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HoloToolkit - GazeStabilizer settings: ???

I'm new to Unity and am just completing Holograms 210 in the Holographic Academy. I've just done the bit where I've added the GazeStabilizer to the scene.

A few questions:

By default, I really can't notice a difference when I run the app in the emulator. Is this something that one only really notices when one is wearing the device?

The lecture suggests experimenting with the settings, but given the amount of time the compile-deploy cycle takes, I doubt I'd remember the behavior of the last setting by the time I got to see the results of a change. So it would be nice to understand what the settings mean and what effects they're supposed to have.

StoredStabilitySamples - I can understand roughly what that means; the more samples you take the more overhead. But what effect does more samples have on the stabilization?

Then there are the drop-off radii, PositionDropOffRadius and DirectionDropOffRadius, which have to do with position- and direction- based distance from a gravity well. What is a gravity well, and what role does it play in stabilization? What do "position-based distance" and "direction-based distance" mean? How does this affect the stabilization?

Then PositionStrength and DirectionStrength as the linear interpolation factors for position and direction. That's some smoothing factor -- how is it applied and how does it affect the stabilization?

StabilityAverageDistanceWeight and StabilityVarianceWeight - these seem to be multipliers of a variance, but again that doesn't mean much to me.

Is there some literature on this I could read?

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Answers

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    Hey, @psfblair

    One thing I could suggest, aside from explaining these settings, is creating preset-buttons that set those values right in your holographic app. Your iteration cycle becomes as short as looking away and doing an air tap. Or even hooking them on air tap regardless of any interactive object so that you can tap-scroll through them and compare.

    Building the future of holographic navigation. We're hiring.

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