK, I'll try, but in the end that isn't a good workflow for us. I don't want to use pupil_capture because I don't want to have the world window open. I want to run additional clients other than Unity simultaneously to store gaze data in a file (labstreaminglayer) so I don't want to depend on running Unity to start up pupil service.

user-5d12b0 06 December, 2017, 16:09:16

(and, btw, I was told a few weeks ago that the preferred work flow was to start the service manually first before starting Unity. As it is a 'service' this is the most intuitive to me and IMO should be the preferred workflow)

user-5d12b0 06 December, 2017, 16:10:51

Another reason for not wanting to require Unity to start pupil service: if we have pupil_service in a directory whose name reflects the version number, we have to recompile our Unity project just to change the location to search for pupil_service.

user-e04f56 06 December, 2017, 16:10:56

I can try this on our side as well, but the option to let Unity start the service (without world window) is still an option

user-5d12b0 06 December, 2017, 16:14:27

When launching pupil_service from Unity, just as launching it manually, it only opens up one eye window.

user-e04f56 06 December, 2017, 16:17:09

@user-5d12b0 I just tried to reprduce your behaviour..

user-e04f56 06 December, 2017, 16:18:01

I start pupil_service manually, one windows opens, I start Unity's Calibration scene, a second eye window opens and the calibration starts

user-5d12b0 06 December, 2017, 16:18:09

... if I close the window, then it pops up two windows, and I can manually choose the UVC sources for each. Are there rules about this? Should eye 0 always be ID0?

user-e04f56 06 December, 2017, 16:19:59

you want to switch between id0 and id1?

user-5d12b0 06 December, 2017, 16:20:44

I don't want to, I have to, because the default is for both windows to have the same camera as their source, with one of them freezing presumably because the other window is hogging the frames.

user-e04f56 06 December, 2017, 16:22:54

sorry to re-iterate, but just to make sure: the second window, which is opened when you start the Unity scene has the same camera that was set for the first window, which opened after you started pupil_service

user-5d12b0 06 December, 2017, 16:25:36

Not exactly. I just did it your way and it worked better (new problem though, later). What I was doing was closing the eye window that opened after I started the service manually. "OK service is working, I can close this window because I don't need it right now". Then when Unity connected to the service and triggered the two eye windows to open, both eye newly opened eye windows had the same camera as its source.

user-5d12b0 06 December, 2017, 16:26:16

If I leave the first window open, as you described, then one more window is opened upon connecting and it has the correct (different) source.

user-5d12b0 06 December, 2017, 16:31:14

When allowing Unity to start the service, I had to enter the path for the pupil_service.exe. This made me realize that there was already a path in there (entered by my student), and it was to a different path than the service I was running manually (same version and everything, just a duplicate in a different folder). If the service is already running, then this shouldn't matter, but it seems like it does.

user-5d12b0 06 December, 2017, 16:31:22

My new problem is that my calibration scene is blacking out for 3-5 seconds at a time during calibration. If this is known then let me know, otherwise I'll continue to play around with it to see if I can better describe the problem.

user-e04f56 06 December, 2017, 16:32:24

is it happening once, or multiple times?

user-e04f56 06 December, 2017, 16:33:39

I observed this, here, as well, usually though because of performance issues which affect the link between Unity and SteamVR

user-e04f56 06 December, 2017, 16:35:04

going back to the pupil_service issue, I will talk to my colleagues to see if we can do anything on this front.

user-5d12b0 06 December, 2017, 16:35:14

still more on that front...

user-5d12b0 06 December, 2017, 16:36:24

If I run the service manually and in the Unity editor PupilGazeTracker property inspector uncheck 'Autorun Pupil Service', the scene fails to connect.

user-e04f56 06 December, 2017, 16:37:06

will have to leave now, but I can check what is happening there, tomorrow

user-e04f56 06 December, 2017, 16:37:17

really thanks for the feedback

user-5d12b0 06 December, 2017, 16:37:31

ok, thanks. I'll try to provide better descriptions of the problems as I work through this.

user-e04f56 06 December, 2017, 16:38:08

thanks

user-5d12b0 06 December, 2017, 16:53:23

The source of my black screen problems might be windows silent updates in the background taking up cpu and network resources.

