vr-ar


user-99bf85 01 April, 2019, 06:34:21

Hello everyone. I am planning on measuring pupil dilation, blink rate and maybe blink duration in VR. Does anybdy know if it is possible to measure this in a VR aplication (like a game) that is not connected to Unity? (I've only read about the problem that gaze data doesn't work, but i am not interested in that.) In case this works, is there some type of documentation on how to set this up? Thank you for your help!!

user-072787 05 April, 2019, 19:10:22

Hi all - we are looking to collect pupil diameter. For our studies, we use 2-D calibration - is there a way to apply the "perspective" measurement in the 2D version to obtain a correct pupil diameter?

user-14d189 06 April, 2019, 19:56:31

@user-072787 Trouble with 2D calibration is that the distance of the eye camera to the eye is unknown and can change. Therefore a direct translation as of my knowledge is not possible. If you keep the recording, you could use the off line pupil detector in 3D mode. Then the export files will have pupil diameter in mm.

user-3cb20d 07 April, 2019, 07:08:24

Hello! Is there a way to run Python script in Unity?

user-c22e3a 08 April, 2019, 14:57:40

Hello I was wondering if it possible to start and pause pupil lab recording from Unity (no need for gaze info in game). So I just need to synchronize data recorded at unity with that record by the pupil lab.

user-3ede40 08 April, 2019, 21:26:52

Hi! I am wondering if someone might be able to assist me with troubleshooting an issue that we have been experiencing with getting the HTC Vive with a binocular eye tracking add-on to work with pupil labs. Currently, we are using Unity 2017.2.3 to run a study where eye tracking data will be used to update a gaze-contingent object. When I open and run the study, however, the object moves with head motion rather than with the eye motion. Unity and pupil labs do not seem to be communicating with each other, but work individually. Do you have any thoughts as to what may be creating this lack of communication between programs? Thanks!

user-8b1528 09 April, 2019, 13:25:35

@user-3ede40 Just a guess like that: your object is part of the camera tree of object ? If yes, the object will always follow the head movement since the camera is the head position... If not, then we will have to look further 😉

user-e8a795 12 April, 2019, 19:30:27

Hello! I am using the Pupil Labs Hololens add-on with Unity. I have run into a problem where the UDPCommunication.cs script is throwing an error with the information it receives from the Hololens relay. In the InterpreteUDPData function the "data" array throws on error when it is being processed into a float array from the byte array in the FloatArrayFromPacket function. I have seen one other user run across this problem ( @user-d3a1b6 ) but I don't see any resolution. I created a similar solution to his where when the data array is length 17 instead of 16 I am cutting off the last or first piece of data, but both of these solutions have produced data that is not accurate. Any help on the problem would be wonderful and any pointers to a solution as it was first brought to someone's attention would be great also. Thanks!

user-ee433b 16 April, 2019, 14:49:52

Hi, I was wondering what is the correct way to create a new clean HMD project with pupil? Do you have a "clean" package? With just Pupil Manager + calibration tool? Pupil.Import.Package.VR.unitypackage contains a lot of elements not needed in a new project (all the stuff related to the market for example)

user-8779ef 16 April, 2019, 14:51:23

Djinn, I suggest that you use the new alpha branch, in which case you should switch over to hmd-eyes-alpha. It still has a few issues, but I imagine they will be resolved shortly. Note that there is a seperate discord channel for the alpha build. If you scroll up there, you'll see a detailed word doc I wrote a while back describing the install process.

user-ee433b 16 April, 2019, 14:51:29

I tried to export a package myself, but I still have errors because there is some script needed hidden in the market stuff

user-8779ef 16 April, 2019, 14:51:49

I [email removed] has also provided some pretty detailed notes on the github. Just make sure you switch from the master to the alpha branch.

user-ee433b 16 April, 2019, 14:52:54

I have a experimentation currently running on this version of HMD-eyes (I can't switch to 3D).

user-ee433b 16 April, 2019, 14:53:40

(I tried the 3D version, but the precision is not good enough atm for what I'm doing... maybe later)

user-8779ef 16 April, 2019, 14:54:14

Please also see measures of accuracy and precision I provided in that channel.

