The technology of dynamic eye tracking technology has been applied to mobile phones long before the consumer end. Nowadays, there are some VR devices that incorporate this technology, in addition to domestic Qixin Yiwei, Qingyan science and technology, such as Japan’s FOVE, Sweden's Tobii, etc. are all studying the combination of eye tracking and VR/AR.
How eye tracking can bring about great changes in the VR/AR experience. Recently, Sweden’s Tobii gave six reasons for this issue.
The current VR/AR equipment is "blind" "Now VR/AR devices do not have the ability to understand the user," said Oscar, commercial director of Tobii. He believes that the current VR/AR equipment is "passive", only to accept the user's instructions blindly, even if the iPhone X with facial recognition capabilities of equipment, but also does not fully understand the user.
By putting “eyes†on the device so that the device can understand the user and achieve a better experience, Oscar believes that eye tracking is an important technology for this function.
Tobii has been developing eye-tracking capabilities, which can be combined with PCs and VR devices. In June last year, he released the HTC Vive+ eye-tracking development kit, VR4, and collaborated with Qualcomm to make eye-tracking the standard for VR head-mounted displays. The function allows this feature to be included in every VR device.
Eye tracking brings evolution Tobii currently applies eye tracking technology in six areas and divides it into two major directions: "Equipment Evolution" and "Experience Evolution."
Let the device evolve The classification of equipment evolution is divided into three major blocks: Foveated Rendering, Eye Position, and Biometrics.
The gaze point rendering technology is considered to be a must-have ability for the next generation of headshots. This technology allows the head to reduce the requirement for graphics card rendering. The video card will focus on the area where the user's eyes are focused, and the area outside this layer is blurred layer by layer. display.
Eyeball positioning can improve the VR experience by detecting the position of the eyeball so that the content is always at the center of the viewing angle. The last biometric recognition is to identify the user through the characteristics of the pupil to implement functions such as automatic login.
Let the experience evolve What is directly related to content and experience is divided into three areas: "eyeball tracking operation", "social interaction" and "analysis".
Oscar focuses on eye tracking operations. "In the PC era, people's operating habits are to move the mouse and click after the eye sees the target, to achieve the purpose of operation, and the mouse and the keyboard become the medium; when the smart phone appears, the user can directly operate it by hand. Screens and sliding screens greatly save operating time."
PC: Identify the target → Move the mouse → Tap on the smartphone: Identify the target → Finger click Most VR content now: Identify target → Move controller → Click
For current users who are accustomed to this kind of operation, the sense of speed of the VR experience is not strong, or even feel a bit slow, and eye tracking becomes the most direct way of interaction, and it is the most able to understand the needs of users.
In addition, in the "Social Interaction" section, Oscar demonstrated a demo. In social applications, the most important thing is communication. In addition to avatars and sounds, body language, facial expressions, and eyes are important factors in promoting communication. In the Demo, the Avatar that did not use eye-tracking looks stiff and completely unable to see what kind of emotions it is; Avatar that uses eye-tracking looks a lot more vivid.
In this year's GDC2018, Qualcomm demonstrated the latest VR-powered machine equipped with the Snapdragon 845, which combines Tobii's eye tracking suite.
Improve the accuracy of gesture recognition In addition to the above areas, Tobii is also studying the use of eye tracking to improve the accuracy of gesture recognition. Many sport-related simulation experiences and games are using VR in large numbers, and gesture recognition is also finding a place in them.
For example, such an action as pitching, because each person's arm length and pitching motion are different, it is difficult to identify the position of the ball with gesture recognition, but with eye tracking, it is possible to know which position the user is looking at. Collect data to estimate the target point of the ball. Whether in the simulation training or in the development of VR games can play a good effect.
Lastly, Oscar said that Tobii will continue to devote more efforts to eye tracking technology for R&D in the future, allowing the VR/AR experience to enter the next phase - understanding users.
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