vr-ar


user-fd8504 05 January, 2022, 12:34:26

Hi. I have a question - does pupillabs binocular addons for eye tracking give access to camera image?

nmt 05 January, 2022, 13:07:37

Hi @user-fd8504 👋. Yes. In real-time, you can view the camera images in Pupil Capture, our desktop software: https://docs.pupil-labs.com/core/software/pupil-capture/#pupil-capture, or access them with our Network API: https://docs.pupil-labs.com/developer/core/network-api/#network-api

user-fd8504 05 January, 2022, 13:37:34

Thank you a lot!

user-6c2e03 06 January, 2022, 02:16:16

Hey, for some reason the eye tracker has begun acting up since the last time my lab used it about 2 weeks ago. For some reason whenever we start the calibration after being prompted to warm up our eyes, it fails instantly. I can't seem to figure out what's different or why this is happening. Any advice?

user-6c2e03 06 January, 2022, 02:22:08

ok never mind, it was a particularly dumb bug in my code, it's been fixed

user-6c2e03 06 January, 2022, 02:22:45

i have no idea how this wasn't a problem 2 weeks ago but it should be fine now

user-fd8504 11 January, 2022, 12:20:52

Hi! I have a question about VR headsets. We're creating an app in which we want to support eye tracking. We're going to buy your binocular add-on but we struggle with headset choice. I see the ones supported by binoculars are HTC Vive, Vive Pro and Vive Cosmos. Which of them do you recommend for developing? I see there's API in you binoculars so there will be no problem with access to the eye position, but we don't know which of VR sets should we get. Last one question - is there option to install eyetracking addons on Oculus Quest 2? Thanks for your time.

nmt 11 January, 2022, 12:37:29

Hi @user-fd8504 👋. It is the same VR Add-on that fits to the Vive, Vive Pro and Cosmos. In that sense, developing with our Add-on will not really change depending on the choice of HMD, which should instead be driven by your use-case constraints. Note that our VR Add-on doesn't fit the Oculus Quest 2. Also, we maintain a project called hmd-eyes that integrates our Add-on with Unity3d. See the developer documentation for further details: https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md

user-fd8504 11 January, 2022, 12:40:14

Okay, Thank you!

user-757c59 13 January, 2022, 16:09:37

Hello hello. I am hoping to purchase the Pupil labs eye tracking add-on for the HoloLens 2. But it is unclear if the add-on works for both HoloLens 1 and 2 or just the HoloLens 1 (https://pupil-labs.com/products/vr-ar/). Is the HoloLens 2 supported at this time?

Yes. HoloLens 2 has native eye-tracking support. But it is not good enough for this project.

(This is also a bump for @user-fde905 's and @user-7aee47 's questions from 2020 and 2021 )

user-9429ba 14 January, 2022, 16:03:15

Hi! Our eye tracking add-on unfortunately does not fit the Hololens 2 geometry as standard. We can offer the eye cameras and world camera with cabling, for custom prototyping. They would need retrofitting to the HoloLens 2 headset.

user-1585d2 27 January, 2022, 13:45:54

Hi! i was looking at your DIY page and i have to say that it makes me very happy that you're offering such a comprehensive parts list and guide on how to make your own eye tracker. i am personally a heavy user of the Valve index, and would love to add something like the binocular addon to it, but the original product doesn't fit it. would it be possible to diy something close to the binoculars togethet that would work with your software?

papr 27 January, 2022, 13:49:00

Thanks for this feedback! If you just change the frame, not the electronics, the software should work just fine. 👍

End of January archive