user-ee433b 16 April, 2019, 14:54:20

But I tried and it was nice ^^

user-8779ef 16 April, 2019, 14:54:24

They are quite high (when there is a good track)

user-8779ef 16 April, 2019, 14:54:54

Scroll up to March 27th.

user-ee433b 16 April, 2019, 14:54:54

that's the problem... I've never manage to obtain a good track

user-8779ef 16 April, 2019, 14:55:30

A lot has changed in the past few weeks, but your call.

user-ee433b 16 April, 2019, 14:55:41

my pupil tracking is ok, but never good... I tried for month to improve this part

user-ee433b 16 April, 2019, 14:56:19

I tried late march (around 26-26 of march)

user-8779ef 16 April, 2019, 14:56:33

Again, things have improved quite a bit. Sorry, have to attend to other things (I don't work for pupil, just trying to help). I'll check in later. Good luck.

user-ee433b 16 April, 2019, 14:57:07

I had no problem to set-up the demo and test the 3D tracking

user-ee433b 16 April, 2019, 14:58:10

@user-8779ef but if you say there was improvement on this side, I'll try again 😉

fxlange 17 April, 2019, 12:08:25

hi @user-9bc047, I'm assuming that you are trying to receive data from Pupil Capture in hmd-eyes. You don't need to use Connection.cs at all. You can subscribe to a topic (via PupilTools.SubscribeTo("topic.of.your.choice")) first. Afterwards you can listen to the PupilLabs.ReceiveData event. The old docs are little bit misleading but we are currently reworking the whole plugin (hmd-eyes-alpha) and will leave the alpha/pre-release phase soon.

fxlange 17 April, 2019, 12:10:55

Hi @user-ee433b, I would also recommend checking out the latest alpha release and let us know where you have issues (in hmd-eyes-alpha).

fxlange 17 April, 2019, 12:14:57

Hi @user-c22e3a, starting and stopping data recordings is supported in hmd-eyes v0.62 (via pressing "R" in most demos) and in the latest alpha version as well (hmd-eyes-alpha - check out the recording demo).

fxlange 17 April, 2019, 12:16:55

Hi @user-99bf85, yes recording pupil data like diameter in a generic VR application would be possible without using Unity and hmd-eyes. You would have to start and stop the recording via Pupil Capture.

user-99bf85 17 April, 2019, 12:23:01

@fxlange Thank you for your answer!

user-97bf6d 17 April, 2019, 12:33:30

Hello everybody, is there a way to change the settings in the pupil capture from within an unity scene? That would be very beneficial for the usability. Also, I was wondering whether we could get the the debug information such as sthe red dot and the green circle in the eye video in unity. Thanks for your help!

fxlange 18 April, 2019, 09:37:53

Hi @user-97bf6d, there are indeed settings you can change via the network based API (low level) but there is no direct high level settings support in hmd-eyes. We have it on our list but not for the near future. You can try and work with the network based API on your own. What kind of settings do you want to change? In general I would recommend switching to hmd-eyes-alpha where working with the low level API is much clearer (via the RequestController).

user-ac3779 19 April, 2019, 14:51:58

Hello everyone, I am trying to load a custom scene in unity apart from the market demo scene, but how do I attach camera to the scene and also how do I attach all the scripts that will allow me to be able to gaze in my own custom scene. Thanks.

user-ac3779 22 April, 2019, 01:31:39

Got it working...no need

user-ac3779 22 April, 2019, 01:39:34

Guys, What is the recommended computer specifications to be able to record with capture unity and record without drag? Presently, my specifications are 16gb ram, NVIDIA GeForce GTX 1070 and my computer still drags while recording with capture in unity. So is there any recommended specifications?

wrp 22 April, 2019, 04:31:43

@user-ac3779 these specificiations should be sufficient. Please could you take a look at the system monitor to see what is consuming resources? Additionally, what resolution of eye image are you using?

user-ac3779 22 April, 2019, 04:34:07

@wrp Okay. Thanks so much for your response. When I get to the Lab in the morning I will check the eye resolution and I'll let you know.

