vr-ar


papr 05 May, 2022, 07:12:45

To do pupillometry, you will need to fit at least the 3d eye model which in turn requires pupil observations from different directions. In other words, your subject will need to be able to move their eyes at least.

user-6b3d8c 05 May, 2022, 15:20:33

I see. Thanks so much for the reply. So subjects need to move their eyes, but not necessarily fixate. Is there a demo, a FAQ, sample code, or something where I can get a better sense of what kind of movements subjects need to make (e.g. how many, for how long, in how many directions, do these need to be purposeful or can they be a bit stochastic/random, etc.)?

user-6b3d8c 05 May, 2022, 15:21:17

also, is this requirement of moving their eyes true for the Core too or just for the VR/AR?

user-9429ba 06 May, 2022, 10:09:11

Hi @user-6b3d8c! To fit the eye model you can either fixate a specific point whilst moving your head in a circular/spiral motion, or simply roll the eyes. The important thing is that the eye cameras have clear frontal view of the pupil at all points the eye moves too. This set up is the case for Pupil Core generally and is not specific to VR. Take a look at the docs on fitting the eye model and pupillometry here: https://docs.pupil-labs.com/core/best-practices/#pye3d-model

user-6b3d8c 06 May, 2022, 11:22:28

Thanks so much!

user-1552da 10 May, 2022, 10:04:13

Hi ! I've just received your hardware and I'm starting to play with it. I have a question... Is there a way to perform calibration in Unity using your Callibration.cs class, but receive actual data from eyetracker in another app ? Or only one socket connection to your API is possible and program, which performs callibration is going to receive all the data ? Can I split these 2 actions between Unity and WPF ?

papr 10 May, 2022, 10:06:57

Hey, once calibrated, you can receive gaze in multiple client softwares in parallel

user-8845ff 11 May, 2022, 16:59:18

Dear Pupil Labs Team,

I’m a Neuroscience PhD student currently in the middle of data collection for his final experiment in VR and I’m using the Pupil Labs VR/AR Eye-tracking for HTC Vive Pro. After having tested many participants without issues, all of a sudden this morning PupilCapture wasn’t able to connect to eye0 (right eye) and I kept receiving this error (see also attached log file):

[ERROR] video_capture.uvc_backend: Init failed. Capture is started in ghost mode. No images will be supplied.

I’ve been trying to follow all the suggestions that were proposed in the server for previous instances of the same issue (removing and re-installing drivers in admin mode, change USB port etc..), but none of them worked. My current hypotheses:

  1. Despite running it in admin mode, PupilCapture is unable to install the driver for the right eye camera (as you can see from the screenshot, it seems that only Pupil Cam2 ID0 is under libsubUK and Pupil Cam3 ID1 is under Cameras). Is it possible? Am I wrong?
  2. USB Cable Issue: To be on the safe side, I’ve just purchased a new USB to USB-C cable to see whether this might be the issue, but it seems unlikely given that one eye (eye1 - left) seems not to have any issue at all. I’ll change it tomorrow and report back tho.
  3. Software update: for a variety of reason we’re currently using PupilCapture v1.8.35 and Unity 2018.4.33 running on Windows 10. Could it be the issue? Please note that (until today) we haven't had any of these problems before. If update is needed, could it break our code?
  4. Hardware related: damage to the little orange cable connecting left and right eye camera (it doesn’t look like damaged tho) and/or any other part of the eye tracker. This would be really problematic.

I apologise for the long message, but it’s quite an emergency since I’m in the middle of testing and I’ve already had to cancel participants for today and tomorrow.

Many thanks for your time. Best,

Alberto

Chat image capture.log

papr 12 May, 2022, 10:15:45

Hi, from this screenshot it looks like both eye cameras are disconnected (light gray entry symbols). In addition, it looks like the drivers for the left camera are not installed correctly.

1) Please follow steps 1-5 from these instructions https://docs.pupil-labs.com/core/software/pupil-capture/#windows 2) Please follow steps 1-7 from these instructions https://github.com/pupil-labs/pyuvc/blob/master/WINDOWS_USER.md

user-8845ff 12 May, 2022, 10:21:45

Hi, thank you very much for the fast reply. I've already followed and repeated (1) steps 1-5 by changing USB Port and also USB C cable: nothing unfortunately. I'm going to follow (2) steps 1-7. One question tho: why drivers for both cameras are listed as Pupil Cam3 ID1 and Pupil Cam2 ID0? Shouldn't they be both Pupil Cam3? Also, do you know why they're included in different categories? Strangely, the left eye one (should be ID1) seems to work (albeit at 125 fps instead of the usual 200 Hz)

papr 12 May, 2022, 10:22:38

1) is meant for resetting the drivers to their defaults. It is not expected to work after that 🙂

papr 12 May, 2022, 10:24:36

After 1) all cameras should be listed in the Cameras category

papr 12 May, 2022, 10:24:06

why drivers for both cameras are listed as Pupil Cam3 ID1 and Pupil Cam2 ID0 Sometimes, the names are not displayed correctly. But this should not be an issue.