user-e04f56 07 December, 2017, 08:38:24

@cboulay#4121 I had a look at the 'Autorun Pupil Service' implementation and just commited an update: If it is deselected on 'Play', the 'Start'/'Stop' buttons now function correctly. I also updated the name and what is shown on screen to better describe this behaviour.

user-5d12b0 07 December, 2017, 15:50:19

What are some of the reasons calibration might fail? I find that once it fails once, it will always fail. In the 2D Calibration Demo at least, if I try to stop the scene before making it to the market (i.e., if calibration fails or if I stop in the middle of calibration), this causes Unity to crash and I can only close the process with task manager.

user-5d12b0 07 December, 2017, 16:18:51

@user-e04f56 thanks for the changes w.r.t. the auto-run toggle. I don't think we'll be using this in the final product because we want to have a compiled program and not rely on the inspector, but this is helpful for us as an example to see how to delay launching the windows.

user-5d12b0 07 December, 2017, 16:21:19

Remember yesterday we were talking about black screens? I think the headset display is sleeping. It detects that the image on the display is not changing, and that the head is barely moving, so it turns the screen off. My only evidence for this is that I never get the black screen in the very active market scene and I no longer get the black screen during calibration if I slowly move my head throughout the calibration procedure. Unfortunately, moving my head during calibration leads to poor calibration.

user-29e10a 08 December, 2017, 10:33:59

@user-5d12b0 do you use the vive?

user-29e10a 08 December, 2017, 10:34:44

we had similar issues, we found within VR in the steam dashboard the setting for sleep mode if the headset is not moving. we raised it from 5 secs to 10 mins πŸ˜ƒ

user-29e10a 08 December, 2017, 10:35:05

the only way to set this up is within VR

user-5d12b0 08 December, 2017, 15:06:06

@user-29e10a , yes using the Vive.

user-5d12b0 08 December, 2017, 15:13:32

I found the setting and changed it, and my screen isn't blacking out anymore. Thank you very much!

user-ca85e0 10 December, 2017, 11:16:37

I have 2 questions. 1. How can I remove the three gaze markers appearing after the calibration? 2. How can I extract confidence level of gaze positions from both eyes? Thank you in advance.

user-e04f56 11 December, 2017, 07:35:33

@khg2478#8260 the three gaze markers that are shown after calibration are generated by the 'Calibration Demo' script. in the Calibration scene, this is added to the 'Main Camera' gameobject. It examplifies how to access gaze data after successful calibration. Just deselect the script or remove it.

user-e04f56 11 December, 2017, 07:48:56

as for the confidence: in the current implementation (that is a subscription to "gaze"), incoming Pupil packages are stored in PupilTools.gazeDictionary. PupilTools also provides a method to get the confidence for this package: PupilTool.ConfidenceForDictionary(Dictionary<string,object> dictionary). Here, 'dictionary' must be PupilTools.gazeDictionary. In case of 2D calibration, a single package contains the information for one eye.

user-ca85e0 12 December, 2017, 02:35:13

@user-e04f56 Thank you for your reply. I solved the first issue, removing gaze markers easily but the second one, confidence, generates an error message. It gives me "NullReferenceException: Object reference not set to an instance of an object PupilTools.ConfidenceForDictionary (System.Collections.Generic.Dictionary`2 dictionary) (at Assets/pupil_plugin/Scripts/Networking/PupilTools.cs:149)" , when I run "print(PupilTools.ConfidenceForDictionary(PupilTools.gazeDictionary));". Do you have any ideas how I can I extract the confidence level out of it??

user-e04f56 12 December, 2017, 07:06:35

@khg2478#8260 if you right-click on PupilTools.gazeDictionary and select "Find References", you will see that it is only set in line 173 on Connection.cs. If you have not hit this line, the dictionary will still be null. As I remember from our remote session, we had problems with the confidence level in Pupil, as well. Can you check Pupil Capture to see what is displayed for confidence in there? Before we set PupilTools.gazeDictionary to the incoming dictionary package, we check the new one for confidence (line 170, Connection.cs). If it is not above 0.6, we do not update. I suspect this is where the problem originates.