user-3b599d 22 April, 2019, 11:15:42

@user-ac3779 , can you explain how do you attach camera to the scene, which scripts do you use and how do you get the gaze data for your custom scene. I have the same problem.

user-ac3779 22 April, 2019, 14:14:57

@wrp I tried the recording this morning. It still hangs. When I check the CPU memory it got to 100% with unity taking more than 50%. Regarding the eye resolution, do you mean under the eye settings in pupil capture the mode should be set to Camera Image?

user-ac3779 22 April, 2019, 14:18:30

@user-3b599d what I did was I dragged my scene to the hierarchy panel and I copied the camera rig from the market demo to my scene. Also I copied the Demo object from the demo market scene and I pasted to my scene. After that, I opened Pupil Manager and I added the name of my scene to the available scenes and I changed the Current Scene Index to the Element number of my scene

user-3b599d 22 April, 2019, 14:44:42

@user-ac3779 thank you. I will try it tomorrow. I think my main problem is that i dont know how to get data of my 3d gaze position. I want to get the estimated depth distance when i look to an object in the scene.

user-ac3779 22 April, 2019, 14:45:32

I believe your recording should give that data

user-734a2b 23 April, 2019, 11:55:54

hi everyone, Did you ever encountered black-out in HMD when doing calibration? It recovers after seconds. The problem does not occur every time I start the project (but quite often), but it's very annoying 😦

user-ae386c 23 April, 2019, 12:53:39

Hello everyone, i'm using the pupil labs alpha and the Vive pro integration with unity 2018.3. After calibration (either in demo scene or custom scene) the calculated gaze points are quite off the actual gaze point. Any suggestens, what I did mess up? thanks in advance ✌

user-3b599d 24 April, 2019, 09:56:58

Hello everyone, i saw that recording in vr is possible with the alpha version. How can i do a recording in ar using the hololens? Or is it possible to get the 3d gaze position without using the recorder?

fxlange 25 April, 2019, 08:26:53

Hi @user-ae386c, please refer to the hmd-eyes-alpha channel for questions regarding the alpha release.

But independent of the hmd-eyes version it is very important to check (with a buddy) the tracking quality in Pupil Capture. You need a stable confidence of >0.8. Besides settings in pupil capture it is recommended to do a "warm up" with your eyes before running the calibration - so pupil can generate a proper 3d model.

fxlange 25 April, 2019, 08:28:13

Hi @user-734a2b what do you mean by blackout exactly? For example a black screen or freeze?

fxlange 25 April, 2019, 08:33:49

Hi @user-3b599d, the alpha version is VR only for now but the latest hololens *.unitypackage should support recordings as well. But you also don't need to do a recording to access gaze data. In hmd-eyes v0.5+ you can use PupilData._2D.GazePosition or PupilData._3D.GazePosition documented here: https://github.com/pupil-labs/hmd-eyes/blob/master/Developer.md#gaze-topic-available-after-successful-calibration

user-3b599d 25 April, 2019, 09:32:26

@fxl Thank you, I was able to determine the position. But how is recording possible? There is no button for it.

user-99bf85 26 April, 2019, 06:26:54

Hi @user-ac3779 I have had a similar problem with the recording in unity. What I tried and helped was to make a build of my scene (including the calibration) and then turning unity off. So only run the build and pupil capture. Hope that helps.

user-99bf85 26 April, 2019, 06:31:50

Hello everyone I have a question about data analysis: Is there a way to directly extract Blink rate and maybe even Blink duration out of the exported data? And how do you deal with the timestamps? As I am trying to compare eye data to pulse it would be nice to have timestamps starting at 0. Is there a way to do this? Thank you very much

user-734a2b 26 April, 2019, 16:16:17

@fxlange only the screen of hmd is black. The calibration continues and the image of calibration scene in unity remains clear.

user-009621 30 April, 2019, 09:37:32

Hi everyone I could connect to pupil, when I used the holographic emulation app in the hololens. But when I build my app in unity and open the project via visual studio i can not connect to pupil anymore. Do i need to change something in the settings in visual studio?

End of April archive