Also, do you know why they're included in different categories? That means that they have different drivers

user-8845ff 12 May, 2022, 10:32:36

Since after (1) I'm only seeing one camera, I hope that completing (2) and re-trying (1) again will solve the issue 🙂

papr 12 May, 2022, 10:34:06

2) will not change anything in this regard. See my note re the only-one-cam-visible issue https://discord.com/channels/285728493612957698/285728493612957698/974239809755295744

user-8845ff 12 May, 2022, 10:38:22

PS: when re-installing drivers via PupilCapture in admin mode, I get this:

Chat image

papr 12 May, 2022, 10:40:41

That is likely an issue with the driver installation that has been fixed since. Re your previous question: Releases with a major version bump (2.x, 3.x) have API backward incompatibilities. Your client software will likely not work out of the box (depends on what it does).

user-8845ff 12 May, 2022, 10:45:56

It's just an experiment script written in C# (we run it via Unity), but yes that was my fear: if API and general syntax has changed massively, it might break it. However, do you think it that this driver installation issue could be the problem? If so, could it be worth it to update Pupil Capture to its latest version? Worst case scenario (that I hope to avoid) would be physical damage to the camera and necessary repair procedure 😦

papr 12 May, 2022, 10:46:43

Since only one camera is listed in the device manager after 1), I do not think it is a driver but a hardware issue.

papr 12 May, 2022, 10:47:41

You can have multiple Pupil Capture versions installed in parallel. You can install the latest version check if it works (which I doubt because of the argument above) and continue using the old version.

user-8845ff 12 May, 2022, 10:54:44

So basically using the latest version as the most updated and safest approach to download and install drivers and then hope that this might solve the issue while using 1.8.35? But ofc, I do see your point about the fact that it could be hardware related. Just in case, how does the repair procedure work? I know that I will need to contact [email removed] but nothing more. I'm specifically concerned about time: generally how long would it take for repair/substitution or alternatively to receive a new one after purchase (UK)? Thank you again for your help and all the crucial info 🙂

papr 12 May, 2022, 10:58:00

All Capture versions use the same drivers. Once the drivers are installed, either manually via 2) or via the latest Capture auto-install, all Capture versions should just work.

I do not know the details of the repair procedure. Our hardware support team will inform you once you have contacted them via email.

user-8845ff 12 May, 2022, 11:00:05

Thank you very much 🙂 I'll try with (2) and report back if anything changes. If not, I'll just go trough info@pupil-labs.com

user-1552da 13 May, 2022, 11:17:24

Hi, do you have any C# code samples for realtime acces to data generated by Pupil Capture and Pupil Service ? I implemented it in python using https://docs.pupil-labs.com/developer/core/network-api/ but haven't found any c# solution yet.

papr 13 May, 2022, 11:26:25

See https://github.com/pupil-labs/hmd-eyes/

user-e18fd4 13 May, 2022, 17:36:45

Hi, Can you please explain for me the meaning of the on_surf variable which is either true or false ? I can't find anything in the documentation.

papr 16 May, 2022, 09:01:26

If you use surface trackings, the variable indicates wether the gaze is on the surface (or not) for given sample https://docs.pupil-labs.com/core/software/pupil-capture/#surface-tracking

user-886683 19 May, 2022, 16:11:32

Can I see VR scene generated with Unity in Pupil Capture program?

nmt 20 May, 2022, 07:49:22

Hi @user-886683 👋. Please see this message for reference: https://discord.com/channels/285728493612957698/285728635267186688/881886661410185269

user-32a7af 20 May, 2022, 06:38:14

Hello. Do you have any idea if the binocular add-on works on HTC VIVE Flow?

nmt 20 May, 2022, 07:51:29

Hi @user-32a7af. The Add-on isn't compatible with Vive Flow: https://discord.com/channels/285728493612957698/285728635267186688/956545909884321793

user-32a7af 20 May, 2022, 12:14:33

OK. Thank you very much.

End of May archive