vr-ar


user-7d765f 01 June, 2021, 06:16:17

any help will be appreciated.🙏

user-886683 01 June, 2021, 08:43:17

Does pupil lab VR compatable with new VIVE PRO 2??

papr 01 June, 2021, 09:06:35

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

user-7d765f 01 June, 2021, 09:30:14

Thanks a lot dear papr. I'll check that page for sure. and about heatmaps what's your suggestion? for example if the data of fixation points(x,y,z and duration of gazes) are accessible by the hmd-eyes for users can I use those data for generating heatmaps? or is there any alternative for this goal?

papr 01 June, 2021, 09:32:04

hmd-eyes does not support receiving fixation data at the moment. But it can be extended to do so. I do not know how one would create 3d heatmaps.

user-397c04 08 June, 2021, 07:38:06

Hi all, could the moverio addon be used with a moverio version different from bt300?

user-542054 08 June, 2021, 11:32:57

Hi all, I am facing issues with eye tracking calibration with pupil labs. Even though in Unity it says calibration is successful, it is way off the place where i am generally looking. I tried playing with the setting, but still no change. Could anyone guide me to where/what i should be fixing?

nmt 09 June, 2021, 08:59:50

Hi @user-542054. A common reason for reduced tracking quality is poor pupil detection. It is critical that you get good pupil detection before you calibrate. If everything is setup correctly, a robust red ellipse should be overlaying the pupil. If you wish, you can share a recording with data@pupil-labs.com such that we can provide more concrete advice

user-542054 09 June, 2021, 09:09:19

I guess I saw that and it was working fine (by working fine I mean that the red ellipse was overlaying the pupil ). But I will send you the recording today/tomorrow positively.

user-542054 09 June, 2021, 09:05:25

@nmt: Are you guys working in CET time ?

wrp 09 June, 2021, 09:06:07

@user-542054 Pupil Labs team member timezones span from UTC+0 to UTC+7. Edit: Currently UTC+1, UTC+2, UTC+3, UTC+7 (due to seasonal time zone shifts)

user-542054 09 June, 2021, 09:09:55

Thank you 🙂 I was wondering if I could set up an appointment and then do a screen share

wrp 09 June, 2021, 09:12:44

If you haven't already; please send an email to info@pupil-labs.com and we can follow up regarding a support request

user-542054 09 June, 2021, 09:24:53

Awesome, I will do that right now.

user-819914 09 June, 2021, 14:33:10

I'm also facing calibration problems; sometimes the markers never accept my fixation, and when I get through the full calibration, the quality is bad. Is there a calibration guide? Any tips and tricks? Can I force-accept a fixation?

As for my setup - we've mounted the cameras to a Hololens 2. Barring questions on software compatibility, are there physical reasons why this might not work? (do these images of my eyes look okay? Does one look better than the other? I tried two different mounts for this picture)

Chat image

papr 09 June, 2021, 14:35:11

The eye images look ok. If you shared a raw recording with [email removed] that included the calibration procedure, we could give you more detailed feedback.

user-819914 09 June, 2021, 14:36:02

Will do. Thank you!

user-d80cf5 15 June, 2021, 16:24:40

Hi all, I am trying to run an old project written by my colleague like 1 year ago. The project uses HMD_Calibration and HMD_Calibration_3D as plugin name. But now both plugins are deprecated, so they are not recognized by the current version of pupil eye capture. I noticed in the demos of pupil/hmd-eyes, calibration uses HMD3DChoreographyPlugin as plugin name. So I suppose HMD3DChoreographyPlugin can be used to replace HMD_Calibration_3D.(although I am not whether I understand it correctly). Could you please tell me what is the counterpart for 'HMD_Calibration'? Thanks!🙏

papr 15 June, 2021, 16:31:21

I suggest upgrading your hmd-eyes version. The enwer versions include the necessary changes.

user-542054 16 June, 2021, 10:39:44

@papr : I was trying to send the shared recording but it is over 300mb, could you let me if i could share it on the dropbox.

papr 16 June, 2021, 10:52:10

of course, that works for us

user-542054 16 June, 2021, 14:42:26

I have sent it,. please check it

user-6b4e77 22 June, 2021, 10:31:44

Hi all, do you know if I need base stations for the HTC Vice Pro for working head tracking? I use the Pupil Add-on.

papr 22 June, 2021, 10:42:18

I think so, yes

user-6cbd99 23 June, 2021, 14:35:27

when calibrating in unity the confidence drops below .80 sometimes but the pupil detection is good how do i make sure that pupil doesn't scrap the calibration data that has confidence lower than .80

papr 23 June, 2021, 14:56:35

Shouldn't the question be why the pupil confidence drops specifically during the calibration if it is otherwise high?

user-6cbd99 23 June, 2021, 15:01:41

it drops a bit under 80 when i look down in general

papr 23 June, 2021, 15:05:31

ok, that is somehow expected, as the eyelids/eyelashes tend to occlude the pupil when looking down

user-6cbd99 23 June, 2021, 15:02:04

but when i look at the confidence during the dip its a bit below 80

user-6cbd99 23 June, 2021, 15:05:58

so how can i stop pupil from scraping that data

papr 23 June, 2021, 15:08:08

The data scraping is there for a reason. Low confidence data tends to be very noisy which effects the calibration accuracy. Maybe you could share an example Pupil Capture recording with data@pupil-labs.com such that I can give more explicit feedback/ideas for improvement before you accept lower confidence data as valid.

papr 23 June, 2021, 15:14:17

But to respond to your explicit question: You would need to write a user plugin that changes the Plugin.g_pool.min_calibration_confidence value from 0.8 to a lower number

user-6cbd99 24 June, 2021, 16:35:03

@papr is it possible to calibrate the unitz scene using only one eye?

user-6cbd99 24 June, 2021, 16:35:22

whenever i try using one eye the calibration fails

user-73b616 28 June, 2021, 13:23:04

Different position of cameras should not affect anything, so you should be still able to get gaze direction and feed that to plugin responsible for foveated rendering, I don't have any direct experience with this but I don't see any particular reason why it should not work.

papr 28 June, 2021, 13:24:12

Generally, there are two things that can limit foveated rendering: Gaze signal delay and accuracy.

user-73b616 28 June, 2021, 13:27:08

I thought they are already using Pupil Labs addon with HTC Vive and Q is if it would still work if they gonna hard fit it to different headset somehow (not recommending that either though).

papr 28 June, 2021, 13:29:28

Yes, your response was correct. 🙂 I just wanted to extend on

I don't see any particular reason why it should not work.

End of June archive