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Pupil Tracking

Is it possible to do pupil tracking for cursor manipulation? If not, is this something that is in development for future revisions?

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    Personally I think something like this may be a bit disorienting

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    Understand that it there are no eye tracking cameras -- how does the Hololens measure the pupillary distance?

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    I was wondering the same thing. Thanks for the answer @HoloSheep.

    @runamuck, I don't think this would be disorienting as it would not move the camera in, for instance, a Unity scene but only used to place a cursor or ray cast from the camera. This could cause less strain on a users neck in things like Roboraid. I really think this would be a very useful feature and the same camera could be used to make a much fast IPD measurement.
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    wintermootwintermoot ✭✭
    edited May 2016

    FWIW I have not had much luck (in terms of comfort and accuracy) on other projects with eye tracking for repetitive, precision selection tasks using Tobii EyeX. Gaze is also challenging, but a bit easier to work with than eye tracking.

    There is some good research on fitt's law comparision for eye tracking based selection: https://www.researchgate.net/publication/221052647_A_Fitts_Law_comparison_of_eye_tracking_and_manual_input_in_the_selection_of_visual_targets tl;dr hybrid approaches like gaze + clicker are the most accurate.

    With Gaze based selection, one trick is to get folks to move their entire body. Take a page from the book of VR avatar 'physics' - "humans lead with their head, followed by their shoulders, and then torso".

    Repetitive, precision selection tasks can become uncomfortable or feel less natural when the player moves only their neck. Space out or move content sufficiently within the scene to get the player to engage their head/shoulder/torso more. This can even work with vertical lists if tuned well. If a player is to follow a character, follow ahead or behind them enough to avoid small saccades.

    This can be a challenge with world anchored menus. The rub lies in that the player can position themselves an arbitrary distance [or angle] from the objects they are selecting between. The Roboraid wall menu is a good example of this; difficult to select between options when far away and easy up close. I want to explore a menu system that adjusts the listview padding based on distances from the viewer for this reason.

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    Jarrod1937Jarrod1937 ✭✭✭

    @wintermoot, thanks for the link, a good starting point for some human factors engineering topics. I hadn't heard about Fitt's Law before, but instantly recognized it as being quite similar to Shannon's theorem on channel capacity. Makes sense though, the human mind deals with information in channels and noise all the time, so makes sense something linked to our nervous system would behave similarly.

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