user-ca85e0 12 December, 2017, 17:55:12

@user-e04f56 The current confidence levels are above 0.9 as we tested last time. I will try to do this again when I have a subject to play with. Thanks again for the reply.

user-c3650b 14 December, 2017, 03:17:51

@user-e04f56 so I'm not able to get the Unity project to record... neither is anyone else on our team. We have tried both using the service and capture. Set up custom recording area (which can't find the folder unless you make your a folder with the date in it first..... super strange)... Little help?

user-e04f56 14 December, 2017, 07:02:20

@Underminer Studios#6622 do you get any error messages that could help us figure out what is going wrong? I just made two test recordings, the first creating a new folder and setting the custom path to it. The second with the same setup, which created a new folder called "002" as expected. The folder creation (respectively a check whether it is already existing) is triggered in FFmpegPipe.cs, starting in line 31. Maybe you can set a breakpoint and go through it line by line.

user-a700b3 15 December, 2017, 05:34:50

@user-e04f56 Hi, I am trying to use the Unity plugin, but it doesn't seem to be recording the video. I am trying to use the demo scene. It looks like it made the folder but never manages to write out a file. Is it possible it is failing to run the service as admin?

user-c3650b 15 December, 2017, 15:50:13

@user-e04f56 is this issue common?

user-a700b3 16 December, 2017, 23:46:52

@user-e04f56 Hi, I was able to get it to write a file finally by adding a create directory call. However all it creates is a video of the unity background. how do i get it to record the pupil camera (e.g. the raw video of your eyes)

user-ca85e0 17 December, 2017, 04:43:50

@user-e04f56 Hi. I found the reason why I could not obtain the confidence level. It was because I disabled 'Calibration Demo' script to remove the gaze markers. The gaze markers are used to extract all gaze related properties including gaze positions and confidence level. Instead of disabling the script, will there be other ways to remove the markers while extracting all gaze information?

user-ca85e0 17 December, 2017, 06:05:55

@user-e04f56 I think by adding "_gameObject.transform.localScale = new Vector3(0, 0, 0);" to gameobject initialization steps starting from line 9 in PupilMarker.cs, I removed the markers while extracting required information.

user-a700b3 19 December, 2017, 05:45:48

@user-e04f56 I still cant get the eye camera output, but also noticing that sometimes it tries to generate an mov and others an mp4. how can i force it to mp4?

user-e04f56 19 December, 2017, 07:47:14

@khg2478#8260 the best way to start getting the gaze information is this code (included in the Market Scene demos):

user-e04f56 19 December, 2017, 07:47:36

void OnEnable() { if (PupilTools.IsConnected) { PupilTools.DataProcessState = Pupil.EStatus.ProcessingGaze; PupilTools.SubscribeTo ("gaze"); } }

user-e04f56 19 December, 2017, 07:48:59

This will not use the gaze marker visualization, at all, which is what the Calibration Demo script is triggering

user-e04f56 19 December, 2017, 11:47:35

@user-a700b3 can you say what changed in comparison to your problems on Friday? maybe this can help to figure out why recording is not working [email removed] Studios#6622

user-e04f56 19 December, 2017, 11:51:53

as for the format of the video: the ffmpeg solution we are using currently supports three codecs: ProRes, H264, VP8. H264 should be set as standard, resulting in the mp4 file you mentioned. Just discovered that .mov is the suffix when selecting the ProRes codec..

user-e04f56 19 December, 2017, 11:54:47

and regarding the recording of eye cameras: you can currently (only) trigger this from Pupil Capture (and not through Unity) . Go to 'Recorder' and activate the 'Recorde eye' option. this will generate videos for each eye in the folder set above the toggle, named 'Path to recordings'

user-d74bad 19 December, 2017, 21:43:17

Hi, I'm trying to adjust the focus of my eye cameras but I'm having trouble. I can't find the lens adjuster tool in my box, either. Any tips?

user-d74bad 19 December, 2017, 21:44:54

When I try to adjust the little gear attached to the eye camera it seems like it's fused to the camera and isn't meant to be rotated, is that just outdated advice in the docs?

user-d74bad 19 December, 2017, 22:35:27

Also, have you opened up the most recent hmd-eyes/unity_pupil_plugin_hololens? There's quite a chunk of errors, just opening the project such as: PupilTools' does not contain a definition forConfidence' and PupilData' does not contain a definition forcalculateMovingAverage'

user-d74bad 19 December, 2017, 23:18:39

last (hopefully) question for now. this is as far/good an eye camera stream as I can get from the hololens eye camera attachments. Is this too close to my eyes? The eye camera attachments are really hard to configure, and it seems impossible to get the eye cameras' feed to look like the example pictures in the docs.

user-d74bad 19 December, 2017, 23:18:44

Chat image

user-e04f56 20 December, 2017, 08:00:29

@oysterboy#4578 I just did a fresh download of the git repository and also got the error messages you reported. This is a result of the Unity project not being set to "Universal Windows Platform". Please select this in "Build Settings.." and set HoloLens as "Target device". (I also have "Unity C# Projects" and "Development Build" selected.)

user-e04f56 20 December, 2017, 08:01:34

I tried to include these settings by adding the BuildSettings.asset, but it seems to have not been effective..

user-e04f56 20 December, 2017, 08:24:46

Ok, I think I identified my mistake: I had to include "EditorUserBuildSettings.asset", as well.

user-550274 20 December, 2017, 08:39:54

@user-e04f56 Hello, i am using unity plugin. Unity(2017.2.0f3 (64-bit)) is often frozen when using new unity plugin(v0.3.0.1 and pupil_capture_windows_x64_v1.2.7).This proglem did not occur when using old unity plugin(v0.1.0).Freeze is occurred when i push Play button for stopping. Is there a solution?

user-e04f56 20 December, 2017, 09:11:37

@user-550274 can you try to describe in more detail, what you do before the crash occurs? We try to test for multiple scenarios to prevent this behaviour, but maybe we missed something. I just need a little more information about the state in which the crash occurs. Here just some examples: Is Unity connected to Pupil? Is the calibration running/finished/failed when you stop Unity? Are the Pupil eye windows still open, is Pupil Capture still running and responsive?

user-550274 20 December, 2017, 09:50:34

@user-e04f56 Thx your reply. Sorry, i forgot important thing.My unity don't work calibration before the crash.Connecting Pupil-Labs process was success,but calibration is not finished. In 2D Calibration Demo, calibration is run until last target.After show last target, unity don't enable demo object. Is it known Issues?

user-e04f56 20 December, 2017, 14:02:41

@sisizanohito#7711 is the Pupil Capture GUI still responding, when this happens? so can you still select things in e.g. the menu?

user-d74bad 20 December, 2017, 15:30:20

@user-e04f56 thanks for the tip, what do you think about my camera focus question and the cameras' distances from my eyes?

user-d74bad 20 December, 2017, 15:30:46

are the cameras too close? and is there a way to refocus them by twisting the gears attached to their lenses?

user-e04f56 20 December, 2017, 15:44:52

@user-d74bad from my experience, the camera distance looks good. my eyes were also not covered completely, but due to the narrow field of view of the HoloLens displays, Pupil was still able to cover the available viewport.

user-e04f56 20 December, 2017, 15:49:39

as for the focus, I just spoke to our hardware guys: the adjuster tool is no longer included as it should not be necessary to change the focus with the new cameras. the images you posted actually look quite sharp, are you still having problems related to the focus?

user-d74bad 20 December, 2017, 15:50:32

ahhh great! I just wasn't sure if they were as in focus as the docs examples

user-d74bad 20 December, 2017, 15:50:45

thanks for the feedback!

mpk 20 December, 2017, 16:06:17

@user-d74bad do you have 120 or 200 fps eye cameras? 120fps an be adjusted. 200fps hardware is fixed.

user-d74bad 20 December, 2017, 16:09:38

I've the 200fps cameras

user-e04f56 21 December, 2017, 13:15:32

@sisizanohito#7711 thanks to your crash report, we discovered that the subscription sockets were not closed correctly when quitting the application while calibration is running. This is now fixed but still does not resolve your problem of the calibration not finishing. Did you check whether Pupil Capture is still responsive?

user-550274 21 December, 2017, 18:43:20

@user-e04f56 than to your support. I can not check it now, so I will report it later.

user-570235 23 December, 2017, 09:45:43

Hey. How can I use the Project for Hololens in Editor-Mode/Holographic Emulation? Is this possible?

user-813280 24 December, 2017, 16:41:51

Is this place exclusive for Pupil labs?

wrp 25 December, 2017, 08:47:10

@user-813280 this server is exclusive for Pupil related discussions/questions. This channel (hmd-eyes) is for HMD related integrations (VR/AR). The core channel is for head mounted eye tracking questions using Pupil (non VR/AR)

user-d74bad 27 December, 2017, 18:49:21

@user-570235 I have the emulation working between the hololens and unity but I can't get communication from pupil using the remote ip that works when not in emulation mode, nor the local ip.

user-d74bad 27 December, 2017, 18:49:58

I'm also curious if anyone has gotten their emulation working with pupil communication

user-53a623 28 December, 2017, 08:34:19

hey guys! Does anyone have experience with pupil kit and HTC VIVE?

user-53a623 28 December, 2017, 08:34:39

i wanna share tracking results, and other cool stuff that i came up with

wrp 28 December, 2017, 08:35:17

Hi @user-53a623 @user-e04f56 will be able to reply to you early next week

user-53a623 28 December, 2017, 08:35:38

thank you ! πŸ˜ƒ

mpk 28 December, 2017, 09:12:21

@user-53a623 if you want to share work feel free to do so here! It's always great to see new work and ideas!

user-53a623 28 December, 2017, 09:30:57

@mpk Sure, i'm gonna share soon what i'm up with

mpk 28 December, 2017, 09:36:37

Awesome!

user-53a623 28 December, 2017, 14:45:29

well, after a while, we applied some tests and came up with: 1. Cam Focus- Super important! don't stop until you make it 100% Precise.

user-53a623 28 December, 2017, 14:47:32
  1. The installation on the HTV Vive is tricky beacuse you must play with the vive base so it will be far from your eyes- set the focus, and compromise with loosing the VIVE focus on the edges (because you place the bast far from the eyes)
user-53a623 28 December, 2017, 14:48:18

The algorithem jitters when the eyes are too close to the cameras...

user-53a623 28 December, 2017, 14:49:14
  1. if you touched the VIVE after calibrating - the results are 30-40% less good.
user-53a623 28 December, 2017, 14:51:14

feel free to share your conclusions.. does anyone came up to reliable results?

mpk 28 December, 2017, 15:11:04

@user-53a623 thanks for the input! The distance to the vive always depends on your physiology. For some people it needs to be close, other further away.

mpk 28 December, 2017, 15:11:23

The focus is indeed critiacl. You need to get it right.

mpk 28 December, 2017, 15:12:43

We are working on slippage compensation for the vive setup. I hope we can push a release with this in Jan.

user-53a623 28 December, 2017, 15:34:51

@mpk Thank you! i am looking forward to get that

user-d74bad 28 December, 2017, 18:10:36

So I have been able to observe pupil remote broadcasting pupil data on a UDP local port but I can't get the unity pupil plugin to receive the data on a local port when running in holographic remote emulation mode, is this possible? It would make debugging the pupil plugin a lot easier.

mpk 28 December, 2017, 18:12:03

@user-d74bad this is a question @user-e04f56 can answer. I think he will be back online first week of Jan. I'm sure we can get this to work somehow.

user-d74bad 28 December, 2017, 18:12:28

awesome, I think you're right, unity definitely supports udp reception

user-d74bad 28 December, 2017, 21:48:05

has anyone implemented pupil tracking data as either of the hololens interfaces IPointingSource or IInputSource?

user-41f1bf 31 December, 2017, 17:48:25

Hi everyone. May I ask some general 3d-modeling related questions? Anyone using MakeHuman+Unity for making characters? I would like to create a simple virtual environment with one human agent. This agent will be a simple recording of body sensors. Of course, I would like to track eye movements over this agent. I would really appreciate your comments and recommendations.

End of December archive